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Ships & Modules

 
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Faction ships and faction mods synergy

Author
Cedo Nulli
Royal Amarr Institute
Amarr Empire
#1 - 2012-04-17 03:33:43 UTC
Proposed idea: Faction hull would offer increased benefit from using the same factions mods in it. Not something that makes it overpowered but worthwhile nevertheless.

Example: Amarr navy vessel would get higher bonuses from amarr navy heatsinks. Guristas invul getting a bonus in a guristas hull.

Reasoning: Item of high quality being designed for its parent navy would obviously work best in a ship its been designed for originally. Big marine diesels for example .. surely they fit on multiple ships but still they work optimal and offer best milage on the setup they have been designed for.

Benefits: Would create more usage for faction ships and more people wanting faction items (Isk sink). Would make an intresting twist when fitting faction ships. Would even make sense in a real world logic kind of way.


mxzf
Shovel Bros
#2 - 2012-04-17 03:38:27 UTC
This has been tossed out a few times. It's still a bad idea, set bonuses for what equipment you're using is a bad idea, this isn't WoW.
Cedo Nulli
Royal Amarr Institute
Amarr Empire
#3 - 2012-04-17 03:41:07 UTC
mxzf wrote:
This has been tossed out a few times. It's still a bad idea, set bonuses for what equipment you're using is a bad idea, this isn't WoW.


Not a set bonus ... just increased effect.

And why is it a bad idea ?
mxzf
Shovel Bros
#4 - 2012-04-17 03:44:30 UTC
Cedo Nulli wrote:
Not a set bonus ... just increased effect.

And why is it a bad idea ?


... yeah, that's called a set bonus, when you get an increased bonus for using things as a set Roll

And it's a bad idea because it penalizes fitting diversity and gives an arbitrary bonus for using specific modules with a certain ship. I mean, what would you think if the Arazu had an extra 10% scram range when you used it with the Meta 2 scram, but no other scram? That's the same kind of change that you're proposing.
FT Diomedes
The Graduates
#5 - 2012-04-17 04:01:57 UTC
I agree that this is a bad idea. How far would you take this? Would every mod on the ship have to be faction to get the full effect? You already get the intended bonus to the ship's performance by fitting that module. No need to give an additional bonus on top of that for fitting a module with a specific name. No need to encourage even more anal retentive min/maxing.

So far in Eve the only set bonuses are for implants. It should stay that way.

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

X Gallentius
Black Eagle1
#6 - 2012-04-17 05:37:28 UTC
Like set bonuses for implants? Is that what you mean?
Katalci
Kismesis
#7 - 2012-04-17 05:53:09 UTC  |  Edited by: Katalci
It looks like they did think of this at once, if you look in the stats for some things. There are things like "amarrnavybonus" set to numbers for ships and modules. It's a terrible idea so I'm glad they threw it out.

Cedo Nulli wrote:
Would create more usage for faction ships and more people wanting faction items (Isk sink).

Someone doesn't know how economics works.
Misanthra
Alternative Enterprises
#8 - 2012-04-17 09:52:57 UTC
not every race has mods to enhance an ability.....but they run others races tanks and weapons (well weapons associated with races at any rate) .

Imbalance examples:

Pimp manticpore (actaully good for picking off rat bs' and gtfo). CN BCU, CN tank, CN launchers and its got uber damage. Before the kinetic bonus and cov ops 4/5. Nemesis....no faction launchers, no faction BCU.

Lets flip this around. Gallanete can pimp the Mega or domi (faction mag stab) caldari can't pimp the rokh (no faction mag stab). One of these ships actually needs the pimp. It be rokh....to give those caldari tired of missile spam a break without a x-train lol (rokh just not worth the time as is imo...its good for a novelty but has you running back to tengu or raven (variants) for pve).


