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Player Features and Ideas Discussion

 
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Module idea: Emergency Shield Transfer Module

Author
Lucas Kell
Solitude Trading
S.N.O.T.
#1 - 2016-02-09 11:06:03 UTC
The idea behind this module is that a ship can transfer a significant portion of it's own shield to a target in a short timespan. This would be a highslot module, with a 3 second spool time. Once the 3 seconds is up, the module would drain 90% of the total shield amount from the owners ship and transfer it to the target. At the same time, the module would burn out completely, making it only good for a single use without repairs. Multiple modules can be fitted. A T2 version could have a longer range and/or an extra use before completely burning out.

If the ship using the module didn't have 90% of their shields available, it would still transfer the same amount of HP, but it would take from armor and hull at a rate of 2x the shields. For example:

Your ship has:
1000/1000 shield
1000/1000 armor
1000/1000 hull

Firing the module would drain 900 shield and transfer it to the target, leaving:
100/1000 shield
1000/1000 armor
1000/1000 hull

If they were to fire a second module, it would still transfer 900 shield to the target but would drain 100 shield, then 1600 (800x2) from the rest of the ship, resulting in

0/1000 shield
0/1000 armor
400/1000 hull

It would be possible for a ship to destroy itself by firing the module at this point, transferring 200 shield to the target.

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Frostys Virpio
State War Academy
Caldari State
#2 - 2016-02-09 13:28:42 UTC
Lucas Kell wrote:
The idea behind this module is that a ship can transfer a significant portion of it's own shield to a target in a short timespan. This would be a highslot module, with a 3 second spool time. Once the 3 seconds is up, the module would drain 90% of the total shield amount from the owners ship and transfer it to the target. At the same time, the module would burn out completely, making it only good for a single use without repairs. Multiple modules can be fitted. A T2 version could have a longer range and/or an extra use before completely burning out.

If the ship using the module didn't have 90% of their shields available, it would still transfer the same amount of HP, but it would take from armor and hull at a rate of 2x the shields. For example:

Your ship has:
1000/1000 shield
1000/1000 armor
1000/1000 hull

Firing the module would drain 900 shield and transfer it to the target, leaving:
100/1000 shield
1000/1000 armor
1000/1000 hull

If they were to fire a second module, it would still transfer 900 shield to the target but would drain 100 shield, then 1600 (800x2) from the rest of the ship, resulting in

0/1000 shield
0/1000 armor
400/1000 hull

It would be possible for a ship to destroy itself by firing the module at this point, transferring 200 shield to the target.


What kind of fittings would that thing need?
Lucas Kell
Solitude Trading
S.N.O.T.
#3 - 2016-02-09 13:34:39 UTC
Frostys Virpio wrote:
What kind of fittings would that thing need?
Not really considered it. Something not too restrictive, on par with a remote shield repper for the given ship type I suppose, since the ship you are attaching it to would go a long way to limiting it's usefulness, and each one attached would wipe out a high slot.

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Frostys Virpio
State War Academy
Caldari State
#4 - 2016-02-09 14:17:12 UTC
Lucas Kell wrote:
Frostys Virpio wrote:
What kind of fittings would that thing need?
Not really considered it. Something not too restrictive, on par with a remote shield repper for the given ship type I suppose, since the ship you are attaching it to would go a long way to limiting it's usefulness, and each one attached would wipe out a high slot.


If put on a battleship, it has the power to top off a charon from 0 shield left on a 3 second spool up giving it 80+k EHP back.

Is it balanced to be able to do that?

And it's actually a bit more with fleet bonus in fact.
Lucas Kell
Solitude Trading
S.N.O.T.
#5 - 2016-02-09 14:31:18 UTC
Frostys Virpio wrote:
Lucas Kell wrote:
Frostys Virpio wrote:
What kind of fittings would that thing need?
Not really considered it. Something not too restrictive, on par with a remote shield repper for the given ship type I suppose, since the ship you are attaching it to would go a long way to limiting it's usefulness, and each one attached would wipe out a high slot.
If put on a battleship, it has the power to top off a charon from 0 shield left on a 3 second spool up giving it 80+k EHP back.

Is it balanced to be able to do that?

