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SHIP BALANCING: Racial design focus and where CCP lost the plot

First post
Author
Mors Sanctitatis
Death of Virtue
#1 - 2012-06-23 22:43:31 UTC  |  Edited by: CCP Spitfire
"But, but, but it's not in F&I..." Yes it is. Roll

There has been a tremendous amount of effort by CCP to begin to redesign all the ships in Eve. This in and of itself is an incredible undertaking and CCP should be commended for it. This also points to the fact that CCP itself admits that the ship designs and overall game balance isn't where it should be and everything pretty much needs to be scrapped and rebuilt from the ground up.

As usual, I don't think they're going far enough. I'll get right to the point:

Right now, racial themes for ships are muddy, diluted and overall have no real sense of focus. I agree with CCP that each race should be different, offer a clear choice as to its pros and cons and be easily understood by the player base at large what these choices are, and how they're going to work in-game. Currently that's not the case.

Quick overview-

Current Racial Styles/Focus:

(These are my opinions/perceptions, open for refinement and debate)

Caldari attributes/themes, in no particular order: shields, range, missiles, slowest, least agile

Gallente attributes/themes, in no particular order: armor repair amount, drones, blasters, close range/high damage output

Amarr attributes/themes, in no particular order: passive armor tanking (EHP), lasers, cap warfare (neutralizers/nos)

Minmatar attributes/themes, in no particular order: speed, flexibility of fitting (yes, I know it doesn't actually play out in reality), more speed, flexibility/adaptability of damage output, did I mention speed?

The primary pairings of opposite factions are Caldari vs. Gallente and Amarr vs. Minmatar. As such, you would think that each race's weapons and attributes would complement the core design/fighting style of their own ships and be the best foil to their primary opposing race. The current design is exactly opposite of this.

Which race is most susceptible to cap warfare? Amarr. Who has the best offensive anti-cap capabilities? Amarr. Who is speed focused? Minmatar. Who has the web range bonus? Minmatar. Shouldn't it be reversed?

It gets worse. Caldari is supposed to be the "range race". Damps allow ships to fight at a greater stand off range without being targeted by the enemy. Caldari ships are supposed to take advantage of their greater range capability, but they can't because A) they don't use damps, and B) they don't have any range bonuses to Warp Disruptors etc. like Gallente do. Hmm...

ECM works equally well, regardless of range. Gallente are supposed to be short range, high damage. Wouldn't it make more sense for Gallente to use ECM, and Caldari to use damps and get a range bonus to their warp disruptors? Particularly since missiles are much more suited to a damp ship like the Lachesis, which can sit at range and pound a target at 40-50km with missiles and not suffer loss of DPS due to range or tracking, which it would if using guns.

DISCLAIMER: this isn't some scheme to get ECM transferred to Gallente because I'm Gallente etc. I fly all four races equally well and have been playing this game for 8+ years. In fact, I can't stand ECM in general. I'm just trying to point out poor game design.

Yes, it has taken me half a page to simply describe the existing situation. Stay with me, I'm going somewhere with all of this.

REDESIGNING THE RACES

If CCP is going to redesign all the ships and rebalance them, why not redesign each racial focus while they're at it?

How I'd like to see it play out:

Caldari: range, shields, missiles. We should see a heavy focus on active shield tanking, missile use, heavy range bonuses for the few gunships it will have, swapping E-War so that Caldari use damps and have range bonuses to their disruptor modules. Caldari should be the range race. Fighting at range, keeping the enemy at range, reducing the enemy's lock/fighting range. Active shield tanking means big tanking bonuses, very low shield recharge rates, more shield EHP.

