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Player Features and Ideas Discussion

 
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Remote Module Repairer

Author
Sean Parisi
Blackrise Vanguard
#1 - 2012-11-06 15:23:22 UTC
I understand that the use of this module may be drastically reduced as we already have Nano-Paste and other counterparts. But it could provide a useful module to ships out in the field for extended amounts of time, giving up a utility high slot in order to repair each-others damaged and overheated modules. Having this available to some gangs on a consistent basis may completely change their play style.

It would act similarly to that of a remote armor repairer but instead only work towards fine tuning and fixing damaged modules.

Ridicule / Thoughts are welcome. Thanks!
Sean Parisi
Blackrise Vanguard
#2 - 2012-11-06 15:45:24 UTC
This would hypothetically allow us to run "Overload" gangs of a sort. Creating a spider tank of module repairing and allowing for a long term boost to the effectiveness of such a tactic. But making it so there will be a point in between where modules will have to be unheated for it to be repaired back up. Making broken modules take three times as long to repair.

So essentially you can consistently run overheated modules for longer at the expense of more cap usage, utility high slots and a need for coordination. But unless there are multiple of these modules active on a single target you will still need "breathing room" otherwise you risk breaking your module and cutting your dps out of the fight for as long as it takes to fit the broken module.
Alundil
Rolled Out
#3 - 2012-11-06 16:29:28 UTC
Interesting idea - but would, obviously, require the ability to target specific modules in order to make this realistic/accurate (read: not overly OP).
Given that there are no plans, at least that I've heard/read rumor of, to adding the ability to target specific modules i don't think that this will make it in.

On that note though - the ability to target modules (through some formula of module sig res >= x% of targeting ship sig res). Opens a whole new world of sub-cap vs capital fights where frigs, af, ceptors and dessies could provide some more use than just simple tackle and/or KM whoring. But I digress.

I'm right behind you

Sean Parisi
Blackrise Vanguard
#4 - 2012-11-06 16:31:29 UTC
Alundil wrote:
Interesting idea - but would, obviously, require the ability to target specific modules in order to make this realistic/accurate (read: not overly OP).
Given that there are no plans, at least that I've heard/read rumor of, to adding the ability to target specific modules i don't think that this will make it in.

On that note though - the ability to target modules (through some formula of module sig res >= x% of targeting ship sig res). Opens a whole new world of sub-cap vs capital fights where frigs, af, ceptors and dessies could provide some more use than just simple tackle and/or KM whoring. But I digress.


Yes this is an idea I was not thinking of when I was thinking of this idea. With the advent of a such a targetable repper. We would possibly be able to apply the same concept to ship to ship fighting - Allowing us to "general" target ships or target specific modules for removal within the fight. Though I would say that in order to do so effectively tracking would become a far more important attribute in the process.