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[Discussion] Seperate "World of Tanks" dmg model/Permanent dmg model in Eve?

Author
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#1 - 2013-03-29 04:34:05 UTC
I'm roughly guessing somebody may have started a discussion like this one in similar fashion a long while ago. Nonetheless, since this is somewhere tied to the thought of how a seperate EVE type of gameplay could be with a similar damage model.


This discussion however is a bit more of a talkround type of subject, so expect some walls of text. Thus, it is not for the tl;dr population. But I hope to get some viable talk around how EVE (or a seperate EVE game) could actually florish from this type of model - or not - that is the point of the discussion :).

Out of the box thinking is likely required.



This is also not about Logistics Ship hate or whatever. Nothing but just bland talk about World of Tanks' dmg model and how a similar setup for a (different) EVE game could be.


Being it the right word or not, I think the definition of "Damage Model" goes by how the gameplay handles the essence of "inflicting dmg". There are key differences between EVE and general MMORPGs vs a game like World of Tanks.


There is a portion of people who like the type of "permanent damage model" (I'll just call it that for now); be it your Star Trek type of dmg model featuring subsystems and decks that can get damaged/destroyed - unlike in Eve where Shields/Armor/Structure is just a generalization of a HUGE hp bar. There is of course more to it, but being blunt, it is just a huge HP bar. Also, it is common in EVE to be tanking forever - Some of which who can really tank FOREVER unless you have a HUGE FLEET to catch the specific person off guard sometime. Note that this is just a dramatization.



In short, EVE and games like (today's) StarTrekOnline go by HARD AND FAST -
as opposed to the maybe more tactical
SOFT AND SLOW -- though I think Hard and Slow is more like it, as for World of Tanks.

Some facts I learned so far on World of Tanks (YMMV by the way) :
What makes WoT fun in many cases is that even the Light Tanks can still deal damage -- not just that "10dmg" that really is just for the lulz like a frigate would do to, say, a Command Ship. Yes, EVE frigates are there to tackle, but let's face it, nobody is afraid of that little bit of damage. Yes, a flock of frigates could kill a Command Ship or whatever, but this is not about 1vs1 or 182936vs1 discussions.


Here's the thing about WoT...

And I'm aware about the specific game engines, too, but let's keep it loose.

Making side/rear hits is one way to cause critical dmg. This might not work on EVE since, well, "Spaceships", but in terms of WoT and damage, there are ways of tanking damage without these "magical mending heals". I understand that MMOGs and EVE has lived on the "Tank/Heal/Gank" trinity of the past decade, but let's say that trinity were to drop out a bit on the WoW-paladin tanking forever thanks to having a mass of heals.

However, things should not just be about Small Ships making more considerable damage to larger ones.

It is also very often that we keep seeing the same problem around balancing weapons. This is an MMORPG and "there is no balance" but we keep having the same problem showing up again. A damage model involving subsystems-HP/damage and other features would allow the lacking weapons to actual do some other "special feature damage" - rather than having to hear the same old argument (I'm sure you'll regard it as whines) on this weapon doing more than that, cap this, missiles that - yadda yadda.

So here are a few things to talk about:


In your opinion of imagining a sort of World of EVE ONLINE ships-Tanks :P (be it a seperate game or new model implemented to EVE)
Would you enjoy having a wide feature of subsystems or rather stick to the Huge HP bar?

Would you having more HP but therefor less or slower remote/local healing - calling the need for intelligent dogfighting rather than just "hitting orbit"? You'd also be surviving much longer rather than having some bits of eHP - or nothing just because you couldn't take damage control.



Another side-tracking idea;
Hit and run operations would actually HURT if repping would require some bit of TIME and/or the actual costs for repping would actually require materials instead of just going to your 0.0 station and hitting Repair Shop. Industrialists could maybe apply their Ship Construction skill to conduct reps at stations even faster.
In WoT, this is why loosing hurts sometimes. You have to "pay" for your reps (of course, EVE lives from killing the ship and losing the expensive mods).
Nonetheless, one is not immediately dead in WoT versus higher tier Tank classes.


