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Player Features and Ideas Discussion

 
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Warp speed drug

Author
Morrigan LeSante
Perkone
Caldari State
#1 - 2016-01-14 08:15:43 UTC
Can we get one? We have drugs/boosters for most other things.

In terms of drawbacks I'm thinking hull HP, cargo capacity and....I throw the last one open to the floor, maybe scan res or max velocity?

My first two picks are to stop it being used as a "free" speed boost in high sec for freighters, the last one to create a drawback for uber fast tackle.

The boost level could either be %age or flat to limit the boost on already fast warpers.

That is all Smile
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#2 - 2016-01-14 08:55:12 UTC
how does cargo capacity work as a drawback if my vargur's cargo is already full of cap charges?

Domination Nephilim - Angel Cartel

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Morrigan LeSante
Perkone
Caldari State
#3 - 2016-01-14 09:26:09 UTC
Good question.

I don't know Smile
Barrogh Habalu
Imperial Shipment
Amarr Empire
#4 - 2016-01-14 12:44:52 UTC
We would know if someone with a ship that had its cargo nerfed told us. That's one way to see what happens then.
Morrigan LeSante
Perkone
Caldari State
#5 - 2016-01-14 12:48:53 UTC  |  Edited by: Morrigan LeSante
Its happened to me docked. It wont let you undock. I've never had it happen in space.

It could be tested with a depot and cargo expander, I suspect it'll block you somehow or not let you move.
Frostys Virpio
State War Academy
Caldari State
#6 - 2016-01-14 12:56:29 UTC
Make the bonus of the drug be exactly the same level as a rig and make the drawback an effect that rip any rig you have in your 1st rig slot be ripped every server tick.
Hopelesshobo
Hoboland
#7 - 2016-01-14 16:47:18 UTC
Frostys Virpio wrote:
Make the bonus of the drug be exactly the same level as a rig and make the drawback an effect that rip any rig you have in your 1st rig slot be ripped every server tick.


Because drugs only have 1 strength and rip your ships fitting apart already...

But for the concerns of the cargohold drawback. The best thing would be to not let your ship warp when your cargo is suddenly overly full from the drawback of the drug. Since the purpose of the drug would be to make you warp faster, preventing you from utilizing the drug would be the best way to go.

Lowering the average to make you look better since 2012.

Riot Girl
You'll Cowards Don't Even Smoke Crack
#8 - 2016-01-14 19:16:17 UTC  |  Edited by: Riot Girl
Reduced weapon damage would be a suitable drawback. I don't see any reason to nerf cargo holds.
Morrigan LeSante
Perkone
Caldari State
#9 - 2016-01-14 20:27:46 UTC
Riot Girl wrote:
Reduced weapon damage would be a suitable drawback. I don't see any reason to nerf cargo holds.



Then why would you not ALWAYS use it in haulers? A charon cares little for less DPS Blink
FT Diomedes
The Graduates
#10 - 2016-01-14 21:04:47 UTC
Morrigan LeSante wrote:
Its happened to me docked. It wont let you undock. I've never had it happen in space.

It could be tested with a depot and cargo expander, I suspect it'll block you somehow or not let you move.


That is what it did to Supercapitals when their drone bays got too full.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Abby Silverwind
Demonic Retribution
The Initiative.
#11 - 2016-01-15 00:55:14 UTC
+1

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Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#12 - 2016-01-15 01:31:54 UTC  |  Edited by: Scipio Artelius
Morrigan LeSante wrote:
Riot Girl wrote:
Reduced weapon damage would be a suitable drawback. I don't see any reason to nerf cargo holds.



Then why would you not ALWAYS use it in haulers? A charon cares little for less DPS Blink

Haulers are more limited by their align speed than their warp speed.

It's not in warp that they are gankable, so I don't see cargo as being a real necessary to use as a drawback because of haulers.

I think Riot Girl's suggestion is good. That way something like a Machariel fleet has to consider the impact and not just use it to make their fleets even faster to get to fights.

A drawback that affects turret and launcher damage or ROF is a good option because for most ships a hull HP drawback isn't a worry, so there's almost no drawback at all if it's cargo and hull.

I like the idea though.

We have Quafe Zero which effects sub-warp speed.

Maybe Starsi Max for this booster.
Nevyn Auscent
Broke Sauce
#13 - 2016-01-15 04:51:46 UTC
Or... we could have the amazing idea of not making drugs have drawbacks and balance them such that opportunity cost creates the balance.
CCP have said in the past that the drugs drawbacks don't create meaningful gameplay generally anyway.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#14 - 2016-01-15 05:31:16 UTC
Morrigan LeSante wrote:
Riot Girl wrote:
Reduced weapon damage would be a suitable drawback. I don't see any reason to nerf cargo holds.



Then why would you not ALWAYS use it in haulers? A charon cares little for less DPS Blink

I don't think haulers are at risk of breaking the game.
Arya Regnar
Darwins Right Hand
#15 - 2016-01-15 05:31:26 UTC
Scipio Artelius wrote:
Morrigan LeSante wrote:
Riot Girl wrote:
Reduced weapon damage would be a suitable drawback. I don't see any reason to nerf cargo holds.