Niko Takahashi
Yoshitomi Group
#9 - 2012-04-17 11:24:28 UTC
I actually like the idea if it is confined only to the Navy factions

the pirate ships have the role bonus built in
Salo Aldeland
Sebiestor Tribe
Minmatar Republic
#10 - 2012-04-17 15:12:10 UTC
I could dig navy mods getting a bonus if fitted on navy hulls. It sounds like an interesting way to fit a ship from an RP perspective at least. Lack of parity between racial hulls and mods could make balance a nightmare, though. I can easily see it playing out such that one or two particular fits all of a sudden are head and shoulders above the rest, and above more conventional T2 fits. I laud attempts to add diversity in fitting options, but can't see this ending in anything other than a new cookie-cutter, easy-mode fad and some truly excellent loot pinatas.
Muad 'dib
State War Academy
Caldari State
#11 - 2012-04-17 15:15:57 UTC
Last time this came up (when navy ravens were all the rage) everyone loved it, very interesting to see that this time the magority seem to be against it.

A tiny set bonus would be good, but it should be somthing not relating to the modules effectiveness, but perhaps caldari get 0.5% more shield for every faction module and somthing approprate for the other races navys etc.

Id like it, but im also against being more like wow, but then we DO have pirate implant sets with set bonuses sooooo it is already here anyway :P

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

FT Diomedes
The Graduates
#12 - 2012-04-17 16:46:19 UTC
The implant set bonus makes sense. It means the individual implants only give a small bonus, but the set as a whole gives a large bonus. It encourages the player to trade off the benefit of the set vs +5 implants. This same reasoning makes no sense for ships.

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

Dark Pangolin
The Tuskers
The Tuskers Co.
#13 - 2012-04-17 17:17:42 UTC
X Gallentius wrote:
Like set bonuses for implants? Is that what you mean?


^ This.
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#14 - 2012-04-17 17:50:55 UTC
Are you saying like a bonus on a Navy Hookbill with CN Rocket Launchers? Like damage, ROF, explosion velocity or something would be okay,

Would be cool, something to give faction frigs a chance against t2 frigs.

I am behind this if it ONLY AFFECTS NAVY SHIPS.
X Gallentius
Black Eagle1
#15 - 2012-04-17 22:35:09 UTC
FT Diomedes wrote:
The implant set bonus makes sense. It means the individual implants only give a small bonus, but the set as a whole gives a large bonus. It encourages the player to trade off the benefit of the set vs +5 implants. This same reasoning makes no sense for ships.
Yeah that makes sense, but of course giving a bonus to a faction navy ship flying faction navy mods firing faction navy ammo makes no sense. I see what you mean.


Dark Pangolin
The Tuskers
The Tuskers Co.
#16 - 2012-04-17 23:01:20 UTC
X Gallentius wrote:
FT Diomedes wrote:
The implant set bonus makes sense. It means the individual implants only give a small bonus, but the set as a whole gives a large bonus. It encourages the player to trade off the benefit of the set vs +5 implants. This same reasoning makes no sense for ships.
Yeah that makes sense, but of course giving a bonus to a faction navy ship flying faction navy mods firing faction navy ammo makes no sense. I see what you mean.




Also This ^
Cedo Nulli
Royal Amarr Institute
Amarr Empire
#17 - 2012-04-18 01:03:08 UTC
Metal Icarus wrote:
Are you saying like a bonus on a Navy Hookbill with CN Rocket Launchers? Like damage, ROF, explosion velocity or something would be okay,

Would be cool, something to give faction frigs a chance against t2 frigs.

I am behind this if it ONLY AFFECTS NAVY SHIPS.



That was the idea ... and so that to bonus would beneficial but not overpoweringly so.

People allready fly deadspace filled pirate ships with t3 boosters so id say this is quite a small thing in comparison .. and filling a ship with faction items is allways a way bigger cost then t2.

And where is the problem with for example a hookbill getting more dps from CN rocket launchers in comparison to vastly cheaper t2 launchers that can use t2 ammo (thus atleast in theory more adaptable to different situations) ?