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Player Features and Ideas Discussion

 
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Overloading Ship Engines

Author
Professor Shim
Royal Amarr Institute
Amarr Empire
#1 - 2012-01-17 10:50:35 UTC
A thought occurred to me as I was double-webbed in a mission without a prop-mod fit. Why not be able to overheat our ship's engines by 10% or so? The trade-off can be in structure HP. Well, if we did that, we'd need to stop them before they accidentally blew their ship up, so I figured it could stop at 50% structure. Well, burnt out modules cease working once burnt out, but a ship needs its engines so I figured after being 'burnt out' they could be reduced to maybe 10% speed and still allow warping. To repair this damage, since it isn't a ship module, one would need hull repairs of some sort (be it self or remote or station.) This way overheating one's engines is still viable with a legitimate drawback. Possible skills that could be implemented would be one to increase the amount of speed increase by 3-5% per level (max 25% or something), one to increase ship max speed after burnout another 3-5% (same skill?), and possible one to increase the maximum ship HP one could burn out by 5% per level.
Simi Kusoni
HelloKittyFanclub
#2 - 2012-01-17 11:04:57 UTC
Professor Shim wrote:
A thought occurred to me as I was double-webbed in a mission without a prop-mod fit. Why not be able to overheat our ship's engines by 10% or so? The trade-off can be in structure HP. Well, if we did that, we'd need to stop them before they accidentally blew their ship up, so I figured it could stop at 50% structure. Well, burnt out modules cease working once burnt out, but a ship needs its engines so I figured after being 'burnt out' they could be reduced to maybe 10% speed and still allow warping. To repair this damage, since it isn't a ship module, one would need hull repairs of some sort (be it self or remote or station.) This way overheating one's engines is still viable with a legitimate drawback. Possible skills that could be implemented would be one to increase the amount of speed increase by 3-5% per level (max 25% or something), one to increase ship max speed after burnout another 3-5% (same skill?), and possible one to increase the maximum ship HP one could burn out by 5% per level.

So you want the ability to overload, causing your ship to increase in speed by a fair margin? And once you have completely overloaded there is a corresponding drop in acceleration, yet you can still warp if out of point range?

Sounds a lot like hitting that little bar above your MWD.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Professor Shim
Royal Amarr Institute
Amarr Empire
#3 - 2012-01-17 11:11:36 UTC  |  Edited by: Professor Shim
It could be used in addition to a MWD. I know most ships have an AB or MWD fitted, both of which can be overheated. I was more thinking about something on a smaller scale for ships with no prop mod fitted or who wanted to squeeze an extra <25% out of their engines. Even 25% isn't much when compared to a T1 afterburner, let alone a MWD.

In an in-game perspective, capsuleers can control their ships to an extent, and the modules on said ships rather well, but why not give them the ability to tweak their ships on-the-fly, similar to how rigs allow slight modifications of a standard ship hull?

Basically just another idea I had at 6AM.

(edit)
Also I'm bad at quoting or reply; I don't get on these forums much.
(/edit)
Fidelium Mortis
Minor Major Miners LLC
#4 - 2012-01-17 16:24:21 UTC
The current mechanic is working beautifully as you described. Basically, you're faced with making a decision between fitting a tanking module or prop mod in the mid slot. Now it's up to you to decide which is more advantageous and what would be the best strategy that would take advantage of the module you choose.

ICRS - Intergalactic Certified Rocket Surgeon