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Battleship Module *** Potential to bring Battleships back into the fra

Author
Protector X
State War Academy
Caldari State
#1 - 2015-12-31 00:22:49 UTC  |  Edited by: Protector X
Last night a new module occurred to me while out in my small gang fleet of frigates and cruisers that may just have the potential to bring battleship class ships back onto the battlefield.

I wont get into the nitty gritty details so i'll just put out the concept and hope that it gets enough attention for the right people to actually consider it.

The module is a fleet damage mitigation module. This is how it works: Its a short range AE >10km that provides all fleet members in its radius a 30% (?) reduction in damage that is redirected to the battleship using the module.

And that is pretty much the module ladies and gentlemen. I think this module could bring a unique role to battleships including the marauder class as well, which would bring a lot more use of BS back to the field including for small gang skirmishes. The application of multiple modules from multiple battleships could potential change the dynamic of fleet fights, if multiple modules can stack. This would make it so battleships would have to be taken out first in many fleet engagements with multiple battleships using this module as the damage mitigation would be theoretically 100% on all other ships in its immediate vicinity. (But this honestly seems OP, unless theres some kind of stacking penalty that balances it)

I believe a module like this would be really healthy for pvp engagements giving battleships a unique role while also giving the new command destroyers a tactical niche as well with their mjd. This module has the effect of increasing the duration of fleet fights and making fleet support ships like ewar ever more important to have and manage..

What do you guys think, if this sounds like something that you'd want to see in game that would enhance gameplay give it a +1. Any feedback is welcome.
DrysonBennington
Eagle's Talon's
#2 - 2015-12-31 00:30:54 UTC
I would have to think that each ship in the Fleet would have to have a special module or rig...a rig would be best that would allow the damage to be transferred to the Battleship. Basically the Battleship would create a field around the ships in the fleet, no more than ten ships and nothing larger than a BC, where the field would channel the attack to the Battleship.

The Battleship would need fuel to operate the module of course.
Protector X
State War Academy
Caldari State
#3 - 2015-12-31 00:39:14 UTC
DrysonBennington wrote:
I would have to think that each ship in the Fleet would have to have a special module or rig...a rig would be best that would allow the damage to be transferred to the Battleship.


I suppose if need be (coding issues) this could be an effective means of linking ships to the battleship...

As for the fuel... I think running it off the capacitor is sufficient enough, but i also think this module should have some hefty cap use requirements as well, which would make energy warfare an effective counter against this tech.
Elyia Suze Nagala
Republic Military School
Minmatar Republic
#4 - 2015-12-31 00:47:21 UTC
How about a deflector shield? Only able to be fitted on BS, but with in the AoE in coming projectiles are scattered, renduring them less damaging. The cost is only BS can fit this field, it runs continuously like a cloak field (no duration), but because of this the offset is it has massive power grid requirements. Basically, you fit this and might as well forget about other BS sized high slot modules.
Nevyn Auscent
Broke Sauce
#5 - 2015-12-31 01:14:50 UTC
BS aren't in that much need of a gimicky module.
Some targeting range so they don't need sensor boosters simply to use a standard unboosted long range weapon, a significant base EHP increase and a little bit of sustainable tank increase for the standard BS (The silly fits are all ASB based or triple rep based which are not sustainable). And that will actually put them in a much more appropriate place.

Note this 'module' you are asking for basically already exists in the form of armour boosts as a note, increasing fleet resists has this effect already. I'm not against more fleet support modules either, but if an entire class has issues a gimmick is not the way to fix them.
Elyia Suze Nagala
Republic Military School
Minmatar Republic
#6 - 2015-12-31 08:24:57 UTC
Nevyn Auscent wrote:
BS aren't in that much need of a gimicky module.
Some targeting range so they don't need sensor boosters simply to use a standard unboosted long range weapon, a significant base EHP increase and a little bit of sustainable tank increase for the standard BS (The silly fits are all ASB based or triple rep based which are not sustainable). And that will actually put them in a much more appropriate place.

Note this 'module' you are asking for basically already exists in the form of armour boosts as a note, increasing fleet resists has this effect already. I'm not against more fleet support modules either, but if an entire class has issues a gimmick is not the way to fix them.


