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Player Features and Ideas Discussion

 
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Semi-Permanent Damage

Author
Ashlii
AWE Corporation
Intrepid Crossing
#1 - 2012-09-30 02:17:01 UTC
I was wondering if it would be worth looking into making a fraction of damage done to ships permanent, until being repaired at a facility, or perhaps a version of nano-paste?

It came into mind when reading the new frig Logistic ships thread. Shouldn't Logistics ships be more of a quick and dirty repair that doesn't quite heal the stresses of the combat damage?

Something like 1% of the damage that is done can't be repaired by repair modules from either local or remote varieties. This would ultimately mean that eventually, eventually, even the strongest tank has to leave the fight if it is being battered for a long time.

This damage would be the same for Shields, Armor and Hull. I would almost say that the 1% hull damage should be permanent in full, eventually requiring that ship to be retired. Though I really don't think that it would have that much game value, unless the pilot is extremely lucky to survive multiple engagements that they take hull damage.
Paikis
Vapour Holdings
#2 - 2012-09-30 02:19:31 UTC
You haven't thought this through very well.
Ashlii
AWE Corporation
Intrepid Crossing
#3 - 2012-09-30 02:25:41 UTC
Paikis wrote:
You haven't thought this through very well.


What part? That you eventually need to repair and resupply at a station after a long term in combat space? I'm sorry if I'm a Military Sci-Fi junky in which these types of things are part of the genre. You have combat repairs, then you have shipyard repairs for what combat repairing can not fix. Nano-paste can be used in the field, but is quite expensive to use on a constant basis.
NiGhTTraX
Deep Core Mining Inc.
Caldari State
#4 - 2012-09-30 02:33:15 UTC
You already have this in the form of thermal damage from overheating. You can only repair that at a station or using nanite.

Adding more than this will just create uneeded complexity. I wouldn't want to have to back out of a fight because I'm scared my ship would blow up because of something that maybe happened a week go.

If you're gonna post here thinking your idea is the greatest thing since bacon and that it will save EVE and possibly all humankind with it, you're gonna have a bad time.

Ashlii
AWE Corporation
Intrepid Crossing
#5 - 2012-09-30 02:46:08 UTC
NiGhTTraX wrote:
You already have this in the form of thermal damage from overheating. You can only repair that at a station or using nanite.

Adding more than this will just create uneeded complexity. I wouldn't want to have to back out of a fight because I'm scared my ship would blow up because of something that maybe happened a week go.


*grin* You mean you haven't repaired in a station for over a week?

I actually have some experience as a logistical pilot, able to fly all four t2 versions of them. Just one thing bothered me, the target of your repairs is basically immune to being destroyed, unless a 'massive' amount of DPS is employed to overcome the repping amount.

What I'm suggesting would require a long time for dps to overcome, but eventually get there, assuming the effort of time.
Paikis
Vapour Holdings
#6 - 2012-09-30 03:20:17 UTC
Some of us live in wormholes which don't HAVE stations to repair in. This idea is horrible based on that alone.
Ashlii
AWE Corporation
Intrepid Crossing
#7 - 2012-09-30 03:22:50 UTC
Paikis wrote:
Some of us live in wormholes which don't HAVE stations to repair in. This idea is horrible based on that alone.


Nano paste then.
Retmas
Common Sense Ltd
Nulli Secunda
#8 - 2012-09-30 03:37:06 UTC
large fleet fights. your idea would basically make tanking in those literally impossible. a ship taking sustained damage would explode based on sheer damage intake, regardless of how much or little tank it has, in the time it takes to normally primary the next one. excellent thought process, unfortunate result. would read the next one.
Seatox
The Scope
Gallente Federation
#9 - 2012-09-30 03:56:33 UTC
Retmas wrote:
large fleet fights. your idea would basically make tanking in those literally impossible. a ship taking sustained damage would explode based on sheer damage intake, regardless of how much or little tank it has, in the time it takes to normally primary the next one. excellent thought process, unfortunate result. would read the next one.


Hull repairers, both local and remote, are utter rubbish, as well, so Hull damage is effectivly permanent until you find a station / refit a hull repper and run it.
Ashlii
AWE Corporation
Intrepid Crossing
#10 - 2012-09-30 03:57:54 UTC
Retmas wrote:
large fleet fights. your idea would basically make tanking in those literally impossible. a ship taking sustained damage would explode based on sheer damage intake, regardless of how much or little tank it has, in the time it takes to normally primary the next one. excellent thought process, unfortunate result. would read the next one.


Ahh, but that was sort of my point and contention. That eventually anything should fall given enough damage, despite the tank that is put on it.

You can chose to ether continue to blast for a _long_ time to eventually kill your subject, or do the normal way around remote tanking and surprise alpha strike a new target. You have pros and cons to each. Potentially take out ten other ships in the time it takes you to whittle away one that is being fully RRed.
Ashlii
AWE Corporation
Intrepid Crossing
#11 - 2012-09-30 03:59:42 UTC
Seatox wrote:
Retmas wrote:
large fleet fights. your idea would basically make tanking in those literally impossible. a ship taking sustained damage would explode based on sheer damage intake, regardless of how much or little tank it has, in the time it takes to normally primary the next one. excellent thought process, unfortunate result. would read the next one.


Hull repairers, both local and remote, are utter rubbish, as well, so Hull damage is effectivly permanent until you find a station / refit a hull repper and run it.


I've actually saw someone hull tank a victim.. Industrial ship that trapped a 'ganker'. It was very entertaining.
Seatox
The Scope
Gallente Federation
#12 - 2012-09-30 04:03:22 UTC
Ashlii wrote:
Retmas wrote:
large fleet fights. your idea would basically make tanking in those literally impossible. a ship taking sustained damage would explode based on sheer damage intake, regardless of how much or little tank it has, in the time it takes to normally primary the next one. excellent thought process, unfortunate result. would read the next one.


Ahh, but that was sort of my point and contention. That eventually anything should fall given enough damage, despite the tank that is put on it.

You can chose to ether continue to blast for a _long_ time to eventually kill your subject, or do the normal way around remote tanking and surprise alpha strike a new target. You have pros and cons to each. Potentially take out ten other ships in the time it takes you to whittle away one that is being fully RRed.


One of the most effective ways I've seen of breaking a fleet's RR capacity is a good bombing run combined with a regular fleet. While the logistics are flooded with repair broadcasts from survivors/people who took 1% shield damage and just felt like letting everyone konw, primary target broadcasts are going to get missed, and then they die. RR is fine, use better tactics.
Ashlii
AWE Corporation
Intrepid Crossing
#13 - 2012-09-30 04:22:32 UTC
Seatox wrote:
One of the most effective ways I've seen of breaking a fleet's RR capacity is a good bombing run combined with a regular fleet. While the logistics are flooded with repair broadcasts from survivors/people who took 1% shield damage and just felt like letting everyone konw, primary target broadcasts are going to get missed, and then they die. RR is fine, use better tactics.


When I'm in fleet, I'm never a DPSer. I'm either Command Ship or Logistics. I'm not looking for a buff out of my suggestion, just a little bit of game balance that others haven't looked at before 'as balance'.