To keep things safe and sound, please keep in mind that:
- WoT and EVE are of course two different kinds of games.

- This is just a discussion. There is no requirement for saying "Just play World of Tanks then".

- yes, in EVE, it is always smarter to manually fly rather than auto-orbit, as it is in WoT for Autoaim (manually aiming is always better).

- I'm entirely neutral, neither turning down EVE or WoT. I'm just curious around this other damage model, as that is something what has made games like Star Trek Command/Bridge Commander and the Silent Hunter series so awesome (hell, I'd even toss in Subwar2050 if anybody knew it).

- Personally, I've been always exploring the idea of a slightly more complex damage model for EVE. Just a bit, not extremely.

Using tablet, typoes are common and I'm not going to fix them all.

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#2 - 2013-03-29 04:37:52 UTC
Supplemental:

Somewhere, an EVE game with such a damage model would require the "instant-warp/align" gameplay to be removed. Warping in and out would actually require time -- so unless you press some "-50% cap for spolling-aligning warpdrive much faster" button, you'd might have to put up with a fight.
However, one SHOULD NOT BE instant-dead meat for requiring time to warp out. Tackling should lengthen warping out extremely, and all ships should have a decent amount of HP.

Just something one could keep in mind for such a model.

Using tablet, typoes are common and I'm not going to fix them all.

Seranova Farreach
Biomass Negative
#3 - 2013-03-29 04:49:43 UTC
from what i recall of WoT is its pay2win and CCP will lose ALOT of the player base if they even think of going that route let alone actually implementing it. soo all im gonna say is FLAME-ON! and you better get the preparation H ready people gonna get rough ;p

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#4 - 2013-03-29 05:54:28 UTC
Nah, this is not about the pay2win stuff. =)
Thanks for the heads-up, but I already know trolly forums. People be people :D.

Using tablet, typoes are common and I'm not going to fix them all.

DataRunner Attor
Doomheim
#5 - 2013-03-29 07:17:16 UTC
I still trying to figure out what exactly do you want.... Your post is all over the place, there no clear thought process on it, instead of attempting to throwing out a bunch of loose threads and telling use to knit the sweater, how about you knit if for us so we know exactly what we are looking at.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Zan Shiro
Doomheim
#6 - 2013-03-29 07:24:17 UTC  |  Edited by: Zan Shiro
Vayn Baxtor wrote:
Nah, this is not about the pay2win stuff. =)
Thanks for the heads-up, but I already know trolly forums. People be people :D.



actually your ability for small stuff to hurt big stuff in WOT tied heavily into p2w in the sense of gold ammo being a gold only purchase. And your small stuff really needs the gold ammo to hurt tthe big boys (unless ofc you were a track shooting no skill hack),

I know I spent my real life money a few times to have a few gold rounds on standby for the added pen and damage to get crits when MM put me in some wtf is this matches. Tier 4/5 in a t8 and higher match you needed all you could get.

Now wargaming makes this silver purchasable....so to keep on track for future tank buys you buy the gold to get premier access for better sliver making (among other bene's). Or as I am sure you will say...you could jsut pick off mouth breathers in tier 4/5 only matches (if MM actually gives them to you) a few extra matches. Or jsut buy a lowe or type 59. I like types myself. cheaper repair costs to keep more money end of match.

For the non WOT players, Lowe and type are gold tanks, ie....you pay real money to get them. They get an adjusted credit making value. Sit on your ass and don't do crap...make money. Actually do something, make even more money.


Rest of this....no.