I never understood why Battlecruiser hulls can fit warfare links, but BS can't. Lame..
Celthric Kanerian
Viziam
Amarr Empire
#7 - 2015-12-31 10:45:49 UTC
Elyia Suze Nagala wrote:
Nevyn Auscent wrote:
BS aren't in that much need of a gimicky module.
Some targeting range so they don't need sensor boosters simply to use a standard unboosted long range weapon, a significant base EHP increase and a little bit of sustainable tank increase for the standard BS (The silly fits are all ASB based or triple rep based which are not sustainable). And that will actually put them in a much more appropriate place.

Note this 'module' you are asking for basically already exists in the form of armour boosts as a note, increasing fleet resists has this effect already. I'm not against more fleet support modules either, but if an entire class has issues a gimmick is not the way to fix them.


I never understood why Battlecruiser hulls can fit warfare links, but BS can't. Lame..


Probably to give people more of a reason to use BC's. They don't see much action that often compared to regular cruisers.
Sigras
Conglomo
#8 - 2015-12-31 11:36:48 UTC
Battleships will never be popular in large fleets as long as they are the only ship class adversely affected by bombs.

Smaller ships simply move out of the way, and larger ships shrug off the damage as if nothing happened. This has contributed to the rise of the cruiser age as cruisers can simply orbit anchor mindlessly, but battleships cant.

What we need are anti-cruiser bombs which have a smaller explosion radius and deploy faster, but do less damage and have less HP.

This will level the playing field as no matter what ship class you're in, just sitting and orbiting anchor will be lethal.
Serendipity Lost
Repo Industries
#9 - 2015-12-31 12:12:25 UTC  |  Edited by: Serendipity Lost
I'll pose the goon question - since they are the n+1 kings at the moment.

If I'm in a fleet of 201 rokhs and we all have these +30% damage to me/-30% to everyone else modules and we all turn them on and then 5 nitwits in bombers make a run at us.... what happens?

Do all the ships get +30% damage (times 5 for that many bombs) (times 200 for that many close ships)because of the module?
Do all the ships get -30% damage (times 200 for that many close ships) because of the other 200 modules?
Did we all just get alpha'd because the damage to me got calculated first?
Did we all just get zero damage because because the damage reduction go calculated first?

Do you do all the calculations and then give a final damage number?
Do all these calculations make hamster brains splatter all over the inside of the server?
(assuming the server doesn't just create a black hole and disappear) Did 5 bombers just max out TIDI while all these modules interact with each other?

201 Rokhs orbitting a gate at 8km (7.82km if you're an max/min math nerd - but then again, getting 201 dudes to orbit at 7.82km would be a bit much to ask). The enemies jump in. As the baddies start to load grid, 201 damage swaperdoodle modules get turned on in 3-2-1 now now now. Did 201 rokhs just turn the entire incoming enemy fleet into fish in a barrel as the server does the 10km AOE math for 201 gate orbiting rokhs (they are all constantly in and out of each others 10km AOE) so that the incoming fleet is dead before they load grid?

I don't think 'the blob' needs any defensive AOE tools to inflict real world server lag on eve fleets. Conceptually it's kind of cool. AOE in general scales abuse quite well, so not ideal. AND as in the multitude of other BS are teh suxors thread - BS are in a pretty good spot as is right now. You just have to fly them correctly (they ain't solo pwnmobiles - for the most part). Consult my corps KB, we've been using them pretty regularly in wh/null/LS with a good deal of success and a great deal of fun.
Donnachadh
United Allegiance of Undesirables
#10 - 2015-12-31 15:49:21 UTC
Elyia Suze Nagala wrote:
I never understood why Battlecruiser hulls can fit warfare links, but BS can't. Lame..

It is lame that the targeting system in a BS is slower than one in a frigate.
It is lame that missiles have a limit to their speed.
It is lame that turret based weapons hit instantly.
To keep this short there are many things in this game that are lame, but they are there anyway.
From this we can only surmise that A. CCP has no clue, or B. they are there as balance factors.
Personally I think they are there for balance factors.
Protector X
State War Academy
Caldari State
#11 - 2015-12-31 16:33:11 UTC
Serendipity Lost wrote:
I'll pose the goon question - since they are the n+1 kings at the moment.

If I'm in a fleet of 201 rokhs and we all have these +30% damage to me/-30% to everyone else modules and we all turn them on and then 5 nitwits in bombers make a run at us.... what happens?

Do all the ships get +30% damage (times 5 for that many bombs) (times 200 for that many close ships)because of the module?
Do all the ships get -30% damage (times 200 for that many close ships) because of the other 200 modules?
Did we all just get alpha'd because the damage to me got calculated first?
Did we all just get zero damage because because the damage reduction go calculated first?