Gallente: short range, big damage, drones, active armor tanking. I'd like to see speed/agility second only to Minmatar, not a huge amount of static HP, but with resist bonuses (to help active armor tanking), big active tanking bonuses, and very high peak DPS output with guns via blasters to offset their lack of massive EHP and range. Gallente would use ECM for their racial E-War. Drone based ships would be 100% focused on drones. No split weapon bonuses. Big drone bays, extra drones controlled per level, big drone EHP, big drone damage bonuses. All drones, all the time. CCP doesn't push the focus of ships enough. They don't make them intense enough. What you get are ships that have equal drone space across the majority of races and the majority of ships, fairly equal drone capability etc. Boring. Make them different, and make them great.

Minmatar: Speed, flexibility, more speed, more flexibility. With Minmatar, you should never know for sure what you're going to be up against. Give them maximum versatility with slot layouts (4/4/4, 5/5/5, etc.), maximum weapon fitting options (four high slots? Allow 3 turret slots, 3 missile slots, and enough grid to fit either or, with no weapon damage bonus to penalize the use of each). Why no weapon damage bonus? Because per class of ship, Minmatar will have an extra slot or two to offset the lack there of and allow even greater flexibility and customization. Maybe Minmatar ships are so special they get a 4th rig slot? Similar to how Gallente get more/larger drone bays? On average, Minmatar ships should have one more slot per ship class, whether it be low, medium or high, than the other races. I'm liking the 4th rig slot and a little additional calibration to go with it.

Because Minmatar is all about speed and flexibility, their reload times for both guns and missiles should be half that of everyone else. Minmatar should be focused on speed and agility bonuses, tracking bonuses and their racial E-War should be anti-capacitor nos/neut based.
Kiteo Hatto
The Scope
Gallente Federation
#2 - 2012-06-23 22:48:20 UTC
Quote:
Because Minmatar is all about speed and flexibility, their reload times for both guns and missiles should be half that of everyone else.

That moment when everyone flies arty battleships that reload faster and do more damage than everyone else.
ACE McFACE
Federal Navy Academy
Gallente Federation
#3 - 2012-06-23 22:57:06 UTC
Quote:
Because Minmatar is all about speed and flexibility, their reload times for both guns and missiles should be half that of everyone else.

How can you be half of instant laser reload?

Now, more than ever, we need a dislike button.

Mors Sanctitatis
Death of Virtue
#4 - 2012-06-23 23:01:19 UTC  |  Edited by: Mors Sanctitatis
Christ on a cracker. I try to reserve a few posts before the worst of the posters take statements out of context and the f*cking forums won't even let me post fast enough to stop it from happening. Goddamn I hate these forums some times.

OK, it seems the forums will now let me post again... continuing...

So, I was interrupted earlier while in mid-thought about Minmatar... where was I?... oh yes, reload times.

So, I wasn't referring to rate of fire, as one fail poster was so quick to misinterpret. I was referring to reloading and changing ammunition types to be maximally flexible and adaptable in order to tune damage types. Minmatar would be able to swap ammo for both guns/missiles twice as quick as other races, for all weapons except lasers, which are instant (again, another fail poster was quick to point out the laser exception, too bad he couldn't wait for the follow up post).

Which brings me to Amarr.

Amarr would be focused on armor, EHP, lasers and web range (to counter Minmatar's speed). Amarr would have the best natural capacitor, both in capacity and recharge, to better oppose Minmatar bonused neutralizers etc. while allowing Amarr ships to keep up with laser cap consumption etc. Tanking bonuses would be in the form of additional raw armor HP per level, rather than resist bonuses, which would be better utilized on ships designed for active tanking. Amarr ships' EHP bonus could also be extended to armor plates, there by enhancing the design focus even further.

Web range bonuses would enhance Amarr's strengths even further: allowing the fight to happen in that mid-range area where lasers have the best combination of tracking, optimal range and damage output.

A quick ad-hoc for the remaining two E-War allocations: Caldari would get Target Painter bonuses (to go along with their missiles), and Minmatar would get Tracking Disruptor bonuses (to better fight Amarr).

