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Additional immersion suggestion.

Author
Moonlit Raid
Doomheim
#1 - 2012-06-03 21:01:49 UTC
Just a little something extra with no real purpose or effect to gameplay.* I was just thinking to myself when my ship started smoking earlier that I've lost all of my superficial defence and am now losing the structural integrity of my ship. Wouldn't it make sense if I'm limited (depending on % of damage) to a % of my top warp speed, my ships structure now being damaged would mean the full speed would put stress and strain on my boat possibly damaging it further. Just a little something to make you feel like you're limping back after the big fight?
Whaddya think?

*Additional to this would be to prevent warp when down to a certain %, maybe 15 or even 10, lets face it, if you're this low into structure you've as good as lost your ship, or if you haven't I suppose it gives the enemy a little extra time to come finish the job before you get some remote hull rep out. tbh I can't think of a great number of occasions this would change anything. Anyone got any epic stories of being at 10% hull to prove me wrong?

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Knus'lar
The Unspoken Ones
Rolled Out.
#2 - 2012-06-03 21:06:44 UTC
Why...?
Moonlit Raid
Doomheim
#3 - 2012-06-03 21:09:27 UTC
Knus'lar wrote:
Why...?

The same reason they changed the background in the solar system maps from the colour of that system to black with a blue band.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Arch Stanton's Neighbour
Forceful Resource Acquisition Inc
#4 - 2012-06-04 03:20:37 UTC
So your suggestion is basically that we redefine 10% hull to be the new 0% hull?

How about we define 0% hull as the amount of damage that prevents your ship from functioning and therefore it's as good as dead?
Alara IonStorm
#5 - 2012-06-04 04:11:26 UTC
Moonlit Raid wrote:
Anyone got any epic stories of being at 10% hull to prove me wrong?

Like 4 of them.

They are all pretty much the same. People shoot at me and I warp away with a sliver of Hull.
Marcus Ichiro
IchiCorp
#6 - 2012-06-04 05:31:20 UTC
No effect to gameplay? It means that if you manage to escape an engagement at low hull by warping to a celestial the people attacking you can easily beat you there.
Kara Books
Deal with IT.
#7 - 2012-06-04 15:13:17 UTC
Moonlit Raid wrote:
Just a little something extra with no real purpose or effect to gameplay.* I was just thinking to myself when my ship started smoking earlier that I've lost all of my superficial defence and am now losing the structural integrity of my ship. Wouldn't it make sense if I'm limited (depending on % of damage) to a % of my top warp speed, my ships structure now being damaged would mean the full speed would put stress and strain on my boat possibly damaging it further. Just a little something to make you feel like you're limping back after the big fight?
Whaddya think?

*Additional to this would be to prevent warp when down to a certain %, maybe 15 or even 10, lets face it, if you're this low into structure you've as good as lost your ship, or if you haven't I suppose it gives the enemy a little extra time to come finish the job before you get some remote hull rep out. tbh I can't think of a great number of occasions this would change anything. Anyone got any epic stories of being at 10% hull to prove me wrong?


The same thought crossed my mind, except I was thinking in terms of ship systems, like weapons, life support engines etc.
Dibblerette
Solitude-Industries
#8 - 2012-06-04 16:31:03 UTC
No! I've gotten out with literally 2% of hull in a Taranis after fighting a gang (12+) of stealth bombers (killing two). Honestly one of the best fights I've ever had.
mxzf
Shovel Bros
#9 - 2012-06-04 17:02:56 UTC
Gameplay > immersion. If a possible immersion feature makes gameplay worse, then it's a bad idea. This proposal does that, therefore it's a bad idea.
Moonlit Raid
Doomheim
#10 - 2012-06-04 18:15:36 UTC  |  Edited by: Moonlit Raid
mxzf wrote:
Gameplay > immersion. If a possible immersion feature makes gameplay worse, then it's a bad idea. This proposal does that, therefore it's a bad idea.


As in the original post I'm liking the idea of additional game mechanics that just add a bit of feeling after a big battle. rather than just warp off an dock up, you really feel the damage you've taken. Maybe even something like your nav system being knakkered and you don't quite warp to where you plan to, meaning you turn up a little off target (warp range just a minute angle disruption) so being all that much closer it won't affect a second warp all that much, but gives you a feeling of being shot to ****.

