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Dreads, Tech 2 & Siege mode

Author
Kenpachi Viktor
Perkone
Caldari State
#1 - 2011-10-30 14:52:30 UTC  |  Edited by: Kenpachi Viktor
When a new tech 2 ship is put into the game, it is an upgrade of the base model, but it also has something unique that it does better or different.
Why can't some tech 2 modules be the same?

For example:

The dreadnought's siege module

normal T1:
* 10 minute cycle time (rumoured for change to 5 minutes next expansion)
* 100% shield boost bonus and armor repair bonus
* -50% shield boost duration and armor repair duration
* 2 targets max
* 625% damage multiplier
* -75% scan resolution
* -50% tracking speed
* -60% explosion velocity
* can't move

This is really good at killing stuff that isn't moving; like capitals, and towers.
But what if we wanted something that could shoot stuff that is moving, like non sieged dreads and maybe *gasp* battle ships?

possible T2:
* 10 minute cycle time (station games are bad)
* 50% shield boost bonus and armor repair bonus
* -25% shield boost duration and armor repair duration
* 4 targets max
* 200% rate of fire multiplier
* 25% scan resolution bonus
* 25% tracking speed bonus
* 15% explosion velocity
* can't move

Or... you could just make it scrip-table. Pirate

In the first case, we have an artillery piece, in the second, an AA piece

(please note: these numbers were pulled from a place where the sun don't shine, and would need to be tested for balance.
You could also include a nerf to capital sized guns making it harder for titans to hit small targets.)

A war that would’ve involved 20,000 players, 75% of nullsec space, and hundreds of supercapitals was halted not by diplomacy, but by a game mechanic so dreadful that those who have experienced it previously have no desire to do so again. - Fix POS & SOV

Tahna Rouspel
Viziam
Amarr Empire
#2 - 2011-10-30 17:14:32 UTC
Generally, a tech 2 is a better version of a tech 1 module. If it changes the purpose of the module, it would be better to call it something else. Say "Barrage Mode I"

Siege Module II should be the same as siege module I, but better damage, more expensive and more demanding on the fitting ressources.
Taint
Deep Core Mining Inc.
Caldari State
#3 - 2011-10-30 17:22:58 UTC
lets hope there wont be any need for a t2 dread, now the nerf hammer finaly comes to the supers and changes to 0.0
:) but good idea non the less.