[added more to the post]

So, some quick summaries of how I think bonuses should be distributed, and various other design elements for each race, to make each competitive while still holding true to their racial concepts:

Note that I think that each race should generally (95%) stick to their racial focus, but have a few ships (one per ship class, and by class I mean frig/cruiser/bc etc., not "recon", "tier 1 bc" etc.) diverge from the racial them. Example: Amarr gets one drone boat, or Caldari might get a short range focused ship.

*Another* quick note: let's assume that each race will have the 'usual' ships to fill various roles: fleet snipers, tacklers, logistics, mid range and short ranged ships etc.

Amarr:

All about laser DPS, EHP armor tanking, web range bonuses to nap pesky Minmatar, etc. etc. The tanking bonus of choice is exclusively an armor HP amount bonus per level, when there is a tanking bonus on a ship. Offensive bonuses are centered around laser tracking, range, rate of fire and damage. Outliers would be any missile bonus or drone bonus. E-War bonuses would be web range and/or strength bonuses.

Amarr's top speed and agility would be dramatically less than Gallente and Minmatar, and very close to Caldari. I envision Gallente and Minmatar with nearly equal top speed, Minmatar having a large agility advantage, with a huge gap between Gallente and the next fastest- Amarr, with Amarr and Caldari being much slower and much less agile than the other two, but fairly close to each other in speed/agility. What this allows: Gallente are able to close distance in a straight line to get in blaster range, Minmatar are able to use their superior agility to maintain their range as needed. Caldari and Amarr have the best tanks and best range, allowing them to continue to engage enemies at extreme range without the need to chase them down.

Next up, Caldari:

Missiles, shields, extreme range guns. Look at the Naga and how ideal it is. It's probably THE best balanced Tier 3 BC in the game. I love it. It screams "Caldari". And guess what? It doesn't suck! AND it's a "long range" centric design! Go figure! This is a perfect example of how "range" doens't have to equal "suck". Yes, I know that missiles are useless in fleet fights. The good news: not every ship has to be a missile ship. The ships designed for fleet fights should be gunships, others designed for close to medium fights can be missile based for PVP.

Tanking bonuses would be centered around active shield tanking: resist and boost bonuses. Shield recharge rates would be lower, while shield HP would be better than average. Range and tracking bonuses are common. Missile rate of fire, missile damage, missile velocity, explosion velocity and explosion radius reduction are all common bonuses. Missile flight time maybe, but velocity would always be preferred. Outliers here are drone bonuses and gun damage bonuses. E-War bonuses are damp range, damp strength and warp disruptor range. Caldari are the slowest of the four races, with Amarr just 3-5% better in speed/agility, with Minmatar and Gallente being substantially (30-40%) faster.

[continued]
Etil DeLaFuente
Aliastra
Gallente Federation
#5 - 2012-06-23 23:03:14 UTC
From your point of view, caldari are pretty much range, the counter is obviously damp so that's why another race can use it more effectively. Your idea will imbalance far more ships than they are atm.
Kimmi Chan
Tastes Like Purple
#6 - 2012-06-23 23:07:04 UTC
Mors Sanctitatis wrote:
How I'd like to see it play out:

Caldari: range, shields, missiles. We should see a heavy focus on active shield tanking, missile use, heavy range bonuses for the few gunships it will have, swapping E-War so that Caldari use damps and have range bonuses to their disruptor modules. Caldari should be the range race. Fighting at range, keeping the enemy at range, reducing the enemy's lock/fighting range. Active shield tanking means big tanking bonuses, very low shield recharge rates, more shield EHP.

Gallente: short range, big damage, drones, active armor tanking. I'd like to see speed/agility second only to Minmatar, not a huge amount of static HP, but with resist bonuses (to help active armor tanking), big active tanking bonuses, and very high peak DPS output with guns via blasters to offset their lack of massive EHP and range. Gallente would use ECM for their racial E-War. Drone based ships would be 100% focused on drones. No split weapon bonuses. Big drone bays, extra drones controlled per level, big drone EHP, big drone damage bonuses. All drones, all the time. CCP doesn't push the focus of ships enough. They don't make them intense enough. What you get are ships that have equal drone space across the majority of races and the majority of ships, fairly equal drone capability etc. Boring. Make them different, and make them great.

