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High Slot Drone Remote Rep Module

Author
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#1 - 2013-06-20 12:52:11 UTC
This is a repost. The former topic got locked, I assume due to its age.

This would be a high slot module that provides dedicated remote rep for drones only. The trick is that it works out to whatever is your effective drone control range (thus making drone ships able to function again with > 10 - 20 km range).

To keep it simple, the rep would be a passive, always-on regen to shields, armor, and hull on all drones in flight. Probably a percentage of each per second would be appropriate, so it scales evenly with drone class. More modules would give more rep; and it should probably have the usual stacking penalty, so that three or four would be the most useful number of them to mount. With three or four mounted, you should be able to basically never have drones get popped by NPCs.

It would also be nice for the rep amount to scale up the closer the drones are to the ship. So in orbit range, the drones would rep up very quickly; say back to 100% within 5 to 8 seconds. At maximum range, maybe they could be fully repped in 30 to 60 seconds. So there is still a reason to recall them if they start taking heavy fire, either to keep them fighting in orbit range for maximum durability, or just to pull them back a bit to grab some reps, then send them out again. But you don't need to play stupid aggro games by launching and un-launching them, and you can keep them at 100% between fights so you don't need to lose any or dock up to rep / buy more in the middle of a mission.

EvE is supposed to suck.  Wait . . . what was the question?

Alvatore DiMarco
Capricious Endeavours Ltd
#2 - 2013-06-20 12:54:16 UTC  |  Edited by: Alvatore DiMarco
Remote repair modules are a thing and passive regen on drones that are in-flight sounds very broken. Never-popped drones is very broken.

If you want it to be a passive module (I'd suggest lowslot) that enables regen of drone armor/hull while the drones are docked in the bay, then we can talk. Making it an active lowslot module might be even better.
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#3 - 2013-06-20 12:59:01 UTC
Alvatore DiMarco wrote:
Remote repair modules are a thing and passive regen on drones that are in-flight sounds very broken.

Turrets and launchers that are 100% immune from damage until your ship explodes sound very broken. Have fitted weapon modules take damage and get individually destroyed by hostile fire, then we can talk.

EvE is supposed to suck.  Wait . . . what was the question?

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#4 - 2013-06-20 13:00:54 UTC
something like this would have to use cap to be even remotely balanced ..

Also i don't think it resolves the problem with drones staying alive . drones shouldn't be tanky it is not very realistic .
drones are tiny little things so i could imagine them easily being torn apart by battleship size ammo..

The focus needs to be on designing them so they evade damage as much as possible to make it impossible to kill them with anything other than small ammo or bombs

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Alvatore DiMarco
Capricious Endeavours Ltd
#5 - 2013-06-20 13:03:39 UTC
Freighdee Katt wrote:
Alvatore DiMarco wrote:
Remote repair modules are a thing and passive regen on drones that are in-flight sounds very broken.

Turrets and launchers that are 100% immune from damage until your ship explodes sound very broken. Have fitted weapon modules take damage and get individually destroyed by hostile fire, then we can talk.


Do your drones run out of ammo? No?

Can my frigate's turrets hit with perfect accuracy as much as 60km away from my position? No?

Can I deal the same amount of DPS with close-range turrets that I can with long-range turrets? No?

Tchulen
Trumpets and Bookmarks
#6 - 2013-06-20 13:07:06 UTC
This sounds way OP.

If it just applied to one drone and the pilot had to change between drones as they were primaried it would make more sense. Being able to repair shield, armour and hull AND repairing all drones AND being out to drones max range (which can be extended out past the largest logi rep distance) is way overpowered.

I don't have a problem with a dedicated drone rep module, just that it really needs to be realistically balanced and not entirely passive.
Jenn aSide
Worthless Carebears
The Initiative.
#7 - 2013-06-20 13:09:39 UTC
This is a bad idea. If you want to rep your drones, put a remote repper on and recall the drones to orbit and rep.
Ix Method
Doomheim
#8 - 2013-06-20 13:56:39 UTC
Agreed that allowing them to be repped out at long range seems a little OP but the idea is nice.

Maybe they could be actively repped while orbiting your ship, and passively while in your drone hold (slower, as a balance to fielding a second flight while the first is repping).

Travelling at the speed of love.

Lilliana Stelles
#9 - 2013-06-20 14:00:09 UTC
Freighdee Katt wrote:
Alvatore DiMarco wrote:
Remote repair modules are a thing and passive regen on drones that are in-flight sounds very broken.