NOt sure how you see the better balancing of wargaming.net. All I saw was russian bias as several tanks that historically had grown men cry and crap thier pants when seen in combat on the plains of Europe were gimped hard in WOT. My beloved panzers were coated in gasoline. SO I x-trained out...and then set them pigs on fire for lolz. Now how the british, US, etc could not set these panzers on fire in WWII to make it a much shorter war, no clue (if aas wargaming has said several times they tried to reflect actual ability of the tanks). I guess I read different military history books than the wargaming.net people. Or when translated to Russian, stuff got misread.
Arronicus
State War Academy
Caldari State
#7 - 2013-03-29 07:30:34 UTC
First off, I'll answer your question you asked at the end: I think EVE would suffer greatly, even at the mention of destructable subsystems. The large HP bar represents your shield, and armor integrity, seperate from your hull integrity, and "Subsystems" would only suffer damage, when you were taking structure blows, so changing it wouldn't even have any tangibe effect on the game aside from further complications, server load, and a lot of upset players. The point of targetting subsystems in a game like STO, (which is actually done through seperate crew skills usually, via your crew/tactical officers), is to weaken the ship, so that you can get through the enemies shield repairing abilities (Yes, ships in STO can repair just like they can in EVE, I've played STO since beta), disable their weapons, etc. In EVE, there is no such thing as bridge officers, the closest thing to bridge officer abilities, is modules, and these already provide what you are asking for. Stasis webifiers, energy neutralizers, ECM, and more, all provide similar abilities to STO, including how some subsystem attacks affect your ship in STO.

Essentially, we already have "Subsystem damaging abilities" via EWAR modules.

A little less on point, but I have to correct you on some errors you threw out in your post. You claim that small tanks can ping away at larger tanks, but this is only true to within a couple tiers, and then sometimes even only with HE shells. A tier 5 light, vs say a tier 7 heavy, will be lucky to do more than a fraction of their damage vs the frontal armor, unless they have a particularly vulnerable weakspot, whereas something like a t1 frig will still do it's FULL damage versus a tech 2 battleship, command ship, etc. There's no bouncing, only mitigation through resists, but the same overall EHP damage is done.

Next, you said that in WOT you can shoot tanks from the sides, and rear, to do critical damage. Once again, this is incorrect. Critical hits occur most commonly, when the shells fire into and explode within specific sections and compartments of the tank. Considering the amount of the tank that a shell travels through on a successful penetration, you are far more likely to get a critical hit from the front of a tank, versus the side. Many, if not most tanks have weak points on the lower glacis of the hull, not to mention being particularly vulnerable to engine fires from the lower front hull (See: Most german tanks, the KV line of russian tanks, and many american tanks). If you want to get a critical hit, aim for the gun barrel. Aim for the gap between the turret, and the hull (turret ring). Aim for the crew hatch. Aim for the front and rear lower hull. Aim for the direct side of the turret, if the turret does not have significant slope like the IS line of tanks. There are some on the side, that you can aim for, yes, but just as many, if not often more, including viewports, are available on the front of the tank, as opposed to the side. Now, if you can get a rear shot on an enemy, by all means, go for it. There are a number of tanks too, where you are much better off shooting the front of the tank, as opposed to the side, not just for criticals, but penetrations. These are mostly high tier tanks, but still valid: IS-4, IS-6, Maus (lower front hull, lower rear hull), E-100 (lower front hull, either side of the gun on the turret).

I appreciate that you would like to draw comparisons between the three games, but it's hard to take your post very seriously, when there are numerous misconceptions about the games you are referencing...
Arronicus
State War Academy
Caldari State
#8 - 2013-03-29 07:35:52 UTC
Zan Shiro wrote:

Rest of this....no.



NOt sure how you see the better balancing of wargaming.net. All I saw was russian bias as several tanks that historically had grown men cry and crap thier pants when seen in combat on the plains of Europe were gimped hard in WOT. My beloved panzers were coated in gasoline. SO I x-trained out...and then set them pigs on fire for lolz. Now how the british, US, etc could not set these panzers on fire in WWII to make it a much shorter war, no clue (if aas wargaming has said several times they tried to reflect actual ability of the tanks). I guess I read different military history books than the wargaming.net people. Or when translated to Russian, stuff got misread.


Wargaming also did a lot of their research on tank specs based on WW II russian propaganda, and didn't properly modify values based on other countries testing.

When Russian tankers tested weapon penetration, shells were fired at a vertical plate, and partial penetrations were considered a penetration.

When German tankers tested weapon penetration, shells were fired at SLOPED plates, and only complete penetrations, WITH successful shell detonation after plate penetration, were considered a penetration.

Thus, wargaming determined that "German guns had terrible penetration in WWII" even though german guns actually had significantly better penetration. Combine that with the fact that VERY little compensation is made for german tanks having dramatically better accuracy than their british, american, and russian counterparts, especially at long ranges. Something that fails to be translated into WOT at any advantageous length.

Playing the game much (over 6k battles myself, since beta. I don't play hardcore, but every so often, 20-30 matches.), it's VERY easy to see the glaring russian bias.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#9 - 2013-03-29 18:54:09 UTC
There are some misinterpetations which I am happy to clear out.
There were of course some words I used that were inappropiate.

Please note that most of this is a generalization and not 100%ly 1:1. I think some think I am insisting to "have WoT be bluntly projected on EVE". That is not the case, despite the notions the OP may give. The point of the discussion is loosely going where I'd like it though which is also -> Finding the flaws in that permanant damage model of WoT.

That's the point of the debate.

Also, we know Gold Ammo is bad. I am not asking for that either, so I must say that some are missing the point (even if in WoT you will make most damage with HEAT ammo). Let's not forget that we already have t2/faction ammo in EVE too. Let's not see it too narrow in that case. The only reason why it is called gold ammo is because of the relation with real currency and dealing massive damage.

That is not my intention, but it will neither be solved just saying "Raise xdmg modifier of all turrets by a massive %".


Quote:
I still trying to figure out what exactly do you want.... Your post is all over the place, there no clear thought process on it, instead of attempting to throwing out a bunch of loose threads and telling use to knit the sweater, how about you knit if for us so we know exactly what we are looking at.


Others understood well enough, minus misinterpretations and on myside the wrong words used - And I think most are smart enough to come up with thoughts on the sweater, which has happened. But I will reiterate the instructions a bit. If you did not read the out of the box thinking part, /shrug.


Most points of what I want to talk is actually stated at the beginning. I avoided being all too specific though since it is more of a general topic. Nonetheless, I think it is more than clear enough about the current EVE Online damage model opposed to the WoT type of permanent damage model gameplay - with light examples stated.

It is clear that the damage model we know in EVE today is here to stay, hence my comment about this being more for a seperate imaginable EVE-related game.
(We're talking something like a lighter version of DUST514).

I did not go deeper into that specific topic of the seperate game as I want to explore and discuss the aspects of the specific "dmg models" FIRST before suggesting stuff wildly. Especially for the fact that a notable bunch of people may or may not want to see something new.

Zan Shiro wrote:

actually your ability for small stuff to hurt big stuff in WOT tied heavily into p2w in the sense of gold ammo being a gold only purchase. And your small stuff really needs the gold ammo to hurt tthe big boys (unless ofc you were a track shooting no skill hack),

*more*


I am well aware about the goid ammo part. And guys, I'm well aware how CCP wanted to bring all that gold ammo stuff some year or two ago - f*** gold ammo ;)!

Most of my examples are general assumptions and examples - even if WoT has that particular gold ammo factor, one can play without it.

Also - and that is one thing I missed out myself on - the medium tier (say 5 to 7) in WoT is somewhere the field I'd be focusing on. Usually there is the most fun to be had because not everybody is god. I like that field of play because even if you are using a chubby Tier7 Heavy Tank, you are still vulnerable in many cases.

Now that is one thing I like.

Note by the way that in other games like Dark Age of Camelot or even WoW -- the "low/medium tier battegrounds" were a lot more fun and balanced than the endgame tier fights. Just an observation.

The general point of what I said was more about actually applying damage in similar fashion of WoT. I am aware that EVE's current form is too precious for everybody and anybody to change - which is why I mentioned this to be for a seperate EVE-related game. I did not go further in to that subject as I am interested in a generalized discussion around the two damage models. We can agree that a WW2 game vs a Scifi Space game is of course dull. Again, this is more about general talking about the damage models.

People's viewpoints are always accepted - just asking to not make random assumptions :).


The point I stated around "Small Stuff hurting big stuff" does not essentially have to be gold rounds. There's always a possibility to cause damage in a way, even if it just a mark.

My point was just that a huge high-tier target can still take some damage in anyway due to subsystems (which would include damaging tracks). Of course EVE's EWAR crowd control may be something like this. But my other point also was that you can't just try shooting a specifc large targets either as they will just heal it away - and it is much easier to "tank a lot" in EVE. Yes, if you are rolling around in a big TOG or the real big-boy tier areas, then life is of course not easy.
However, we do also get to see for instance SPG/Artillery that can still cause notable damage.

Again, this is just about some thought around a damage model were specific weapon types could do more.

Quote:
NOt sure how you see the better balancing of wargaming.net. rest .


It's not "better balancing" and I did not say that (if I did post that, then I need to correct it - but don't put pizza in my oven if that is not the case). - The "fun" comes of course in that related tier 4 to 7 ish bracket. And I stated the better examples of Star Trek Bridge Commander and Command (3, for now).

Using tablet, typoes are common and I'm not going to fix them all.

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#10 - 2013-03-29 19:27:40 UTC
By the way.
I'd be more for Red Orchestra 1's tank play. This game is of course older, but it had a bit more realism.
However, I did not mention that because this is not about WoT and how it could be better. This is more about EVE and/or a seperate EVE-related game.

Quote:
First off, I'll answer your question you asked at the end: I think EVE would suffer greatly, even at the mention of destructable subsystems. *etc*


The bad thing about STO is that you can blow up big ships with easy in pvp. I haven't played it the last four months but most of the time, imagine cloaky rifters being able to extremely spike-dmg on Command Ships (and killing them with ease).

I understand that part with EWAR. That is true that it does its job for keeping enemies at bay -- as it is a crowd control aspect.
In this case though, damaged subsystems don't have to go that extreme. I know the general public has the "if it is too weak, it will suck; if it is too extreme/strong, it will be OP" mindset. But then again, this is just a discussion. It is somewhere plausible that rounds that do get through Armor (once Shields are gone) could do some internal damage like lowering shield reg, temporarily unable to change course, etc.



Quote:
A little less on point, but I have to correct you on some errors you threw out in your post. You claim that small tanks can ping away at larger tanks, but this is only true to within a couple tiers, and then sometimes even only with HE shells. A tier 5 light, vs say a tier 7 heavy, will be lucky to do more than a fraction of their damage vs the frontal armor, unless they have a particularly vulnerable weakspot, whereas something like a t1 frig will still do it's FULL damage versus a tech 2 battleship, command ship, etc. There's no bouncing, only mitigation through resists, but the same overall EHP damage is done.


Yeah, I missed out on saying that this should be about the t5 to t7 bracket. I'm fine with fractional-damage because every damage point counts. Unlike in EVE, any tanker can heal it up (and I'm not even talking about ASB, even after its nerfs).

I know what you mean - however, there is something in that particular example that bugs me then again. A t1 frigate's FULL damage is rather nothing and any viable T2 BS/CS will have means to defend himself, starting with neuts. This is not to suggest that small ships need more range.

But that is why I do not want to get all too deep into that because it is just about YMMV and 1v1 examples that is pretty much just kicking dead cows.

Somewhere though, I had wondered if small turrets/rockets could do some percentual "overheat damage to modules" on cruisers and larger hulls. However, I think the community would not like that either.

Quote:
Next, you said that in WOT you can shoot tanks from the sides, and rear, to do critical damage. *etc*


I used the general term of critical damage. However yeah, I should have stated that this is not essentially the "massive wrecking damage" type of thing either. This is especially why STO's bird of prey's can blow up a lot of ships with ease.

[qoute]I appreciate that you would like to draw comparisons between the three games, but it's hard to take your post very seriously, when there are numerous misconceptions about the games you are referencing...