Minmatar: Speed, flexibility, more speed, more flexibility. With Minmatar, you should never know for sure what you're going to be up against. Give them maximum versatility with slot layouts (4/4/4, 5/5/5, etc.), maximum weapon fitting options (four high slots? Allow 3 turret slots, 3 missile slots, and enough grid to fit either or, with no weapon damage bonus to penalize the use of each). Why no weapon damage bonus? Because per class of ship, Minmatar will have an extra slot or two to offset the lack there of and allow even greater flexibility and customization. Maybe Minmatar ships are so special they get a 4th rig slot? Similar to how Gallente get more/larger drone bays? On average, Minmatar ships should have one more slot per ship class, whether it be low, medium or high, than the other races. I'm liking the 4th rig slot and a little additional calibration to go with it.

Because Minmatar is all about speed and flexibility, their reload times for both guns and missiles should be half that of everyone else. Minmatar should be focused on speed and agility bonuses, tracking bonuses and their racial E-War should be anti-capacitor nos/neut based.



You forgot the Amarr. Oh wait. Who cares? They're Amarr. Lol

Also no. You can not have my ECM. But more missiles? More shields? I'm sold. Big smile

"Grr Kimmi  Nerf Chans!" ~Jenn aSide

www.eve-radio.com  Join Eve Radio channel in game!

Mors Sanctitatis
Death of Virtue
#7 - 2012-06-23 23:11:12 UTC  |  Edited by: Mors Sanctitatis
[continuing]

Regarding Minmatar:

Minmatar is probably the most difficult race, because how do you define and build "flexibility" into a design without either A) making it useless, or B) making it horribly overpowered?

I think that Minmatar ships should never have split bonuses (like the current Typhoon), and the bonuses that they do get are weapon and/or tank neutral, so that players can choose the weapons and tank as they see fit and still get viable performance out of the ship.

Slot and weapon layouts should be equally effective regardless of shield or armor fit, turret or missile fit. Example: 6x high slots, 5x turret hardpoints, 5x missile hardpoints. Offensive bonus: 4% rate of fire increase for medium projectiles *or* heavy missile launcher/heavy assault missile launcher rate of fire. Note that the bonus is slightly less than traditional (4%), but it's usable across more weapon systems than the other races. Again, ignoring convention, doing what makes sense/is interesting.

Typical racial bonuses: projectile/missile rate of fire, damage, tracking/explosion velocity. Speed and agility bonuses instead of traditional tanking bonuses. Signature radius reduction bonuses, possibly MWD signature penalty reduction bonuses. E-War: nos/neut range/power/efficiency bonuses. Outliers: drones, traditional tanking bonuses (shield, armor).

And that leaves us with Gallente:

Short ranged, ultra high peak DPS, drones, fast in a straight line, doesn't turn very well. Typical bonuses: active armor tanking- armor rep amount and armor resist bonus. Offensive- big damage and ROF bonuses to hybrids, tracking bonuses. Drone ships would be focused 100% on drones: drone damage bonus, HP bonus, speed bonus, range bonus, drone control range bonus, drone control bandwidth bonus, drone bay size bonus, drone tracking bonus. CCP introduced drone bandwidth to decouple drone bay size from size/number of drones controlled with the promise that Gallente would get larger drone bays than the other races because Gallente was the 'drone race' and that was one of the advantages of flying Gallente. What really happened? CCP used bandwidth to nerf the hell out of Gallente drone ships and none of the existing ships got a buff. Typical CCP.

Outliers: missiles, range bonuses.

