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Idea to change up PvE/PvP (Change Missiles)

Author
Saint NIk
Regency Holdings
Absolute Will
#1 - 2012-01-11 07:15:39 UTC  |  Edited by: Saint NIk
When I started Eve a few years ago I went into Caldari thinking that they looked cool and missiles are awesome. Within just 6 months I already had enough of missiles, they are so slow and it sucks missioning with HML's or HAM's because you will be losing a lot of missiles just because the target gets destroyed before they even reach the target.

The change to the game mechanics is to make all guns classified as "light weaponry" and missiles/rocket/torpedoes will be classified as "heavy weaponry". Almost all ships in Eve will have guns as its main armament, Gallente will be specced with blasters under the hybrid line, Caldari will be specced with railguns under the hybrid line, Amarr will stick with lasers, and Minmatar will stay with projectiles. Some ships will have a heavy weapon slot or two.

Caldari ships will have more ships that will have 1 or 2 slots for heavy weapons and have bonuses for them. To make rockets/missiles/torpedoes have a more realistic role in this game we would need to slow down their recharge and up their damage. If a torpedo does 500 damage and have a 4 second reload it should have 1.5k damage and 15 second recharge rate. Basically overall missiles in general will do less dps but what they lack in dps they make up in pure alpha attacks.

There should be 4 sizes of heavy weapons.

-Frig/Destroyer(small) - Rockets/Light Missiles

-Rockets - Rockets will be fed how guns are fed with a clip of rockets, after the clip of rockets is used up it will need to reload. Rockets have the fastest recharge rate compared to all other heavy weapons but do the least amount of damage and the lowest range.

-Light Missiles - Light Missiles is the first true heavy weapon, light missiles have better range than rockets but still relatively short compared to most other heavy weapons. Recharge rate for light missiles is much longer than rockets but damage is considerably increased.

-Cruiser/Battle Cruiser (medium)- Assault Missile/Heavy Missile/Light Tactical Missile

-Assault Missile- Assault Missiles are a hodge podge of Rockets and Heavy Missiles, Assault Missiles are clipped like rockets but do considerable more damage. The range is slightly better than rockets but the recharge rate for Assault Missiles is slightly slower than rockets.

-Heavy Missile- Heavy Missiles are basically the big brother of Light Missiles, Heavy Missiles do considerable more damage but in turn have a lower recharge rate. The range for heavy missiles is much larger than light missiles.

-Light Tactical Missiles- Missiles that are not dumb, they are locked on via visual and "other" means, currently these would be like F.o.F. missiles but Light Tactical Missiles are usually slower than most heavy weapons because some models of LTM's need to systematically re-acquire the target during flight. The slowest variants are usually versions which have the highest payloads or longest ranges. Light Tactical Missiles are the slowest to reload out of all small and medium heavy weapons, highest damage and range overall for all small and medium heavy weapons. These weapon systems can be destroyed by enemy fire.
Saint NIk
Regency Holdings
Absolute Will
#2 - 2012-01-11 07:18:18 UTC  |  Edited by: Saint NIk
-Battle Cruiser/Battleship (large)- Heavy Tactical Missile/Torpedo

-Heavy Tactical Missile- The big brother to the light tactical missile, these missiles are as slow if not slower than light tactical missiles. The payloads for heavy tactical missiles are immense, the recharge rates for these are also immense, roughly the slowest time out of all heavy weapons. The Heavy Tactical Missiles are designed with one thing in mind, fire and forget, the advanced versions of Heavy Tactical Missiles have cloaking generators but they must decloak every so often to re-acquire the enemy signature. These can be destroyed by enemy fire but some advanced versions can have shielding.

-Torpedo- Torpedoes are the missiles of choice for specialized battle cruisers and battleships, torpedoes are massive in damage potential but slow in recharge and it has a lower range.

-Dreadnaught/Carrier/Super Carrier/Titan (immense)- Tactical Cruise Missile

-Tactical Cruise Missile- The tactical cruise missile is the largest heavy weapon and purely designed to destroy capital ships and on occasion battleships. These have the slowest recharge rate out of all heavy weapons but the highest range and highest damage potential as well.

A simple table for heavy weapon comparison:
Damage Recharge Rate Speed Range
Rocket XX 2 XXXXXXXXX 9 XXXXXXXX 8 XX 2
Light Missile XXX 3 XXXXXXX 7 XXXXXX 6 XXXX 4
Assault Missile XXX 3 XXXXXXXX 8 XXXXXXX 7 XXX 3
Heavy Missile XXXX 4 XXXXXX 6 XXXXX 5 XXXXXX 6
Light Tactical Missile XXXXX 5 XXXXX 5 XXX 3 XXXXXXX 7
Heavy Tactical Missile XXXXXXX 7 XXX 3 XX 2 XXXXXXXX 8
Torpedo XXXXXXXX 8 XXXX 4 XXXX 4 XXX 3
Tactical Cruise Missile XXXXXXXXX 9 XX 2 XXXX 4 XXXXXXXXXX 10

The system doesn't show it as well as I made it but basically each missile has 4 qualities, damage, recharge rate, speed, and range. If you add up the numbers on the right of each missile it should be around 19-24. That number is all of the areas combined, I tried to have a rough balance for each missile type. This is only a rough sketch so not much actual info is in place, just an idea and a lot of hope. Thanks for reading.
Nova Fox
Novafox Shipyards
#3 - 2012-01-11 09:17:09 UTC  |  Edited by: Nova Fox
You're talking about eliminating years worth of balancing out the window.

Also if you been around long enough you know that there are some seriously messed up things about the phsyics engine that doesnt allow a missile to go that fast considering its is an acutal collidable object in the game.

Though... I would love to have Fire and Forget Missiles. High speed rockets that hit the first thing in the general cone area in front of your ship. Give it to the gallente.

Give FOFs to the minamtar.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Obsidiana
Atrament Inc.
#4 - 2012-01-13 06:32:33 UTC
Option 1: Time your missiles and estimate the chances of kill with you missile alpha.
Option 2: Range your missiles so that the first round hits before a second is fired.
Option 3: Let your drones finish them off.

Yes it is annoying to lose a volley of missiles. That said, this is a case where player skill comes into play. You can avoid the problem if you don't use missiles like guns.
LeHarfang
Federal Navy Academy
Gallente Federation
#5 - 2012-01-13 07:44:29 UTC  |  Edited by: LeHarfang
Same as drones, with experience you'll tim your missiles correctly and not lose too many. However, since drones can be shot and lost (it is a huge downside, trust me), missiles needs to have a disadvantage somewhere or they would be OP compared to drones (even though they still are, from my experience in PvE). That's why missiles arent reusable (obviously) and can easily be lost.
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2012-01-13 09:18:11 UTC
Someone should go tell all the tengu pilots how bad they are for pve.
Tarn Kugisa
Kugisa Dynamics
#7 - 2012-01-13 09:47:03 UTC
Danika Princip wrote:
Someone should go tell all the tengu pilots how bad they are for pve.

Yeah, because Tengu's don't put out enough DPS And Tank for L5's

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt