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DCU for Subcaps

Author
Nikk Narrel
Moonlit Bonsai
#21 - 2013-03-28 21:43:53 UTC
Moon Rabit wrote:
Nikk Narrel wrote:
Oh, that gives me an idea.

A high slot module designed for drone repair. Must occupy a turret or launcher hard point.

Repairs shields armor and hull.
Skill level with remote drone repair to determine amount fixed per cycle, starting with hull first. After hull, then armor, then shields repaired in that order.

Limit: Drones must be in close proximity to ship, AKA orbiting.
(recall those damaged drones before they get toasted and lost!)


Better Idea will be adding low slot module for reaping drones in drone-bay :)
And you can rep drone by remote modules they are present atm in game.

Ahhh, you refer to obvious choices.

Here is why I specified high slot, and drone must be in orbit. Balance issues.

If the drone is safely in the bay, protected by the host ship and it's defenses, the risk to the drone is removed. You can still put it into the drone bay, but repairing it is too much of a free bonus under those circumstances.

Why? If you had the obvious foresight to bring spares, you are taking the drone out of circulation, replacing it with a fully repaired one, and also fixing the damaged one to be ready to go out again. You could rotate drones in this manner indefinitely so long as you met no overwhelming force.
Simply put, this is way to easy to sustain for too little cost.

Logistic ships define the precedent for remote rep modules being high slot items. This idea replaces three of them with one single module already, which is huge.
It is reasonable that you should need to tie up an available drone position while repairing, especially considering it is automatic requiring you to only call back the drone needing attention, not target it or manually cycle the repper.
Recoil IV
Caldari Provisions
Caldari State
#22 - 2013-03-28 22:35:50 UTC
Moon Rabit wrote:
What you think about new module like Drone control unit for sub caps ?
Example each modules can give 25 bandwidth and + 1 control drone and be fitted on High-slots.
And need 2000PG and 65 CPU.



yes,that skill needs a use for subcaps too
Omnathious Deninard
University of Caille
Gallente Federation
#23 - 2013-03-28 22:43:25 UTC  |  Edited by: Omnathious Deninard
After running a few more numbers, it could possibly work, if lag was not an issue, only if the Dominix lost its 10% drone damage bonus.
Sentries with 2 DDAs 858DPS
Light Scout 2 DDAs 283DPS

Edit: Such a modification to the dominix would anger many people, it works fine as is. Would be broken with DCUs leaving the only option as a new hull, at which point why do the DCUs need to be added when the hull would have the chance to be bonused with +1 drone control per level.
In short, there is no effecient way to balance a module with current ships and I doubt there will be a new BS hull coming out any time soon. (Though CCP has suprised me once already they might do it again.)

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

Moon Rabit
Billionaires Club
#24 - 2013-03-30 08:31:18 UTC
Omnathious Deninard wrote:
After running a few more numbers, it could possibly work, if lag was not an issue, only if the Dominix lost its 10% drone damage bonus.
Sentries with 2 DDAs 858DPS
Light Scout 2 DDAs 283DPS

Edit: Such a modification to the dominix would anger many people, it works fine as is. Would be broken with DCUs leaving the only option as a new hull, at which point why do the DCUs need to be added when the hull would have the chance to be bonused with +1 drone control per level.
In short, there is no effecient way to balance a module with current ships and I doubt there will be a new BS hull coming out any time soon. (Though CCP has suprised me once already they might do it again.)


If you cut 10% bonus from Dominix you must do this same from Ratlesnake and other ships.
Castor Narcissus
The Scope
Gallente Federation
#25 - 2013-03-30 09:26:00 UTC
The old Drone interfacing was an issue because everyone had 10 drones, change only drone boats to be able to field more than 5 drones wouldn't cause much of a issue.

The question in the end is if CCP wants drone boats using only drones without guns.
Rh4ziel
IFYMIA
#26 - 2013-03-30 09:35:49 UTC  |  Edited by: Rh4ziel
if make so it must be this way
cap DCU add 2-3 one time launched drones when active
subcap DCU add 1 one time launched drone when active
for balancing remove bonuses from drone-platform ships ( damage/HP )
also remove bonus from carriers lvl gained ( +1 drone per lvl )
Mike Voidstar
Voidstar Free Flight Foundation
#27 - 2013-03-30 12:34:06 UTC
My issue with making a Remote Rep for drones that shoots rainbow rep streams is that you still have to target the drone to use it.