Racial E-War: ECM. I vote ECM for Gallente because it works well with short ranged combat, and I want to see ECM's range limited even further to bring it closer to the fight so that the ships are more accessible to opponents. Additionally, ECM bursts are very short ranged (and under used) and again, this works well with the close-in knife fight style of Gallente.

Now remember, everything that I've been talking about up to now is simply a high level overview. A general idea. There will always be interesting exceptions design-wise, for no other reason than it's cool: Missile Amarr ship? Yes, make a single unique one because it will be cool and unique. A Minmatar drone boat? Again, because it is cool and unique, and to break up the monotony by designing racial outliers and bringing hybrid concepts to bear.

To those that think CCP would have to completely scrap everything to accomplish this: they're already doing that. Scrapping everything. An Incursus with a rep bonus?! Seriously?! Who ever heard of such a thing, ever considered it a possibility, until CCP made it so? Not me. Before CCP did it, it was absurd. Now, everyone has accepted it, because CCP did it. Everything I've proposed is only strange because it's not coming from CCP.

Some "weird' and slightly "radical" ideas: 4th rig slot for Minmatar ships, more total module slots for Minmatar ships for increased fitting flexibility (at the expense of an entire bonus for example), Dedicated E-War BS for races other than Caldari. Ships that get a bonus to fitting support modules- sensor boosters, or tracking enhancers. Like I said, weird stuff.

Anyway, if you've read all my ramblings and like what you see, please vote with a "like", just so I can keep tabs on how successful my ideas are. And please, I'd like to hear your ideas and input on the concepts put forth, and any of your own that you feel would contribute to a better and more interesting ship design.
Mors Sanctitatis
Death of Virtue
#8 - 2012-06-23 23:15:06 UTC
Kiteo Hatto wrote:
Quote:
Because Minmatar is all about speed and flexibility, their reload times for both guns and missiles should be half that of everyone else.

That moment when everyone flies arty battleships that reload faster and do more damage than everyone else.


Also in response to ACE's post:

Both of you immediately leaped upon the one sentence that could be taken out of context. If only because I was cut off in mid-thought by the character limit. Naturally, the first thing both of you thought was OH MY GOD, I HAVE TO CORRECT HIM ON HIS HORRIBLE IDEA!!!

Naturally, I wouldn't have left the concept unfinished and without context, but you were already too busy typing away with your finger pointing.
Kiteo Hatto
The Scope
Gallente Federation
#9 - 2012-06-23 23:20:12 UTC  |  Edited by: Kiteo Hatto
I feel horrible that i stole your reserved spot :P. Your avatar conveys your feeling perfectly, its amazing.
Lin-Young Borovskova
Doomheim
#10 - 2012-06-23 23:28:53 UTC
Some points are debatable and more of own sauce liking but you also forgot a very nice flaw on this racial stuff: shortest range weapons in the second slowest and cap fragile ships.

In fact as i stands allente should have specific fuel bays just to keep their capacitor ok for: own reps/mwd/web/scram/and shoot ammo.

It's hilarious as one of the best counter to gallente 1v1 is is lachesis, point and damp (x2) and the time the guy can target or even get close enough to make his blaster spit something on you he's dead at least twice Lol

I'd rather see gallente with web range bonus, take off or tweak that cap use when you shoot. So with one ammo you reduce 50% cap and with another you get out of nowere +25% cap Shocked
C'mon blasters/rails use cap or don't but not both.

Active reps: another joke, a simple 1600 plate gives more EHP than that pittiful rep can do for an average combat 1vs1, even if it takes longuer you're out of cap or ap boost charges Lol hilarious

brb

Kuehnelt
Devoid Privateering
#11 - 2012-06-23 23:28:55 UTC  |  Edited by: Kuehnelt
Mors Sanctitatis wrote:
Quick overview-

Current Racial Styles/Focus:

(These are my opinions/perceptions, open for refinement and debate)

Caldari attributes/themes, in no particular order: shields, range, missiles, slowest, least agile

Gallente attributes/themes, in no particular order: armor repair amount, drones, blasters, close range/high damage output

Amarr attributes/themes, in no particular order: passive armor tanking (EHP), lasers, cap warfare (neutralizers/nos)

Minmatar attributes/themes, in no particular order: speed, flexibility of fitting (yes, I know it doesn't actually play out in reality), more speed, flexibility/adaptability of damage output, did I mention speed?