Turrets and launchers that are 100% immune from damage until your ship explodes sound very broken. Have fitted weapon modules take damage and get individually destroyed by hostile fire, then we can talk.


Missiles explode as they do their damage though... drones don't explode unless shot at.

Not a forum alt. 

Aquila Sagitta
Blue-Fire
#10 - 2013-06-20 15:16:57 UTC
Make it actively rep only drones you control out to 5k and be an active module. Make it take 2x as much cap as small rr for being able to rep all your drones at the same time. And make it take a highslot. This sounds balanced to me Big smile
Mike Voidstar
Voidstar Free Flight Foundation
#11 - 2013-06-20 15:28:33 UTC
Ok folks. Drones need a change and badly.

First problem:

Drones are not ammo. They don't have a cost similar to ammo, you can't carry enough of them to use them like ammo. It is inappropriate to try and balance them as if they were ammo without radically altering almost everything about dronebays, drones, and the production of drones. When I get a tracking disruptor that permanently destroys the ability of your guns to track until you repair (expensively) in station, we can start discussing self-repairing drones as being unreasonable.

Drones that never pop sound almost exactly like lasers not using upgraded crystals. Lasers with stock crystals are not broken, drones that never pop would not be broken.

Actually they are somewhat similar to lasers and missiles in that one of their main advantages is damage projection.---except that it is quite simple to extend the range of both lasers and missiles with a variety of means, including leadership skills and remote modules, as well as local modules and skills similar to drone users. They lack the short range/long range dichotomy of the other weapon systems, with the possible exception of sentries, instead being the only weapon system able to easily switch between size class of target in the field, assuming a decent drone bay---minimum 125bw and 150 bay to enjoy that flexibility.

The idea of the OP would only result in drones that never pop if the repair rate was set very high, and drones got a HP upgrade that made sure they never got alpha'd. Even then drones would be lost all the time, because I don't care how Elite you are, if you use drones on a regular basis you will leave some behind. There are quite a few here that will claim that such a thing only happens to people who are not them and lack their elite intelligence and ability... but they are lying. It's a tremendously simple mistake to make, and drones require a lot of micromanaging to use effectively. Mistakes happen.

As things stand now, especially with the new drone-hungry AI they put in with retribution and never bothered to tweak to more reasonable levels, drones need a massive re-work from the ground up, starting with their survivability. For starters that needs to go with t2 resist profiles, and some form of self repair at passive regen rates on all 3 bars----I'm fine with that being only while docked in the bay, but something has got to give on these things.

Modules to add or speed that repair, in bay or out, are entirely reasonable. Something needs to be adjusted with drone survivability. It was never that high to begin with, and Retribution dealt it a severe blow. The game has progressed, and in a needed fashion at that, but drones as a weapon system were never that well implemented to begin with and have not kept up well since then.
Tchulen
Trumpets and Bookmarks
#12 - 2013-06-20 15:59:27 UTC
Mike Voidstar wrote:
[snipped]
Drones are not ammo. They don't have a cost similar to ammo, you can't carry enough of them to use them like ammo. It is inappropriate to try and balance them as if they were ammo without radically altering almost everything about dronebays, drones, and the production of drones.
[snipped]

Drones that never pop sound almost exactly like lasers not using upgraded crystals. Lasers with stock crystals are not broken, drones that never pop would not be broken.


To begin with, if you're going to take issue with people using other weapon systems as analogies for drones you really shouldn't do it yourself.

The issue with the OP is that it is unbalanced. You have no need of targetting your drones and once deployed your drones act without you needing to actively tell them what to do.

So, in PvP ECM has no effect on you and it would imbalance drones from a pvp perspective. As long as you got your drones out before you were ECMed and you have the OPs module fitted your drones go ahead and start munching your opponent and as he tries to kill your drones they're being repped by your ship even though you're ECMed which is why I suggested you needed to target your drones to be able to rep them.

In the situation where you're not ECMed but in a PvP fight, your opponent simply can't kill your drones. They're so small and orbit so fast that I've never seen anyone alpha a drone. Which means that drone boats (that keep a large number of spare drones) can use them like ammo to a certain degree. If you could passively rep all three damage areas simultaneously it would increase the amount of time it would take for an opponent to kill each drone, unbalancing PvP droneboat setups rather horribly.

Mike Voidstar wrote:
Modules to add or speed that repair, in bay or out, are entirely reasonable. Something needs to be adjusted with drone survivability. It was never that high to begin with, and Retribution dealt it a severe blow. The game has progressed, and in a needed fashion at that, but drones as a weapon system were never that well implemented to begin with and have not kept up well since then.