Then why would you not ALWAYS use it in haulers? A charon cares little for less DPS Blink

Haulers are more limited by their align speed than their warp speed.

It's not in warp that they are gankable, so I don't see cargo as being a real necessary to use as a drawback because of haulers.

I think Riot Girl's suggestion is good. That way something like a Machariel fleet has to consider the impact and not just use it to make their fleets even faster to get to fights.

A drawback that affects turret and launcher damage or ROF is a good option because for most ships a hull HP drawback isn't a worry, so there's almost no drawback at all if it's cargo and hull.

I like the idea though.

We have Quafe Zero which effects sub-warp speed.

Maybe Starsi Max for this booster.

You have no idea what you are talking about.

My 6 au/s bowhead with mwd does warps more than 3 times faster than a normal one with just mwd.

And for freighters webs are a thing.

EvE-Mail me if you need anything.

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#16 - 2016-01-15 05:50:15 UTC  |  Edited by: Scipio Artelius
Arya Regnar wrote:
[You have no idea what you are talking about.

My 6 au/s bowhead with mwd does warps more than 3 times faster than a normal one with just mwd.

And for freighters webs are a thing.

Nothing you wrote disagrees with anything I wrote, so not sure why the aggression.

While hauling isn't my most enjoyed activity, the only hauling ship I don't use is a bowhead, so I have reasonable experience using them.

I just don't see how a cargo hit is even needed. So what if industrials can warp quickly?

For most of them, the time to align is where they are slow and this proposed drug won't affect their align time, only their warp speed.

I don't see any problem if every Charon pilot for example would use the drug. It'll still align like a slug and yes webs are a thing (I use them 100% of the time) but as the killboards show, there's a lot of people that don't use them.

The biggest bottleneck I have using my webs is that the weapons timer prevents her jumping gate before my freighters, so the freighters have to wait cloaked every now and then until the webs can jump in. This drug also won't do anything about that and the slow step will be the webs weapons timer in many cases, so there's still no issue if every freighter used a warp speed drug.

More power to them. That doesn't really need a drawback.
elitatwo
Zansha Expansion
#17 - 2016-01-15 06:36:55 UTC
Nevyn Auscent wrote:
Or... we could have the amazing idea of not making drugs have drawbacks and balance them such that opportunity cost creates the balance.
CCP have said in the past that the drugs drawbacks don't create meaningful gameplay generally anyway.


It doesn't and they tried that out on SiSi for a couple of weeks but then improved boosters became mandatory.

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Morrigan LeSante
Perkone
Caldari State
#18 - 2016-01-15 08:24:34 UTC
Riot Girl wrote:
Morrigan LeSante wrote:
Riot Girl wrote:
Reduced weapon damage would be a suitable drawback. I don't see any reason to nerf cargo holds.



Then why would you not ALWAYS use it in haulers? A charon cares little for less DPS Blink

I don't think haulers are at risk of breaking the game.



Nor I, but a new WS booster will consume an existing booster slot so there's a trade off right there. If there were no drawbacks relevant to haulers, it would risk creating a new meta where it was essentially mandatory for haulers.

But sure, toss it in for the third drawback. Or swap one of them to sig radius in keeping with the hyperspatial rig flavour?

I'm not precious about drawbacks to be honest, I just didn't want to stealth buff haulers without calling the possibility out.

And a cargo hit does hurt all ships using cap boosters too (which is quite a few). Well ok, not so much the small ships but that's because small cap boosters are stupidly undersized.
Lugh Crow-Slave
#19 - 2016-01-17 16:18:39 UTC  |  Edited by: Lugh Crow-Slave
Lan Wang wrote:
how does cargo capacity work as a drawback if my vargur's cargo is already full of cap charges?


Lol now you can't warp at all until you jet

They added that little bit when they have freighters lows so they couldn't undocks refit to tank and go about their day
Riot Girl
You'll Cowards Don't Even Smoke Crack
#20 - 2016-01-17 20:39:22 UTC  |  Edited by: Riot Girl
Morrigan LeSante wrote:
Riot Girl wrote:
Morrigan LeSante wrote:
Riot Girl wrote:
Reduced weapon damage would be a suitable drawback. I don't see any reason to nerf cargo holds.



Then why would you not ALWAYS use it in haulers? A charon cares little for less DPS Blink

I don't think haulers are at risk of breaking the game.



Nor I, but a new WS booster will consume an existing booster slot so there's a trade off right there. If there were no drawbacks relevant to haulers, it would risk creating a new meta where it was essentially mandatory for haulers.

But sure, toss it in for the third drawback. Or swap one of them to sig radius in keeping with the hyperspatial rig flavour?

I'm not precious about drawbacks to be honest, I just didn't want to stealth buff haulers without calling the possibility out.

And a cargo hit does hurt all ships using cap boosters too (which is quite a few). Well ok, not so much the small ships but that's because small cap boosters are stupidly undersized.

Any warp-speed drug would be used for a reward based benefit. Reducing weapon damage mitigates the increased reward usrs of the drug would experience.

In PvE, especially, warp rigs and implants already boost the disparity between isk/hr farmers and 'regular' mission runners. I'd propose that all warp-speed modifications should come with a relative damage output nerf.