You should aim instead for as detailed as possible an overview, so that you know exactly what patterns you'd be disrupting/emphasizing.

For instance, Amarr drone boats are ships that don't really fit weapons and that have larger bays but less bandwidth than corresponding Gallente boats (which definitely do fit weapons). Except perhaps for the new Tormentor and the upcoming Crucifier. For instance, sensor strength from highest to lowest: Caldari, Gallente, Amarr, Minmatar. Or capacitor from largest to smallest: Amarr, Gallente, ?, ?. Or that as a general philosophy Caldari and Amarr favor tank over gank, with Minmatar/Gallente the opposite. Or that Amarr have more utility highs than Gallente, or that Minmatar have a lot of split weapon system ships, some of them with de facto utility highs. Or that Caldari have the most mids, allowing for shield tank+EWAR, while Amarr have the fewest mids, allowing for barely any EWAR.

It's not true that Amarr favor passive armor tanking: the few ships that do, with HP bonunes, are ships that are also nearly worthless. Amarr favor high resists, which lends itself to local and remote tanking as well as to buffer tanks and to agile resist tanks (this last might just be me being bad.)
Kuehnelt
Devoid Privateering
#12 - 2012-06-23 23:35:23 UTC
Lin-Young Borovskova wrote:
It's hilarious as one of the best counter to gallente 1v1 is is lachesis, point and damp (x2) and the time the guy can target or even get close enough to make his blaster spit something on you he's dead at least twice Lol


Amarr recons are best counter to Amarr; Minmatar recons are best counter to Minmatar. Caldari ships with ECM strength bonuses are the most able to break Caldari ship's best-of-class sensor strength. Amarr have bonused TDs while also having a 50% range bonus on some of their best ships.

You laugh at it, but it's also clear pattern, it's not accidental. Therefore, you should think about it as a design philosophy that you aim to replace with a competing design philosophy rather than as just a bunch of obvious errors that you could just fix in Inferno 1.1 if someone at CCP got to work right now.

p.s. Ancil Shield Boosters, Kovorix Everlasting
Lin-Young Borovskova
Doomheim
#13 - 2012-06-23 23:51:00 UTC
Kuehnelt wrote:
Lin-Young Borovskova wrote:
It's hilarious as one of the best counter to gallente 1v1 is is lachesis, point and damp (x2) and the time the guy can target or even get close enough to make his blaster spit something on you he's dead at least twice Lol


Amarr recons are best counter to Amarr; Minmatar recons are best counter to Minmatar. Caldari ships with ECM strength bonuses are the most able to break Caldari ship's best-of-class sensor strength. Amarr have bonused TDs while also having a 50% range bonus on some of their best ships.

You laugh at it, but it's also clear pattern, it's not accidental. Therefore, you should think about it as a design philosophy that you aim to replace with a competing design philosophy rather than as just a bunch of obvious errors that you could just fix in Inferno 1.1 if someone at CCP got to work right now.

p.s. Ancil Shield Boosters, Kovorix Everlasting



I'm pretty sure CCP doesn't need my opinion to implement or patch bad stuff heh?

Like I just said at the begiing of my post more or less, perception of what some race should or should not it's often a matter of personnal opinion.

However the story about the shortest range weapons on some of the slowest hulls having also scan res quite bad, well, it's not really rocket science Lol

brb

stoicfaux
#14 - 2012-06-23 23:51:27 UTC
Mors Sanctitatis wrote:

As usual, I don't think they're going far enough. I'll get right to the point:

Right now, racial themes for ships are muddy, diluted and overall have no real sense of focus. I agree with CCP that each race should be different, offer a clear choice as to its pros and cons and be easily understood by the player base at large what these choices are, and how they're going to work in-game. Currently that's not the case.

