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NEW SKILL - Advanced Jury Rigging

Author
Altrue
Exploration Frontier inc
Tactical-Retreat
#21 - 2013-02-28 02:03:01 UTC
At first I was tempted to laugh, reading the idea.

But...

Man, this could be quite interesting actually !

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Daichi Yamato
Jabbersnarks and Wonderglass
#22 - 2013-02-28 16:54:36 UTC
sabre906 wrote:
If you move a low to a mid on a Mach, you fail. Don't fail.Lol

Perfect example of op ship that's already perfect not benefiting. It instead offers some people the opportunity to fail their perfect boat, in keeping with spirit of Eve.Big smile


ur terrible...

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

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Gizznitt Malikite
Agony Unleashed
Agony Empire
#23 - 2013-02-28 19:29:09 UTC

This comes across as a "wouldn't be cool if" idea..... that completely lacks any thought on what the actual consequences would be...

As such... NO...

If you want support, you would need to show you understand how this will alter ships, their stats, and the game... and then explain why it would be wanted.

Also, there aren't very many "useless" ships in the game... I'll admit some t2 ships fit that category, but that's mostly because they haven't been rebalanced yet.

FOTM ships are alright, as long as they only are only "superior" for a limited duration... I fear this change will screw over balance so much that it will be very awkward to "rebalance".

There are also hard limits to consider... like max 8 slots in a row, max 3 rigs, etc... I personally think your suggestion makes "balancing" from the dev's perspective near impossible as the ship layout permeations grow enormously.
Mikaila Penshar
SISTAHs of EVE
#24 - 2013-02-28 19:36:52 UTC
Gizznitt Malikite wrote:

This comes across as a "wouldn't be cool if" idea..... that completely lacks any thought on what the actual consequences would be...

As such... NO...

If you want support, you would need to show you understand how this will alter ships, their stats, and the game... and then explain why it would be wanted.

Also, there aren't very many "useless" ships in the game... I'll admit some t2 ships fit that category, but that's mostly because they haven't been rebalanced yet.

FOTM ships are alright, as long as they only are only "superior" for a limited duration... I fear this change will screw over balance so much that it will be very awkward to "rebalance".

There are also hard limits to consider... like max 8 slots in a row, max 3 rigs, etc... I personally think your suggestion makes "balancing" from the dev's perspective near impossible as the ship layout permeations grow enormously.



having a bad day are we? Look- don't come here and cry about needing support- this idea has support (or did you miss all that by skipping along to the end here and poopin out your post?)... balancing is still needed, it is going to prove to be the optimal setup for a ship no doubt, but if you want to do something different to have a unique ship then you should be able to jury rig your ship... That is what it's about.

ps- lighten up a little and allow some fun in your game... you just might enjoy it

Gizznitt Malikite
Agony Unleashed
Agony Empire
#25 - 2013-02-28 20:05:48 UTC
Mikaila Penshar wrote:
Gizznitt Malikite wrote:

This comes across as a "wouldn't be cool if" idea..... that completely lacks any thought on what the actual consequences would be...

As such... NO...

If you want support, you would need to show you understand how this will alter ships, their stats, and the game... and then explain why it would be wanted.

Also, there aren't very many "useless" ships in the game... I'll admit some t2 ships fit that category, but that's mostly because they haven't been rebalanced yet.

FOTM ships are alright, as long as they only are only "superior" for a limited duration... I fear this change will screw over balance so much that it will be very awkward to "rebalance".

There are also hard limits to consider... like max 8 slots in a row, max 3 rigs, etc... I personally think your suggestion makes "balancing" from the dev's perspective near impossible as the ship layout permeations grow enormously.



having a bad day are we? Look- don't come here and cry about needing support- this idea has support (or did you miss all that by skipping along to the end here and poopin out your post?)... balancing is still needed, it is going to prove to be the optimal setup for a ship no doubt, but if you want to do something different to have a unique ship then you should be able to jury rig your ship... That is what it's about.

ps- lighten up a little and allow some fun in your game... you just might enjoy it



???