I understand what you mena, btu there is also a slight misconception about me in that case too:

The main problem is the generalized terms I am forced to use - this is also caused by the you can't please everybody factor. If I go super deep into each material (like you said with penetration and tanks), people will miss out the point due to too much information.

Also, I was more or less forced to use WoT as the prime example whereas there are other games because it is more popular and more people were likely to have played it. I have doubts that anybody knows about essence around the Silent Hunter series or the other titles mentioned.

Since this is the EVE forums, it is very simple to misinterpret others posting here too (count me in). Of course, my fault for missing out on adding some specifics.

But in the end, it is not easy to get apply the actual point of the threads - especially when it is not easy for others to think outside of the box (as they will just post they do not want to or post any other funny remark for gathering likes).

Red Orchestra 1 - while old and certainly not "the best WW2 sim" also had interesting features around tank fights - and RO1 is imo one of the best WW2 out there. Unfortunately, not everybody played it either as I noticed it is one of those underdogs.


I am well aware of the misinterprets of wargaming.net around WW2.
Let's not forget though that the game is also situated a bit more around the "arcade" factor too; so there will be flaws on that field too. Then again, what I like about WoT in that case, regardless of WW2 facts and proganda, there is that hint of Hard but Slow - rather than Hard and fast in STO in most cases.
- And of course, you can get one-shotted instant-death in WoT with ease too via lucky SPGs.

It is not to say that Hard and Fast is bad.

It is also not to say that there is a problem with EVE. This is all just about imagining an EVE game with a WoT damage model and how it would be.

Quote:
When Russian tankers tested weapon penetration, shells were fired at a vertical plate, and partial penetrations were considered a penetration.

When German tankers tested weapon penetration, shells were fired at SLOPED plates, and only complete penetrations, WITH successful shell detonation after plate penetration, were considered a penetration.


That is something that could be moderately interesting for a seperate EVE game. You know, distinct differences to weapons. Not just "blasters do more dmg and require some cap".

Using tablet, typoes are common and I'm not going to fix them all.

Katran Luftschreck
Royal Ammatar Engineering Corps
#11 - 2013-03-30 02:50:57 UTC
That sort of technology is far too advanced for CCP to implement. Having fully destroyable interiors would require far more computer resources than our poor machines can muster.

http://youtu.be/t0q2F8NsYQ0

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#12 - 2013-03-30 17:19:23 UTC
Katran Luftschreck wrote:
That sort of technology is far too advanced for CCP to implement. Having fully destroyable interiors would require far more computer resources than our poor machines can muster.



Hence my reference more for a seperate game than the actual EVE game. This is all only about a theoretical game/gameplay. Resources in this case do not matter because it is just a discussion about something theoretical. CCP won't be changing their precious so let's not jump the gun so much on that :).

Using tablet, typoes are common and I'm not going to fix them all.

Montevius Williams
The Scope
Gallente Federation
#13 - 2013-03-30 17:29:00 UTC
Seranova Farreach wrote:
from what i recall of WoT is its pay2win and CCP will lose ALOT of the player base if they even think of going that route let alone actually implementing it. soo all im gonna say is FLAME-ON! and you better get the preparation H ready people gonna get rough ;p


Nothing in his post mentioned anything about pay to win mechanics. I don't thin you read the post. I think you just saw the words World of Tanks and assumed he was going the pay to win route.

"The American Government indoctrination system known as public education has been relentlessly churning out socialists for over 20 years". - TravisWB

Katran Luftschreck
Royal Ammatar Engineering Corps
#14 - 2013-03-30 20:22:21 UTC
As long as people are talking about tanks... tanks are a perfect example of why armor tanking should rule in EvE. IRL armor is generally non-ablative. Meaning it doesn't have hit points. A guy with baseball bat can pound on a tank all day long and do exactly zero damage to the tank. Because that's how armor works. It doesn't slowly disappear as you take damage (usually). If one shot doesn't penetrate a tank then firing another identical shot in the same place isn't going to damage it either.