And it's actually a bit more with fleet bonus in fact.
With the right pricing for the module and the burnout requiring you to pay for the module to be repaired it could be balanced fairly well. Blowing 90% of a buffer battleships shield to give less than a third of the EHP back to the Charon would put the battleship in a riskier situation too. It would also need to get within a fairly short range of the freighter (I would suggest it has a range of 5-8 km depending on the tech level) to do it too.

What would you suggest is a reasonable way to balance out such a module, and/or adjust the module so it is more readily balanced?

The Indecisive Noob - EVE fan blog.

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Frostys Virpio
State War Academy
Caldari State
#6 - 2016-02-09 14:51:40 UTC
Lucas Kell wrote:
Frostys Virpio wrote:
Lucas Kell wrote:
Frostys Virpio wrote:
What kind of fittings would that thing need?
Not really considered it. Something not too restrictive, on par with a remote shield repper for the given ship type I suppose, since the ship you are attaching it to would go a long way to limiting it's usefulness, and each one attached would wipe out a high slot.
If put on a battleship, it has the power to top off a charon from 0 shield left on a 3 second spool up giving it 80+k EHP back.

Is it balanced to be able to do that?

And it's actually a bit more with fleet bonus in fact.
With the right pricing for the module and the burnout requiring you to pay for the module to be repaired it could be balanced fairly well. Blowing 90% of a buffer battleships shield to give less than a third of the EHP back to the Charon would put the battleship in a riskier situation too. It would also need to get within a fairly short range of the freighter (I would suggest it has a range of 5-8 km depending on the tech level) to do it too.

What would you suggest is a reasonable way to balance out such a module, and/or adjust the module so it is more readily balanced?


Use the already existing reps instead of creating a new module like that.
Lucas Kell
Solitude Trading
S.N.O.T.
#7 - 2016-02-09 14:59:29 UTC
Frostys Virpio wrote:
Use the already existing reps instead of creating a new module like that.
Existing reps are shockingly bad and if buffed to be less bad would be too powerful when loads of them get dumped on from cap stable ships. I figured a direct ship to ship transfer would be a pretty cool addition, and the potential to damage and even destroy your ship to help a mate would be awesome.

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Dr Cedric
Science and Trade Institute
Caldari State
#8 - 2016-02-09 15:15:31 UTC
I feel like this module doesn't really fit into the Eve-World.... its a bit un-lore-ish. How in the world do nano repair bots extract energy from inert metal to then be launched via an energy transfer conduit onto another ship?

Also... why isn't there an armor version of this, cuz, you know #ilovearmortanks?

Interesting idea, but would be better used as a logistics module.... ancillary remote repair something-or-other. Also, I'm betting no one would use it, or it would get very highly abused by the bigger groups , cuz, you know #moreisbetter

Cedric

Lucas Kell
Solitude Trading
S.N.O.T.
#9 - 2016-02-09 15:30:17 UTC
Dr Cedric wrote:
I feel like this module doesn't really fit into the Eve-World.... its a bit un-lore-ish. How in the world do nano repair bots extract energy from inert metal to then be launched via an energy transfer conduit onto another ship?
Well the way I imagined it, after draining the energy from the shield, the module is ripping the energy straight from the shield relays which compromises the structural integrity of the ship causing the armor plates and hull to be crushed.

Dr Cedric wrote:
Also... why isn't there an armor version of this, cuz, you know #ilovearmortanks?
Partially because the ide a of puttign raw energy straight into the armor makes little sense, but also because doing it shield to shield makes it more beneficial for people to do from shield tanked ships, which means their sig radius is higher making them more vulnerable to bombing.

Dr Cedric wrote:
Interesting idea, but would be better used as a logistics module.... ancillary remote repair something-or-other.
Do you mean working from cap boosters and such?

Dr Cedric wrote:
Also, I'm betting no one would use it, or it would get very highly abused by the bigger groups , cuz, you know #moreisbetter
Possibly, but it would probably have it's niche uses. I'd also love to see the time when big groups did use loads of them to keep a titan up of something then they all get bombed.

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Daichi Yamato
Jabbersnarks and Wonderglass
#10 - 2016-02-09 20:37:44 UTC
This makes it quite easy to counter a freighter gank with a couple dual tanked ravens.