Part of that problem is the ease of cross training. The ship skill overhaul (i.e. splitting BC into four racial skills) might help with that.


Quote:
Which race is most susceptible to cap warfare? Amarr. Who has the best offensive anti-cap capabilities? Amarr. Who is speed focused? Minmatar. Who has the web range bonus? Minmatar. Shouldn't it be reversed?

Not necessarily. The Amarr had no one to fight but themselves for the longest time. If your primary opponents use cap heavy laser weapons, then Amarr engineers would be likely to develop neuts and nosferatus.

Quote:
It gets worse. Caldari is supposed to be the "range race". Damps allow ships to fight at a greater stand off range without being targeted by the enemy. Caldari ships are supposed to take advantage of their greater range capability, but they can't because A) they don't use damps, and B) they don't have any range bonuses to Warp Disruptors etc. like Gallente do. Hmm...

Yes, but, that's more about the problems with delayed damage from missiles, on-grid warping, and until recently, the general suckage that were hybrids.

Quote:
If CCP is going to redesign all the ships and rebalance them, why not redesign each racial focus while they're at it?

I agree with your point and what you're trying to do, however my gut reaction is that creating a truly faction specific culture of weapons, ships and tech would require a super-burn-it-down-and-rebuild-from-scratch overhaul of ship combat and ship fitting. Think Heavy Gear's design system or the old Starfleet Battles game. For example, modules are generic and can work in any ship, which can wash out meaningful differences between ship designs.

From an RP perspective, pod pilots are essentially gods and faction means little to them, especially the ones in null-sec. Another glaring gap in the enforcing a faction specific technology identity is the lack of an arms race. Meaning, the Gallente aren't developing any tech for closing into blaster range effectively, and the Caldari aren't developing anything to improve the ability to kite the Gallente. Meaning^2, CCP can't throw out ship changes, new tech, and high/log-sec warfare changes fast enough to develop nationalistic pride in high-sec pilots. (Meaning^3, the sandbox can only change as fast as CCP can move, which is problematic because the players move faster.)

However, even if you implement a focused faction specific tech/weapons/ship culture, pod pilots tend to be above factions and instead would be better served by ships and tech that take the best that each faction has to offer and blend them together. (Pirate ships would be an example, e.g. Mach and Nightmare.) So I think you're wasting your time with this idea unless you can stop people from cross-training, but discouraging cross-training would not be a welcome feature, IMO.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

RubyPorto
RubysRhymes
#15 - 2012-06-23 23:52:10 UTC
Mors Sanctitatis wrote:
it's not in F&I. Shut it.


This.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Istvaan Shogaatsu
Guiding Hand Social Club
#16 - 2012-06-24 00:04:48 UTC
I understand what you're getting at, I think.

The evolution of Eve Online weaponry doesn't follow the usual "arms race" pattern.

In an actual arms race, new technologies erupt frequently, and technologies designed to counter them appear shortly after.

In Eve Online, we wait about 3 years to receive a new class of ships that costs 1000% as much as the previous, but offers perhaps 20% effectiveness over the previous class.

Basically, our tech gets more expensive, and less effective overall. In reality, our tech should be evolving in leaps and bounds, and finding new ways to be price-efficient.

I was around for when tech 1 was the only tech around. I was also around when tech 2 made its debut. The first class released was the interceptors, and they were SO MUCH MORE POWERFUL THAN FRIGATES it blew me away. Then the HACs came, and they were SO MUCH MORE POWERFUL THAN *.* that I truly felt like I was in heaven.

That's what Eve is missing today. Drastic differences between tech levels. When Zealots first came out, I used to rip T1 battleships to ribbons with them.