Meaning: It's not the armor that has hitpoints, it's the stuff inside it that does. You have to get through the armor to the squishy stuff inside but armor is generally an all or nothing affair. Meaning that unless you include things like concussion or spall, a shot is either going punch right through or bounce off entirely.

Which means that, translated into a realistic system for EvE, armor tanking would be essentially the same but revolve around hull repair modules, not armor repair modules (because armor wouldn't even exist as a damage bar). Armor "resist" wouldn't be a percentage of damage mitigation - it would be a percentage chance of complete damage avoidance.

In other words, the damage of the incoming shot would have to be compared to the armor/resist value and if it's not enough to penetrate then the ship would take no damage at all but if it does penetrate then the damage would go directly to the hull (armor bar is gone, remember?).

The weird stuff they make you learn... anyway...

This would, naturally, completely break all conventional combat tactics as it would mean that no amount of frigates would ever be able to take down a battleship, because they wouldn't have any weapons capable of putting a dent in battleship level armor. In order to have any chance CCP would then have to add in random chances of direct component damage (hard to armor a sensor array, for instance) so they'd at least have a chance of crippling a ship... even if they can never actually destroy it.

So how to put this in EvE terms? Simple, actually: Armor resistance would have to be changed from mitigation to include deflection, as above. This lets you keep the armor bar and use armor HP for something after all. When a shot hits you'd first roll against the resistance to see if it simply deflects the shot outright. If it does not, then the full, unmitigated damage is applied, split between the armor and the hull based on that same resistance value.

Thus: Let's say you've tanked a ship with 35% kinetic armor resist. An incoming shot does 100 kinetic damage. First you see if it even penetrates, and roll dice against the 35% target. Meaning there is a 35% chance the shot will simply bounce off your armor and do no damage at all. If it penetrates, however, then you take 35 damage to the armor and 65 to the hull - which, if you have your DC2 running, is actually only 32.5 to the hull.

Of course no serious armor tanker would settle for a measly 35% resist! Get that sucker up to the 70% range and now you're looking at a real threat, because 7/10ths of all those 100 damage incoming shots are going to do absolutely nothing, and those that do penetrate are still only doing 30 to the hull (15 with your DC2 running).

Thus, instead of dual and triple armor repair what you'll see instead is single armor repair coupled with a hull repair. But because the armor is taking far less damage overall your actual capacitor drain will probably go down quite a bit (meaning even a Battlecruiser might be able to get away with just a Small Armor Repair module if their resists are high and their skills are good).

Like I said, this would totally change how EvE and everyone in it treats armor tanking, but I think it would be a really cool change to see happen... and much more realistic way to handle the difference between armor tanking and shield tanking (because shield tanking would remain exactly the same).

http://youtu.be/t0q2F8NsYQ0

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#15 - 2013-04-01 16:52:26 UTC
Thanks, that was what I was looking for indirectly :).

I'm not all too fancy with Star-Trek shields, but that has nothing to do with this topic particularly.

As for this armor stuff. Of course it would too complicated for the current game engine to incorporate from which angle a projectile or blow is coming from.

But yeah, the post is what I was looking for. Playing around with tthe idea or subject.

Of course, if a small ship is shooting at a titan with his little artillery cannons, it should not deal extreme dmg so of course one has to keep things real.

Again, I do not have a hate for logistics/healers in EVE, but I've seen endless "non-confrontations" because the opposing force either has too many logistics or just simply fielding a much larger blob. Of course now that there T1 logis, this even things out.
Nonetheless, aside to EWAR that is not always reliable, there is not really much of a possibility to destroy specific targets as we'd have a, say, Wolrd of Warcraft setup where you have no chance to kill the targets because they just heal up endlessly. There is no "wound poison" to counter the healing effect either (at least not EWAR wise).
I do not want to go to deep into that discussion as I know one has to bring more counter-tactics (like neuts, jammers/damps etc).

Permanent damage model could at least be a way so that a ship could not just magically tank everything all day long. Please note that this is just about player vs player damage; rat/PvE damage would not cause this effect.
What I mean with permanent dmg is that some fraction or percentage of that damage takes away hp from the total HP pool as well, so the more damage you receive, the less it can be healed.