I thought I was pretty clear in my explanation as to why I don't support your idea... specifically stating what's missing (like any reference to the balancing nightmare this causes).

To that you response was pretty childish... I'm sorry I didn't realize you were just trolling from the start...

PS: you won't make "useless ships useful" with this change... You'll make useful ships more useful leaving the useless ships still useless.



Callic Veratar
#26 - 2013-02-28 20:35:51 UTC
All skills have an effect at each level, so, how about:

level 1: move high or mid to low
level 2: move high to mid
level 3: move high, mid, or low to rig
level 4: move low to mid
level 5: move low or mid to high

It's easier to scale something down than scale it up.

Some limitations?
- Rigs slots can't ever be changed.
- It has no effect on T3 ships (and possibly capitals).
Vegine
Sphere Foundation
#27 - 2013-02-28 23:03:50 UTC  |  Edited by: Vegine
change the mechanic a bit. sorry if this looks like a thread takeover but I'm just building and refining up on your idea.

Instead of "move" the slots just make it so ships comes with "unlockable" and "removable" slots, and a "ship modification points" stats. You can unlock and begin modify once you train this adv. J.R skill to certain levels

so. for example situation 1

Hyperion has 2 unlockable low slots in addition to its current available slots.
6 Low (2 unlockable, X removable) in compliance with "no more than 8" rule
5 Meds (3 unlockable, X removable)
8 Highs (X removable)
3 rigs. (unlockable? removable?)

Lets say the 2 unlockable becomes avaialbe to modify once you train Caldari BS to 5 and Adv J.R to 5 But as is Hyperion has 0 ship modification points in its "clean" state, to unlock an extra low slot you'd need certain points to do it.

Now where the points comes from? By removing other slots and/or ship stats such as CPU/PGRID/SPEED/SCAN RESOLUTION etc just as example.

Lets just for simple demonstration purpose in this case removing 1 med slot frees up just enough "ship modification points" to allow you to unlock another low slot. So in effect you traded 1 meds for another low.

To still retain uniqueness of different ships, you could make subsequent modifications cost more. So perhaps (again not yet refined the idea) after 1st low slot unlock to unlock the 2nd would require 1.3x as much ship modification points , meaning simply removing another med slot won't be enough to unlock the 2nd lows. This can be further rigged to prevent abuse by making other ship stats can only be removed in minimum fixed amounts like 100CPU/removal, 500 PWG per removal when trading for ship modification points (adjusted for ship size, so amount is different for frig/cruisers/bcs etc. Also makes the points frees up becomes less should you removes it multiple times from the same stats(100% points for 1st med removal, 80% for 2nd med removal) additionally adjusted for the overall number of removals you've done (0.9 ship modification points adjustment for 2nd removal on the ship of ANY STATS/SLOTS, 0.8 for 3rd removal modification, 0.7 for 4th removal modification) etc. So in theory you could pimp out a 8 turrent on a frig, but rest assured it will come at a great cost.

-
Kahega Amielden
Rifterlings
#28 - 2013-02-28 23:11:38 UTC
Creating new game mechanics that only veterans can take advantage of sort of goes against existing design. Being able to swap slots around has the potential to be extremely potent and it would put people without it at a substantial disadvantage. Furthermore, swapping slots around is going to be a lot more useful on some ships than others which will of course radically unbalance stuff.
Vegine
Sphere Foundation
#29 - 2013-02-28 23:18:17 UTC
last bit to add:

Each complete ship modification should cost a fraction of ship cost. If you make very heavy adjustments on a ship it could cost perhaps even more than the hull to make the modifications.

Addiitonally, each ship should only be able to be modified so many times. Lets say have a modification counter for each ship (3). afterwards ship can't be modified any longer. A modified ship will have a special graphic display indicating its modified for distinguishing purposes.

