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We have decent T3 Ships - How about T3 modules ?

Author
Tippia
Sunshine and Lollipops
#21 - 2012-06-17 23:39:33 UTC
Doing what, exactly?
What would the add?
What benefit would they provide?
What purpose would they serve?
Freezehunter
#22 - 2012-06-17 23:53:21 UTC  |  Edited by: Freezehunter
How about no?

T3 is already OP as ****, not to mention that it is actually EASIER to get into than most t2 ships, which is stupid.

Inappropriate signature, CCP Phantom.

Flakey Foont
#23 - 2012-06-17 23:55:07 UTC
Aren't Subsystems T3 modules?
seany1212
M Y S T
#24 - 2012-06-18 00:17:13 UTC
I demand T6 modules! They must work exactly to the effect of an 'I WIN' button Lol

T2 modules not cutting it for you?
Linna Excel
Center for Advanced Studies
Gallente Federation
#25 - 2012-06-18 02:05:29 UTC
If they banished T3s from hi sec, then I suppose adding T3 mods would be fair.



Stupid carebear tengus stealing all the safe explorations sites. I must have spent 3 hours or so in low yesterday just to try and find something decent...

I got a rock.
Masamune Dekoro
School of Applied Knowledge
Caldari State
#26 - 2012-06-18 02:14:33 UTC
If T3 modules were simply player made modules, using wormhole loot to manufacture, and with equivalent stats to faction/deadspace gear - go for it.

Linna Excel
Center for Advanced Studies
Gallente Federation
#27 - 2012-06-18 02:24:02 UTC
Tippia wrote:
Doing what, exactly?
What would the add?
What benefit would they provide?
What purpose would they serve?


Here's a random thought, use them to introduce a rock-paper-scissors nature to the game. Name have T3 equipped craft be weak on their own (so T1 beats them) but have bonuses when they are opposed to T2 ships. T2 would still have the upper hand over T1, but it'd have something with more oomph than it does. T1 could beat T3, but it's still underpowered compared to T2.
Moonasha
Orcses and Goblinz
#28 - 2012-06-18 02:44:08 UTC
T3 ships have been broken since their inception (tengu = god), how do you suspect this idea to even be feasible?
Moonasha
Orcses and Goblinz
#29 - 2012-06-18 02:45:53 UTC
Linna Excel wrote:
Tippia wrote:
Doing what, exactly?
What would the add?
What benefit would they provide?
What purpose would they serve?


Here's a random thought, use them to introduce a rock-paper-scissors nature to the game. Name have T3 equipped craft be weak on their own (so T1 beats them) but have bonuses when they are opposed to T2 ships. T2 would still have the upper hand over T1, but it'd have something with more oomph than it does. T1 could beat T3, but it's still underpowered compared to T2.


T1 ships already have an upper hand on T2. Cost wise. One HAC is like 200 mil. That's 150 thrashers.
Linna Excel
Center for Advanced Studies
Gallente Federation
#30 - 2012-06-18 02:52:43 UTC
Thrashers are dessies. Nice try.

1v1 a T2 still has the upper hand over a T1 of the same size class.
Reaver Glitterstim
The Scope
Gallente Federation
#31 - 2012-06-18 04:31:37 UTC
T3 ships aren't supposed to be more powerful than T2. T3 modules would be neat, but they wouldn't be like deadspace modules, rather they might have multiple scripts that allow them to serve multiple functions and could be changed in space.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Corina Jarr
en Welle Shipping Inc.
#32 - 2012-06-18 15:18:19 UTC
Linna Excel wrote:
Thrashers are dessies. Nice try.

1v1 a T2 still has the upper hand over a T1 of the same size class.

I'd like to see the Redeemer beat any T1 BS.
Lin-Young Borovskova
Doomheim
#33 - 2012-06-19 00:26:07 UTC
Moonasha wrote:
T3 ships have been broken since their inception (tengu = god), how do you suspect this idea to even be feasible?



No they're not, at least not in general terms like you use. Seems every one agrees about command sub but after this no, it's not overpowered and has a perfect predator, learn to use it.

By your means then all faction/deadspace loot piƱatas missioning in high sec are far too much overpowered and need nerfs.

Back on topic: player made modules having similar performances to dead space NPC modules in an economic player driven content game it's not something unreasonable.
What IS unreasonable is the amount of training required to use those T2 modules when same dead space one has 40 to 120% better performance, less skills required, and offer a larger fitting performance also.