Of course I would use it instead of mounting both a remote armor and structure rep to save the slot, but to be of real benefit it would have to have a few things adjusted:


1. Lots of range. At base I'd go with 20km, with a T2 variant at least doubleing it. Drones are no more effective than missiles in terms of damage projection, and yet easily destroyed. Of course this can be addressed by balancing drones directly, doing something with their HP, sig, give them AB rather than microwarp, etc. However, if this is intended as a tool to help with drone destructibility so that they can be kept in the feild longer, then it does not need to cause even more travel time issues than they already have.

2. Targeting. If range were to be limited as current RR modules, then either doing something so that the module automagically hit the most damaged drone in range, or else simply projected a maintenence feild around the ship that repaired all drones in range. Drones take about a week and half to target in a Dominix or Rattlesnake, and often a drone other than sentries dies almost immediately upon taking damage. Once again, if this is a tool designed to help with destructibility, the need to target the drones stands in the way of the intended function. Left unresolved, this would simply trade some slight repair ability for the need to keep them all pre-locked, reducing your functional targeting on the ship by 5. This can be addressed in a drone overhaul, allowing a host ship to apply modules directly through the drone interface---logically, the ship already knows where it's drones are, so using active targeting systems on them seems like it should not be needed. A better fix for this issue might be to give drone ships more available targets and some sort of bonus to locking their own drones.

I feel the need for repair modules needs to simply be removed by givng drones local repair on all 3 bars. it does not need to be any faster than passive sheild repair, but needs to be there so that drones do become easily sustainable. That's supposed to be one of thier benefits and currently they are too weak, especially in PvE play. Drones *should* die under focused fire, but should not run out due to general attrition---that's what ammo reliant weapons platforms are supposed to be like.
Moon Rabit
Billionaires Club
#28 - 2013-04-01 15:13:21 UTC  |  Edited by: Moon Rabit
I have the also different idea regarding Hi-slot drone mods, If CCP does not like the idea more drones on field, maybe instead of to increase the quantity, increase their DPS. Each mods give 20% unstackable bonus to Damage or 20% ROF :)
Moon Rabit
Billionaires Club
#29 - 2013-04-04 18:22:22 UTC  |  Edited by: Moon Rabit
Bump

I waiting for more opinion about this topic :)

* First post are Updated about newest idea
Domanique Altares
Rifterlings
#30 - 2013-04-04 19:58:24 UTC
Moon Rabit wrote:
I have the also different idea regarding Hi-slot drone mods, If CCP does not like the idea more drones on field, maybe instead of to increase the quantity, increase their DPS. Each mods give 20% unstackable bonus to Damage or 20% ROF :)


There are already low slot mods to add drone damage. Getting a non-stacking-penalized high slot mod will never happen.
seth Hendar
I love you miners
#31 - 2013-04-05 13:43:34 UTC
ShahFluffers wrote:
Omnathious Deninard wrote:
Ix Method wrote:
This would be so hilariously OP.

Elaborate on this please, how would it be OP?

Imagine 10 sentry drones... that's 900 DPS right there... now add 2 Drone Damage Amps... that jumps up to around 1200 dps... now add on a Sentry Drone Damage Augmenter rig... you're looking at about 1400 dps that hits out to 20 to 30 km and tracks better than the average battleship weapon (Garde IIs with 1 Omni Drone link).

And you still have a decent tank to work with... the weapons consume no capacitor... no ammunition... and auto-aggress when told to.

and you are not even adding the ship bonuses if it is a drone boat!

domi would be one hell of a beast!
seth Hendar
I love you miners
#32 - 2013-04-05 13:46:35 UTC
Rh4ziel wrote:
if make so it must be this way
cap DCU add 2-3 one time launched drones when active
subcap DCU add 1 one time launched drone when active
for balancing remove bonuses from drone-platform ships ( damage/HP )
also remove bonus from carriers lvl gained ( +1 drone per lvl )


bad idea, this would make drone boats not drone boats anymore, this would allow other ship to become drone boat, yet having bonuses that former dedicated drone boats lacks.

this would buff / unchange non-drone boats, nerf badly drone boats giving them no puposes, while they already suffer from the terrible drone behaviours
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