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Ideas for Drone Improvement, 7/19/2013 ECM Drone Sepration

Author
Omnathious Deninard
University of Caille
Gallente Federation
#101 - 2012-12-05 21:07:56 UTC
i allways lliked the idea of dragging groups into the quick bar of the hud, then press F1 to launch that group. And have an icon to show what kind of drone is in that quick launch location

If you don't follow the rules, neither will I.

Solutio Letum
The Scope
Gallente Federation
#102 - 2012-12-05 21:14:05 UTC
Aglais wrote:
I fail to understand how introducing T2 fighters/fighter bombers is going to help subcapital drone ships at all, which are honestly the ones with more problems than carriers.


no carriers have big problems maintaining drones, because having so much drones means having more drones problems, sub capital ships only have to split there groups, its easy since most ships only have one group of each kind
Joe Risalo
State War Academy
Caldari State
#103 - 2012-12-05 21:22:51 UTC
I like the idea of the drone bay rigs, but why no BW rigs?

Seems like there are certain ships that would like a bw buff such as amarr since many have large bays, but not enough BW for larges or sentry drones.


Also, I would like to see a drone boat that fielded more than 5 drones.
Omnathious Deninard
University of Caille
Gallente Federation
#104 - 2012-12-06 15:34:06 UTC
Joe Risalo wrote:
I like the idea of the drone bay rigs, but why no BW rigs?

Seems like there are certain ships that would like a bw buff such as amarr since many have large bays, but not enough BW for larges or sentry drones.


Also, I would like to see a drone boat that fielded more than 5 drones.

A BW rig could be interesting, but a 10 drone ship would cause too much server lag. Which is the reason that drones were dropped down to 5.

If you don't follow the rules, neither will I.

Omnathious Deninard
University of Caille
Gallente Federation
#105 - 2012-12-06 22:54:36 UTC
What do you think of the idea of more faction mining drones, maybe a rogue drone variation.

If you don't follow the rules, neither will I.

Felturion
Imperial Shipment
Amarr Empire
#106 - 2012-12-06 23:09:54 UTC
A forum topic a while back talking about drones and ways of having a drone launch and return animation, possible balancing questions along with it.

https://forums.eveonline.com/default.aspx?g=posts&m=1523809#post1523809

(Eye Candy) Ship names Visable on the ship Hull https://forums.eveonline.com/default.aspx?g=posts&m=2281340&#post2281340

Joe Risalo
State War Academy
Caldari State
#107 - 2012-12-06 23:29:25 UTC
I also wouldn't mind seeing a mining barge/exhumer focused on mining drones.
Can fit drone control units..5 high slots, and +5 mining drones per lvl
Micheal Black
Eze Technologies
#108 - 2012-12-06 23:41:26 UTC
I think we need some way to tell which drones have been targeted before the drones start taking damage.
Omnathious Deninard
University of Caille
Gallente Federation
#109 - 2012-12-06 23:58:26 UTC
Micheal Black wrote:
I think we need some way to tell which drones have been targeted before the drones start taking damage.

Highlighting the targeted drone, in the drone bay window, with a red overlay could work. Other than that i cant think of a better way.

If you don't follow the rules, neither will I.

Blodhgarm Dethahal
8 Sins of Man
Stray Dogs.
#110 - 2012-12-07 15:51:25 UTC
Omnathious Deninard wrote:
Micheal Black wrote:
I think we need some way to tell which drones have been targeted before the drones start taking damage.

Highlighting the targeted drone, in the drone bay window, with a red overlay could work. Other than that i cant think of a better way.


+1
Ibeau Renoir
The Scope
Gallente Federation
#111 - 2012-12-09 14:58:33 UTC
Hakan MacTrew wrote:
What about modular drones?

2 hull types per size, combat and attack. Combat drones do more damage, stronger utility and have more ehp. Attack drones have more speed, range and tracking.
They can be outfitted with 1 of 4 damage types or a utility function.

All of this is chosen when a stack of hulls are assembled, with a popup menu. You can choose how many to assemble and what systems to add at this point. Think of them as scripted drone hulls.

It sounds more like Tech 3 drones to me. Which is a brilliant idea.

As for implants: since it's primarily a Gallente system, surely they would be made by Poteque Pharmaceuticals, not Inherent Implants.

Ceci n'est pas un sig.

Omnathious Deninard
University of Caille
Gallente Federation
#112 - 2012-12-09 19:23:13 UTC
Ibeau Renoir wrote:
Hakan MacTrew wrote:
What about modular drones?

2 hull types per size, combat and attack. Combat drones do more damage, stronger utility and have more ehp. Attack drones have more speed, range and tracking.
They can be outfitted with 1 of 4 damage types or a utility function.

All of this is chosen when a stack of hulls are assembled, with a popup menu. You can choose how many to assemble and what systems to add at this point. Think of them as scripted drone hulls.

It sounds more like Tech 3 drones to me. Which is a brilliant idea.

As for implants: since it's primarily a Gallente system, surely they would be made by Poteque Pharmaceuticals, not Inherent Implants.

I'm not 100% on modular drones, they would need to be weaker than our current drones, and/or would need to have a drawback like T3 ships have to keep them balanced.

I noticed that most all implants involving weapon systems were made Inherent Implants, I will look at what Poteque Pharmaceuticals makes and change if they will fit for the job.

If you don't follow the rules, neither will I.

Omnathious Deninard
University of Caille
Gallente Federation
#113 - 2012-12-12 18:40:20 UTC
Bump

If you don't follow the rules, neither will I.

Omnathious Deninard
University of Caille
Gallente Federation
#114 - 2012-12-31 13:35:09 UTC
After much thought I believe that Fighter Drones should gain benefits from drone modules and the following support skills; drone durability, drone navigation, and drone sharpshooting.