Do you do all the calculations and then give a final damage number?
Do all these calculations make hamster brains splatter all over the inside of the server?
(assuming the server doesn't just create a black hole and disappear) Did 5 bombers just max out TIDI while all these modules interact with each other?


All your questions really pan off the basis of these modules being allowed to stack which is definately something that would have to seriously be considered. And what if 10km isnt the range, what if its 5km, keeping a fleet in a 5km formation would be quite difficult in any fleet fight. The module doesnt give +30%dmg... the module only removes -30% of the dmg being applied on to a target and redirects it onto the host battleship in its vicinity running this module.

For those saying battleships are in a good state... I would argue that they may be solid ships on the field once they are in the battle, but its getting them there thats really the problem, they are super sluggish, and lack any real benefit to a fleet once they arrive. They are in the end just a dps ship with a little higher ehp. with the exception of the geddon and the scorpion which has defined roles. Anyway, I just wanted to put this idea out there.. Thanks for the feedback.
Reaver Glitterstim
The Scope
Gallente Federation
#12 - 2015-12-31 17:57:35 UTC
I don't really like the idea of a module that transfers damage away from a target. It disrupts the enemy fleet commander's target selections and disallows the enemy fleet to choose targets by threat level vs defensive potential. With some clever application of this, you could pour all your threat level into one half of the fleet, and the other half would have all the defenses and would redirect most of the damage to themselves. That's just one example.





As for the math, keep it simple:
When a ship takes damage, the server adds up how many damage transfer fields are on it and gives them the standard stacking penalty to determine total damage transferred away from this target. That damage is distributed evenly among all of the ships who have a damage transfer field over the ship that got hit.

And that leads to another problem--if you can distribute damage across multiple ships, that would make single target weapons useless in large fleet engagements. Everyone would have to use smartbombs to win, unless the enemy fleet wasn't using battleships. Alternatively, you could have this act as a command module, and only allow one ship to have any damage redirected to them. That ship could fit multiple modules, allowing more damage to be redirected to them, and that would take away from their own offense.

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elitatwo
Zansha Expansion
#13 - 2015-12-31 18:36:51 UTC
I had an idea about a module that would decrease the amount of target locks a battleship has on him at any given time. For now let's call it target spectrum breaker I.

If the battleship pilot is in too deep she would use one of those while being alinged to somewhere and she could get out or mjd in a better position.

What do you think?

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Nevyn Auscent
Broke Sauce
#14 - 2015-12-31 22:54:48 UTC
elitatwo wrote:
I had an idea about a module that would decrease the amount of target locks a battleship has on him at any given time. For now let's call it target spectrum breaker I.

If the battleship pilot is in too deep she would use one of those while being alinged to somewhere and she could get out or mjd in a better position.

What do you think?

The problem with the TSB is to have enough locks on you to make it effective, you are taking enough damage in a volley to kill you normally. And you break all your logi locks meaning only local reps are effective with one, but you can't afford a local rep since you need the EHP from buffer to avoid being instantly killed.
It's nice in theory, but it just doesn't have the numbers right with large fleet combat. Maybe if there was a DPS stacking penalty to make it far harder to insti pop people and BS had higher base EHP as well then it would work better.
elitatwo
Zansha Expansion
#15 - 2015-12-31 23:47:53 UTC
Nevyn Auscent wrote:
elitatwo wrote:
I had an idea about a module that would decrease the amount of target locks a battleship has on him at any given time. For now let's call it target spectrum breaker I.

If the battleship pilot is in too deep she would use one of those while being alinged to somewhere and she could get out or mjd in a better position.

What do you think?

The problem with the TSB is to have enough locks on you to make it effective, you are taking enough damage in a volley to kill you normally. And you break all your logi locks meaning only local reps are effective with one, but you can't afford a local rep since you need the EHP from buffer to avoid being instantly killed.
It's nice in theory, but it just doesn't have the numbers right with large fleet combat. Maybe if there was a DPS stacking penalty to make it far harder to insti pop people and BS had higher base EHP as well then it would work better.


Hmm I honestly don't know, I just thought it was funny.

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Bumblefck
Kerensky Initiatives
#16 - 2016-01-01 01:02:38 UTC
You can have this as soon as I can get my Moustachio Invulnerability Field



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