Only drawback? -price, but let me say it for you, if price is not a balance argument when it comes to Tengus and other T3's then this argument is also valid for dead space modules vs player made ones in a player driven content game.

brb

SmilingVagrant
Doomheim
#34 - 2012-06-19 02:41:03 UTC
Linna Excel wrote:
Tippia wrote:
Doing what, exactly?
What would the add?
What benefit would they provide?
What purpose would they serve?


Here's a random thought, use them to introduce a rock-paper-scissors nature to the game. Name have T3 equipped craft be weak on their own (so T1 beats them) but have bonuses when they are opposed to T2 ships. T2 would still have the upper hand over T1, but it'd have something with more oomph than it does. T1 could beat T3, but it's still underpowered compared to T2.


But the game is pretty much already like that as long as you know what counters what.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#35 - 2012-06-19 07:55:04 UTC
More Subs...sure. Not T3 modules. You dont need it, well unless the ship balancing fails miserably. What would be interesting is to change the null drops from the faction/officer loot to components that would go into a reverse engineer/invention style build requirements for said meta items built by players. Thereby killing off another aspect of seeded items and introducing more player built and driven economies.

I could see a division of null sec/WH and low sec items that would go into the production chains then perhaps limit production to high sec only to encourage "transportation" from one area to another and thereby increasing the likelihood of.... "interception" by those of the Yarr persuasion.Twisted

Then by changing where or how much drops where CCP can directly control the markets for said items.

Id also love to see a personal flare for the manufactured items to make them more one of a kind items. Having them loosely based on their meta named counterparts; Estamel, Cormack, Domination, Dread Guristas, etc, but with a player name for each item if wished. This would create another collectors status or goodwill style of value over and above the market or meta level value of the good in question.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Lin-Young Borovskova
Doomheim
#36 - 2012-06-19 09:39:01 UTC
Eternus8lux8lucis wrote:
More Subs...sure. Not T3 modules. You dont need it, well unless the ship balancing fails miserably. What would be interesting is to change the null drops from the faction/officer loot to components that would go into a reverse engineer/invention style build requirements for said meta items built by players. Thereby killing off another aspect of seeded items and introducing more player built and driven economies.

I could see a division of null sec/WH and low sec items that would go into the production chains then perhaps limit production to high sec only to encourage "transportation" from one area to another and thereby increasing the likelihood of.... "interception" by those of the Yarr persuasion.Twisted

Then by changing where or how much drops where CCP can directly control the markets for said items.

Id also love to see a personal flare for the manufactured items to make them more one of a kind items. Having them loosely based on their meta named counterparts; Estamel, Cormack, Domination, Dread Guristas, etc, but with a player name for each item if wished. This would create another collectors status or goodwill style of value over and above the market or meta level value of the good in question.


Well, the first part I guess we will not agree because of "words" however you seem to also think player made items should be more valuable, witch leads me to the second part of your post.

Why not take 50-50?
Instead of said items drop, just drop bpc's 1 copy with very bad ME/PE and requiring T3 components to justify those huge percentages above usual T2 mods?

AS you stated this would involve more player actions and also occasions for backstabbing/juicy ganks increasing small/solo pvp interest but also escort (however doesn't change whatever if BO's or JF's)

My only problems about those mods being that much overpowered is not being player made content, skills requirements unbalance and for some (like ships) the ridiculous amount of minerals to build them and no extra specific player made items (ship components or specific salvage/relics)

brb

Bumblefck
Kerensky Initiatives
#37 - 2012-06-19 10:00:41 UTC
How about not? My Gotan's Modified String Vest and Draclira's Modified Leather Cop Hat are working out just fine.

Perfection is a dish best served like wasabi .

Bumble's Space Log

Lin-Young Borovskova
Doomheim
#38 - 2012-06-19 10:34:26 UTC
Bumblefck wrote:
How about not? My Gotan's Modified String Vest and Draclira's Modified Leather Cop Hat are working out just fine.



Why? *where the heck did I put that wipe*

brb

Annie Anomie
Federal Navy Academy
Gallente Federation
#39 - 2012-06-19 10:35:11 UTC
Quote:
Discuss.


No.
Jafit
Caldari Provisions
Caldari State
#40 - 2012-06-19 10:47:13 UTC
T2 = specialization
T3 = flexibility

T3 is not necessarily better than T2. A T2 module is a better than its T1 counterpart insofar as it's better at the one thing that the module does... But a T3 module doesn't really make sense imo, as the fundamental purpose of a module is to make your ship do one thing better.
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