If you don't follow the rules, neither will I.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#115 - 2012-12-31 14:24:38 UTC
Omnathious Deninard wrote:
After much thought I believe that Fighter Drones should gain benefits from drone modules and the following support skills; drone durability, drone navigation, and drone sharpshooting.

But arent Fighters actually manned solo fighters? A seperate ship in their own right?
Omnathious Deninard
University of Caille
Gallente Federation
#116 - 2012-12-31 14:28:14 UTC
Hakan MacTrew wrote:
Omnathious Deninard wrote:
After much thought I believe that Fighter Drones should gain benefits from drone modules and the following support skills; drone durability, drone navigation, and drone sharpshooting.

But arent Fighters actually manned solo fighters? A seperate ship in their own right?

They are lore wise yes, but they are game wise still a drone. And they are also the only capital weapon that gains nothing from modules.

If you don't follow the rules, neither will I.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#117 - 2012-12-31 20:03:12 UTC
Omnathious Deninard wrote:
Hakan MacTrew wrote:
Omnathious Deninard wrote:
After much thought I believe that Fighter Drones should gain benefits from drone modules and the following support skills; drone durability, drone navigation, and drone sharpshooting.

But arent Fighters actually manned solo fighters? A seperate ship in their own right?

They are lore wise yes, but they are game wise still a drone. And they are also the only capital weapon that gains nothing from modules.

They also do up to 125 dps each already, if they go in a Thanatos or a Nyx. Given a Nyx can throw up to 25 of the little suckers around, thats a silly amount of DPS.

Before anything is done with Fighters and Fighter Bombers, capitals in general need to be reworked.
Omnathious Deninard
University of Caille
Gallente Federation
#118 - 2013-01-01 02:53:17 UTC
Hakan MacTrew wrote:
Omnathious Deninard wrote:
Hakan MacTrew wrote:
Omnathious Deninard wrote:
After much thought I believe that Fighter Drones should gain benefits from drone modules and the following support skills; drone durability, drone navigation, and drone sharpshooting.

But arent Fighters actually manned solo fighters? A seperate ship in their own right?

They are lore wise yes, but they are game wise still a drone. And they are also the only capital weapon that gains nothing from modules.

They also do up to 125 dps each already, if they go in a Thanatos or a Nyx. Given a Nyx can throw up to 25 of the little suckers around, thats a silly amount of DPS.

Before anything is done with Fighters and Fighter Bombers, capitals in general need to be reworked.

In this regard fighter bombers are fine as is.
Carriers are/should be a dual purpose ship but with the lack of weapon system enhancement modules it kind of ensures they are logistic ships that can do some damage to other capital ships and slow moving battleships.

If you don't follow the rules, neither will I.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#119 - 2013-01-06 22:01:53 UTC
Your OP doesn't list drone EHP as a balancing factor. Since rats target drones now, I think it's a relevant stat. I suggest the following order: Amarr, Caldari, Gallente, Minmatar, which roughly follows each race's ship style. Drone speed should follow the exact reverse order, which also follows the racial style and meshes up with the damage progression. Minmatar=Pure speed, Gallente= get in and hit hard, caldari=balanced, Amarr=flying brick, etc.

Ewar Drones:

As far as any info I can google says, these drones have stacking penalties. This is a very bad thing, since it penalizes any ship-based ewar if the drones are used, and also makes them too weak to be useful.
Solution: Separate Drone and Ship ewar stacking.
Example: 5 light drones are TD'ing a target, stacking with penalites with each other for a total effectiveness just below a T1 Tracking Disrupter. An Arbitrator starts disrupting the same target; the game now acts as if there are two ship modules affecting the target, and applies stacking penealties as appropriate. Stacking order should favor the player ship.
Omnathious Deninard
University of Caille
Gallente Federation
#120 - 2013-01-07 00:21:43 UTC
Omnathious Deninard wrote:
I will start this off with a little lore:
Red Moon Rising Expansion
December 2005
EW Drones, Logistic Drones, and Sentry Drones were introduced.
Max drone control was 15, (+5 from Drones, +5 from Drone Interfacing, and +5 form the ship [Vexor] in this thread)
Over the next few years T2 varations of drones were introduces for all drones, with the exception of EW drones and Fighter/Bombers
Fast fowrad to December 2007,
Trinity Expansion
Drone Bandwith was introduced and the max drone control for sub capital ships was reduced 5 drones per ship, skills and ships were modified to compensate for the loss of 10 drones Drones +1 Drones/level Drone Interfacing +20% Drone Damage and Mining Yeald/level Ship Bonuses +10% Drone Damage and HP/level

Now the modifications were effective in keeping the damage the same as before, but nothing else for example you were able to launch 15 medium armor maintance drone II from the vexor, @28 HP/drone and a cycle time of 5s you could rep 105HP/s. now you can only rep 35HP/s. This is due to the Drone Interfacing skill only boosting Drone Damage and not the total effectiveness of drones, the same if true for all non combat drones.

As for the ability to destroy drones, when 15 drones were able to be controled by the vexor, using hammerhead II, the total HP of all drones was (before resistances) 21225HP. The reduction of drone control did not take this into consideration either, the hull grants +10% HP/level, but that leaves the drones with a total HP of 10615.5HP, merely half of the amount of HP that could be fielded before.

Drone Interfacing should add +20%/level to the total effectiveness of drones, HP, Damage, Mining Yeald, Web amount.
The Hull bonus should do the same except 10%/level

This would give drone ships the versitality that they use to have before they were reduced down to 5 drones.

If you don't follow the rules, neither will I.