Didn't think of this before but people play games for different reasons. I play different games depending on what I want. EVE is kinda 50/50 for me. Dead Space for total immersion, and CoD if I just fancy runnin' an gunnin'.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Karmu Ivanostrov
Deep Core Mining Inc.
Caldari State
#11 - 2012-06-04 19:03:29 UTC
Actually by warping just under a minute of degree off, you might have saved your ship as those following you to a celestial will land far from you.. Given a long enough jump, its practically a free offgrid landing from the celestial. The interceptor will be waiting for you, but youll never land on grid with him
Moonlit Raid
Doomheim
#12 - 2012-06-04 19:15:00 UTC
Karmu Ivanostrov wrote:
Actually by warping just under a minute of degree off, you might have saved your ship as those following you to a celestial will land far from you.. Given a long enough jump, its practically a free offgrid landing from the celestial. The interceptor will be waiting for you, but youll never land on grid with him


Yeah, exactly what I meant. But only a random chance of it happening. Even something as simple as racks overloading due to damage, weapons misfiring (I'm not suggesting however they damage your ship when they do this). Cap recharges slower. I'd like a few engines to get knocked out too XD.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Nag'o
Sebiestor Tribe
Minmatar Republic
#13 - 2012-06-04 19:37:55 UTC
Moonlit Raid wrote:
Just a little something extra with no real purpose or effect to gameplay.* I was just thinking to myself when my ship started smoking earlier that I've lost all of my superficial defence and am now losing the structural integrity of my ship. Wouldn't it make sense if I'm limited (depending on % of damage) to a % of my top warp speed, my ships structure now being damaged would mean the full speed would put stress and strain on my boat possibly damaging it further. Just a little something to make you feel like you're limping back after the big fight?
Whaddya think?

*Additional to this would be to prevent warp when down to a certain %, maybe 15 or even 10, lets face it, if you're this low into structure you've as good as lost your ship, or if you haven't I suppose it gives the enemy a little extra time to come finish the job before you get some remote hull rep out. tbh I can't think of a great number of occasions this would change anything. Anyone got any epic stories of being at 10% hull to prove me wrong?


Start overloading your modules, you will get the kind of immersion you seek.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Lost Greybeard
Drunken Yordles
#14 - 2012-06-04 20:52:22 UTC
I think it would be kind of fun if hull damage negatively affected everything _except_ warp speed/align time, so that taking structural damage meant you actually needed to run away long enough to repair instead of just being able to spin your shields/armor back up and leap back into the action at full power and basically full defense again 20 seconds later.

Say, add a multiplier to magnitudes for damage modules, ECM and (non-hull) repair modules that's just the fractional hull integrity. Warp back in at 50% hull to save your buddy you left behind earlier? Riskier now, since you're only doing half damage. Just trying to pin down the target for a few seconds because your wolf-pack is being cheap by warping in and out? Hope you brought an extra point because your warp disruptor now only has a strength of 0.5...

Yeah, actually that'd be pretty cool. But don't mess with people's ability to escape in the primary situation where they _need_ to escape, that's ridiculous.
Nag'o
Sebiestor Tribe
Minmatar Republic
#15 - 2012-06-05 12:30:03 UTC
Overload, trust me. It's all about module damage. HP purpose is to calculate how damage is applied to the ship structure.
Reality wise if hull damage could affect modules it could damage your pod too. Now imagine, 10-20% hull HP and having a chance your clone being killed? Maybe 4 HP bars? Pilots ejecting to save their clones?
It could be interesting... maybe applying overheat mechanics to random modules when hull integrity is compromised.
It would be a lot of change though. Something I know from my experience is not what veteran EVE players expect from the game.
And this thread is in the wrong forum.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Moonlit Raid
Doomheim
#16 - 2012-06-05 12:57:55 UTC
Nag'o wrote:
Overload, trust me. It's all about module damage. HP purpose is to calculate how damage is applied to the ship structure.
Reality wise if hull damage could affect modules it could damage your pod too. Now imagine, 10-20% hull HP and having a chance your clone being killed? Maybe 4 HP bars? Pilots ejecting to save their clones?
It could be interesting... maybe applying overheat mechanics to random modules when hull integrity is compromised.
It would be a lot of change though. Something I know from my experience is not what veteran EVE players expect from the game.
And this thread is in the wrong forum.

I'm not really big on the idea of them not having to lock your pod to blow it up. interesting suggestion though, and as with shields I imagine there'd be a skill to prevent bleed through. As a "consistency" write up though it could be argued your pod is part of the citadel and therefore very unlikely to be damaged by fire to the host ship.

Also, why are all 4 race's pods the same design?

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Nag'o
Sebiestor Tribe
Minmatar Republic
#17 - 2012-06-05 13:15:23 UTC  |  Edited by: Nag'o
Moonlit Raid wrote:
Also, why are all 4 race's pods the same design?


Seems like they are from Jove design. Hence the greenish cocoon aspect.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.