Use the existing shield transfers, they are far from bad, or make a mod like an existing transfer that consumes shield instead of cap. But nothing that can transfer so much HP in such a small amount of time.

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SurrenderMonkey
State Protectorate
Caldari State
#11 - 2016-02-09 20:50:15 UTC  |  Edited by: SurrenderMonkey
Lucas Kell wrote:
Existing reps are shockingly bad


I see we've already reached the, "Just say whatever, regardless of veracity," stage of this Lucas Kell post.

Edit: Whoops, misquoted, sorry Frostys.

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Frostys Virpio
State War Academy
Caldari State
#12 - 2016-02-09 21:52:26 UTC
Lucas Kell wrote:
Frostys Virpio wrote:
Use the already existing reps instead of creating a new module like that.
Existing reps are shockingly bad and if buffed to be less bad would be too powerful when loads of them get dumped on from cap stable ships. I figured a direct ship to ship transfer would be a pretty cool addition, and the potential to damage and even destroy your ship to help a mate would be awesome.


T1 logi cruiser will have the cap life required to last for a gank attempt at least until concord arrive. You don't need to be stable. Only to outlast the gank wave. When they are flashy red, you can dock and undock to get a free full cap without waiting for the recharge. If they send more than one wave, they are definitely putting more effort into it than you are and you deserve to fail the anti gank.

[Nestor, Nestor]

Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Steel Plates II
1600mm Steel Plates II
Damage Control II

500MN Microwarpdrive II
Cap Recharger II
Large Capacitor Battery II
Large Capacitor Battery II
Large Capacitor Battery II
Large Capacitor Battery II

Large Coaxial Compact Remote Armor Repairer
Large Coaxial Compact Remote Armor Repairer
Large Coaxial Compact Remote Armor Repairer
Large Coaxial Compact Remote Armor Repairer
Large Coaxial Compact Remote Armor Repairer
Large Coaxial Compact Remote Armor Repairer
Large Coaxial Compact Remote Armor Repairer

Large Remote Repair Augmentor I
Large Remote Repair Augmentor I
Large Remote Repair Augmentor I

This abheration will rep over 3 catalyst worth of DPS on a naked providence using AM damage profile for over a minute with the pro mod running in case you somehow have to follow the ship at 1km/s. It's close to 7 cata if the providence fitted A type resist mods in his low.

There are cheaper solution if a somewhat overpriced battleship is not your cup of tea. The Augoror without cap transfer will have 5 medium reps running for long enough for a gank cycle to end because again, being stable is useless since the gank window is limited once bullets start flying.

The logistic dylema of gank is different from fleets. Being cap stable is compeltely useless. You need to rep the gank window and then the damage stops anyway because CONCORD will clear the field of all criminal. Find the ship that gives the most HP in that known time of window. On the cheap, it's probably shield in raw HP but armor freighter can tank better with resistance plating so they probably gets better overall.
Lucas Kell
Solitude Trading
S.N.O.T.
#13 - 2016-02-10 10:12:39 UTC
Frostys Virpio wrote:
This abheration will rep over 3 catalyst worth of DPS on a naked providence using AM damage profile for over a minute with the pro mod running in case you somehow have to follow the ship at 1km/s. It's close to 7 cata if the providence fitted A type resist mods in his low.
Exactly, over a billion isk of ship to negate 3-7 catalysts and very limited ship choices. That demonstrates how outclassed HP/s is by DPS. The idea behind the emergency module would be to open up the ship choices in a variety of situations, form ganks through small scale combat to fleet fights. As an alternative option to always carrying logistics around with you, your friend can opt to damage themselves to give you a pickup and vice versa.

Frostys Virpio wrote:
The logistic dylema of gank is different from fleets.
Indeed it is, and it's different from a lot of situations, which is why having a different type of remote repair available create more flexibility rather than just saying "do exactly the same thing in exactly the same way". Weapons systems have missiles, turrets and drones, 3 distinct basic types that work in different ways with variants within. Logistics only works in one way, turning cap into HP at a rate surpassed by weapon DPS. It has to be this way in big fleets because fights would never end if they were too powerful, but adding another option would be good, the downsides for the ship firing it would just have to be significant enough to balance it.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.