Some time ago, I had the idea that small ships could be the ones that are likely to do "overheat dmg" at random to cruisers and larger. This would raise the necessity of nanite paste and it would be an additional way for smaller ships to annoy big ones.

Subsystems of course are more complex -if not too complex. But I will sit and think something up, since this is theoretical stuff anyhow.

This is just playing with one idea. It is not the best, of course.


Montevius Williams wrote:
Seranova Farreach wrote:
from what i recall of WoT is its pay2win and CCP will lose ALOT of the player base if they even think of going that route let alone actually implementing it. soo all im gonna say is FLAME-ON! and you better get the preparation H ready people gonna get rough ;p


Nothing in his post mentioned anything about pay to win mechanics. I don't thin you read the post. I think you just saw the words World of Tanks and assumed he was going the pay to win route.


Thanks.
The other poster did have a slight point though. Gold ammo in WoT of course has more punch hence why most are able to do such. Nonetheless, yeah, gold ammo for EVE is/was totally NOT my intention.

Just the flat idea of subsystems damage etc. Since it is obvious that such would not work for this game, maybe a seperate EVE could handle that. Of course, that needs some thinking, and that is somewhat the reason why I started this thread.

But I want to leave some holes open rather than monologizing a study up.

Using tablet, typoes are common and I'm not going to fix them all.

Teckos Pech
Hogyoku
Goonswarm Federation
#16 - 2013-04-01 17:08:59 UTC
TL;DR

OP is in serious, serious need of editing.

Go re-work that abomination before somebody dies of boredom.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#17 - 2013-04-03 04:27:10 UTC
2nd paragraph.
Quote:
Thus, it is not for the tl;dr population.


Not for you apparently so sucks to be you, so die :). The subject is only for those who can read beyond that point.
And you and what army?

Using tablet, typoes are common and I'm not going to fix them all.

Felsusguy
Panopticon Engineering
#18 - 2013-04-03 04:47:19 UTC
Katran Luftschreck wrote:
If one shot doesn't penetrate a tank then firing another identical shot in the same place isn't going to damage it either.

A. Reactive Armor. When hit by an explosion, it explodes in the opposite direction, deflecting the energy of the blow.
B. Ceramic Armor. When hit by a certain force, it shatters, dissipating the energy of the blow.
C. Fiber Armor. When struck by a projectile, it absorbs force. Individual fibers might rip each hit.

All the above are forms of armor, all the above have diminishing returns upon consecutive hits.
If you meant pure steel plating, you would be correct, but plate armor is so archaic...

The Caldari put business before pleasure. The Gallente put business in pleasure.

Teckos Pech
Hogyoku
Goonswarm Federation
#19 - 2013-04-03 05:36:14 UTC
Vayn Baxtor wrote:
2nd paragraph.
Quote:
Thus, it is not for the tl;dr population.


Not for you apparently so sucks to be you, so die :). The subject is only for those who can read beyond that point.
And you and what army?


Could have put that up front couldn't you.

And your writing still sucks. I tried to read it, but Christ on a crutch it was like reading something that looked like english, but just didn't make any sense at all.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#20 - 2013-04-03 06:59:37 UTC
Teckos Pech wrote:
Vayn Baxtor wrote:
2nd paragraph.
Quote:
Thus, it is not for the tl;dr population.


Not for you apparently so sucks to be you, so die :). The subject is only for those who can read beyond that point.
And you and what army?


Could have put that up front couldn't you.

And your writing still sucks. I tried to read it, but Christ on a crutch it was like reading something that looked like english, but just didn't make any sense at all.



In order to understand the actual topic, I had to explain a bit more around the actual subject as everybody has a different perspective. Putting lesser info on the table will just have more people asking for info. Putting everything on it and it is tl;dr victims.

Others found their way to participate and I have what I am looking for.

You're free to do what you want, but I'm just assuming the OP/Topic is not for you.

Using tablet, typoes are common and I'm not going to fix them all.

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