Lastly, perhaps links skills to these modifications. So if you want capacitor modification on a Gallent BS it would require you to have gallent BS V, 2 Energy skills at 5, in addition to a perhaps Gallent BS modification skill and Energy grid modification skill. Not just to have these skills to modify, you must have these skills to pilot a modified one too. This will prevent pilots from gaining access to too broad range of modified ships and means the "career path" (gallent, mimmy, amma, cald) they choose will bear more significance - which in turn, means you will see more people flying more unique ships out there.
Vegine
Sphere Foundation
#30 - 2013-02-28 23:22:07 UTC
Kahega Amielden wrote:
Creating new game mechanics that only veterans can take advantage of sort of goes against existing design. Being able to swap slots around has the potential to be extremely potent and it would put people without it at a substantial disadvantage. Furthermore, swapping slots around is going to be a lot more useful on some ships than others which will of course radically unbalance stuff.


this will be a major change, which means current ship roles/capablilities/layouts will probably adjust accordingly.

Just tell me 2 things

1. Is it impossible to adjust current systems to make it work (albeit probably a major one)?
2. Will this not inject alot of uniqueness, possibilities, and fun into this game?
Kahega Amielden
Rifterlings
#31 - 2013-02-28 23:49:35 UTC  |  Edited by: Kahega Amielden
Vegine wrote:
Kahega Amielden wrote:
Creating new game mechanics that only veterans can take advantage of sort of goes against existing design. Being able to swap slots around has the potential to be extremely potent and it would put people without it at a substantial disadvantage. Furthermore, swapping slots around is going to be a lot more useful on some ships than others which will of course radically unbalance stuff.


this will be a major change, which means current ship roles/capablilities/layouts will probably adjust accordingly.

Just tell me 2 things

1. Is it impossible to adjust current systems to make it work (albeit probably a major one)?
2. Will this not inject alot of uniqueness, possibilities, and fun into this game?


1. So ships are now rebalanced so that they are balanced against each other assuming this new skill is in play...so in addition to providing a major advantage to people who can dump months of training into this skill, ships are unbalanced for a significant portion of the player population.

2. No. It will introduce a very minor amount of fitting variance in exchange for completely unbalancing the game.
Mikaila Penshar
SISTAHs of EVE
#32 - 2013-03-03 17:36:03 UTC
Gizznitt Malikite wrote:
(some blah-blah-blah) i'm just paraphrasing of course






I'm not some math wizard.. I left that up to the pro's who have thankfully -THANK YOU PRO POSTERS- come along and worked it up a little. I know my strengths and grinding numbers for trolls like you to come along and spit on doesn't do it for me- I got ideas.. I plant seeds... this, I feel, is also a way to enable folks to do what they like and crunch the numbers- you dig?

BUT if I must pour out some measure of enlightenment for your understanding:

basically if you leave the powergrid and calibration and cpu alone (of course allowing those mods that would ordinarily affet them to have those effects on them) the issue is very small. It is self balancing because you can't fit some crazy 'thing-of-a-ship' by only swapping one slot to one other place... logic, not math, will prove to people that they will break more ships than they buff, (and making it a permanent slot move will be an ISK sink for broken ideas) AND YET there will be some folks who will be able to make their ships their own specific need vessels, and might luck out on a slot layout that is more advantageous to them for their own needs.

Granted there will always be a FOTM- and thus this skill will no doubt require tweeking when the need arrises, but you are simply not allowing for the human element, mistakes and chaos, and thinking outside of the box. To call you short sided is a slight to the short sighted... and they deserve better, even if they can't see that for themselves.

Now..

Vegine.. while i appreciate you for your positive input, but lets not overthink this thing shall we? If we over-complicate, then we provide far too many opportunity to punch holes in our ideas- wouldn't you agree?