However, look at tech 3... and see how it compares to tech 2.

It's worse.

A neut Legion is weaker than a Curse. A stealth Legion is weaker than a Pilgrim. A laser Legion has perhaps more EHP than a Zealot, but its damage output is nearly identical. A HAM Legion can have great EHP, and is probably the only Legion fit that matters these days, but it still has inadequate DPS.

It's almost like... the arms race has reversed. It's like the empires are trying to invent the stupidest ships ever, instead of counters to their racial enemies.
ACE McFACE
Federal Navy Academy
Gallente Federation
#17 - 2012-06-24 00:08:42 UTC
Mors Sanctitatis wrote:

So, I wasn't referring to rate of fire, as one fail poster was so quick to misinterpret.


Quote:
That moment when everyone flies arty battleships that reload faster and do more damage than everyone else.

He wasn't referring to RoF because Arties already do more damage than all other weapons

Now, more than ever, we need a dislike button.

ACE McFACE
Federal Navy Academy
Gallente Federation
#18 - 2012-06-24 00:10:30 UTC
Mors Sanctitatis wrote:
OH MY GOD, I HAVE TO CORRECT HIM ON HIS HORRIBLE IDEA!!!.

So you admit it, its a horrible idea?

Even more out of context!Lol

Now, more than ever, we need a dislike button.

Mira Lynne
State War Academy
Caldari State
#19 - 2012-06-24 01:20:56 UTC
Mors Sanctitatis wrote:
Caldari: range, shields, missiles. We should see a heavy focus on active shield tanking, missile use, heavy range bonuses for the few gunships it will have, swapping E-War so that Caldari use damps and have range bonuses to their disruptor modules. Caldari should be the range race. Fighting at range, keeping the enemy at range, reducing the enemy's lock/fighting range. Active shield tanking means big tanking bonuses, very low shield recharge rates, more shield EHP.


Please dont Shoehorn my Caldari Hybrid Ships into Long Range for No reason.
"Caldari is Snipe Because of Caldari" Is bad.
Give me one good reason that Caldari should be the range race.
Sorry, but statements like that Irritate me. Whats worse is that you give no valid reason to do this.
Caldari is the ONLY race that lacks brawling-oriented ships (Excluding the Recently Changed Merlin, and possibly the Drake, that wont be too brawling oriented for long)
Other Races can brawl or Snipe effectively with various ships. If Caldari is shoehorned into Sniping, then Minmatar, Amarr, and Gallente should be, too.

Regarding your EWAR suggestion, its so bad its not even funny.
First off, you ignore the fact that Amarr ships are more likely to fit Cap boosters than other ships, and that Minmatar ships often get Active shield tanking bonuses in your Neut argument.
You ignore that Caldari (Untill recently, and lets hope this trend continues) fought at Range, and Gallente damps PREVENTED FIGHTING AT RANGE. Shocking, huh?

Regarding your 'minmatar should have extra slots' argument, give me a good reason. Beacuse of Winmatar? Try harder.
If anythign, it should be LESS slots to make up for the speed. Sort of like how gallente have less slots to make up for the drone bay.

You state you are trying to point out poor game design, yet your suggestion is even poorer game design.

Your ideas are laughably imbalanced and serve literally no purpose

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Dorian Wylde
Imperial Academy
Amarr Empire
#20 - 2012-06-24 02:05:51 UTC  |  Edited by: Dorian Wylde
There's no such thing as passive armor tanking.

Gallente use damps because their primary enemy fights at long range, and damps neutralize that rather effectively. You are correct in that the minmatar and ammar racial e-war is backwards, however.

Mira Lynne wrote:


Please dont Shoehorn my Caldari Hybrid Ships into Long Range for No reason.
"Caldari is Snipe Because of Caldari" Is bad.
Give me one good reason that Caldari should be the range race.



Because CCP said they are. That's the only reason needed. If you want a short range brawler, you don''t fly caldari.
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