The idea is to move 1 slot to another slot - it's simple elegant and logical in it's restrictions. Once a slot is moved on a ship- that ship is done... locked from ever being able to have a slot moved on it again. It doesn't cost ISK to do it- you may have just ruined a ship (and need to get yourself another hull) or made a new gem of a ship. I do not endorse your unlockables idea here- that is not the simple logical idea that I have put forward, that your new pal Kahega Amielden has shot down with a fervor. Make your own thread for that please - this is the thread for Advanced Jury Rigging. Thank you.


as for you Kahega Amielden...
Kahega Amielden wrote:


game mechanics that only veterans can take advantage of sort of goes against existing design



What game have you been playing? Veterans have always held advantages over new players. You are a fool if you think otherwise, but thank you for your entertaining little mindset.
Mikaila Penshar
SISTAHs of EVE
#33 - 2013-03-19 20:27:58 UTC
bump
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#34 - 2013-03-19 22:53:53 UTC  |  Edited by: Fronkfurter McSheebleton
Ships with weapon-doubling role bonuses like Marauders or Sansha/Blood ships would be waaay op with this. (well...the pirate frigs/cruises wouldn't...but you get the idea)

thhief ghabmoef

Mikaila Penshar
SISTAHs of EVE
#35 - 2013-03-19 23:44:32 UTC
Fronkfurter McSheebleton wrote:
Ships with weapon-doubling role bonuses like Marauders or Sansha/Blood ships would be waaay op with this. (well...the pirate frigs/cruises wouldn't...but you get the idea)



no- you can't add turret slots

did you not read that somewhere here?
Aglais
Ice-Storm
#36 - 2013-03-20 00:42:40 UTC
I see no problems with having even more ship customizability happening, provided that you cannot add turret/bay slots. We don't need five gun Merlins.

What would be cool though would be being able to meddle further with the internals of a ship, and say... Create a T1 version of the Vengeance- a missile Punisher, by changing the 'stock' weapon system internal with a Khanid produced one. Of course, this'd add cost to such ships, though likely nothing unreasonable. (As a note, each faction's ships by default would not allow for you to slap on just any internals; you couldn't create a Caracal hull using internals designed for the Maller and Rupture, as an example. Though, you could probably find pirate versions of these infrastructure bits that'd give some decent advantages, perhaps a new thing from salvaging? Though this already sounds a great deal like rigs, so it may be totally redundant.)

Also, for the argument saying that sansha ships/marauders would be OP: they're both already quite expensive. Marauders regularly reach a billion ISK in cost, and have NO sensor strength, meaning that ECMs will lock them down extremely hard. They might be hard to kill, but they'll still be killable. And Sansha ships? They're generally not regarded as being very good. At least, in PvP; loads of cap problems. Being able to take their utility highs and swap them for meds where you could put cap boosters could make them viable and relevant, which is never a bad thing, really.
Tarn Kugisa
Kugisa Dynamics
#37 - 2013-03-20 06:31:32 UTC  |  Edited by: Tarn Kugisa
5YES
Would provide a much more unknown element to PvP
and would make fitting up for PvE a bit easier

I would believe slot movement to be cleared after a repackaging, yes?

Could also make the Chimera more useful
(move 1 high to mid, now it is better at tanking)
(move 4 mids to lows, now it armor tanks)

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Azrael Dinn
Imperial Mechanics
#38 - 2013-03-20 06:37:49 UTC
I fear something like this would unbalance the ships realy badly and nerds would find ways to exploit the skill to find a way to change a fit to their fawor (aka new form of drake fleets and nothing else on the battlefields). Would also counter the ship balance that ccp is working on hard.

So no. Even I like the idea having super tanks and such. If you want to play with modules and slots use t3 ships in my opinion and lets leave all the other ships out from it.

After centuries of debating and justifying... Break Cloaks tm

Genevieve Kion
State War Academy
Caldari State
#39 - 2013-03-20 07:39:43 UTC
Yeah, let's add a skill that completly makes all the previous ship balancing worthless.. Back to square one Fozzie
StoneCold
Decadence.
RAZOR Alliance
#40 - 2013-03-20 07:43:04 UTC
Vegine wrote:
I would go 10 steps further and say scrap all inherent ship bonuses (dmges etc), reduce the stats (including slots) available on a clean ship to be minimum, with open choices to add a number of stats/slots/rigs/etc from a shared pool of "ship modification points".


I see specialised gank ships everywhere.
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