I agree to a point. However, you seem to be discussing this from the perspective of PvE whereas the balance perspective is one of PvP. If a change can gives one (or more) ship a marked advantage over others it is unbalanced. A situation where drones can't be killed by another player merely by fitting a passive module to a high slot on your ship is unbalanced.

If it allowed passive regen of all three types when in the drone bay, low passive regen (and I mean low) to drones within 2.5km and can be activated on a single locked drone out to (off the top of my head) 55km then I can get behind it. The way it's described by the OP is simply over the top.
Mike Voidstar
Voidstar Free Flight Foundation
#13 - 2013-06-20 16:22:36 UTC
The OP's suggestion does not say what an appropriate rate of repair should be. It only suggests a passive high slot module that allows for regen on all 3 bars, and suggests a % of total health per second so that it scales per size of drone instead of being godmode for light drones and/or ineffective on large ones and sentries.

If set at something like 20% per second, meaning drones pretty much rep to full between shots, then yes, that is OP. If the repair rate is set so that they take a full minute to rep, then that is something more balanced. I'd be wiling to go with somewhere between 1 to 2 minutes being the best place for the regen to be. If it had modules and/or skills to improve it, then the outside of 2.5 minutes is reasonable.

I've seen light drones get alphad by a single ship using smartbombs. I have more than once seen an interceptor pilot pop all 5 of a light flight of drones on his way in to tackle me. Like missiles, they can be firewalled pretty easily. Large drones have the signature of a cruiser, and sentries are even larger and are stationary... they are not that hard to kill.

Their balance in PvP has always been precarious, but it was PvE that redeemed them. Now that they are all but unusable in PvE, their balance is non-existent, and since they have been added as a component to so many ships in the latest balancing pass their issues have been magnified to an extent that demands attention.

At minimum I believe all drones should rep to full in about a minute when stored in the dronebay without any modification by modules or skills. This would make having multiple flights useful while still leaving drones vulnerable to anyone willing to take time out of his attack to cripple the offense of a drone ship. I am less concerned with repair in space as that can be done with remote reps that already exist, and every dedicated drone ship I have ever flown carried at least one armor and hull remote repair for just that purpose. I'd easily trade the Gallente gun bonuses or the Amarr ewar bonuses that are paired with drones for a remote rep range bonus on drone dedicated ships, because I like drones and I don't feel like either race has drone ships that highlight their use the same way the other ships highlight their weapon systems. Damage+Tracking, Damage+Range, ROF+Falloff...etc... while the drone bonuses tend to get paired with something unrelated, at least until the new Dominix, and the nature of drones makes that bonus less useful than it could be for anything not a sentry drone.
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#14 - 2013-06-20 16:46:40 UTC
Mike Voidstar wrote:
The OP's suggestion does not say what an appropriate rate of repair should be. It only suggests a passive high slot module that allows for regen on all 3 bars, and suggests a % of total health per second so that it scales per size of drone instead of being godmode for light drones and/or ineffective on large ones and sentries.

If set at something like 20% per second, meaning drones pretty much rep to full between shots, then yes, that is OP. If the repair rate is set so that they take a full minute to rep, then that is something more balanced. I'd be wiling to go with somewhere between 1 to 2 minutes being the best place for the regen to be. If it had modules and/or skills to improve it, then the outside of 2.5 minutes is reasonable.

Keep in mind that it's a high slot module, and the idea is that one would not add a whole lot, but three to five on a drone boat like the Dominix should mean that you can leave drones out almost all the time in an L4 mission without concern. Maybe in the face of swarms of elite frigs you would have to pull them back to orbit now and again to boost reps, but that should be all.

In order to use this module effectively, you would have to give up most or all of your turret or launcher slots on your drone boat in order to rely primarily on drones, and the payoff is that your drones can actually do their job without spending 50% of the time slow boating back to the bay to hide or sitting uselessly in the bay repping.

When gunboats and missile boats have to retract their turrets and launchers every 30 seconds in order to "drop aggro" on them or let them rep up, then I'll be fine with drones repping in the bay or in orbit only. Until then, all this does is put drones on the same level playing field as all other primary weapon systems (assuming you're willing to give up the DPS and high slots in order to get it).

There's nothing wrong with the module taking cap, but since it only reps drones, it should be probably half of what a small remote rep needs, or less.

If anyone thinks this means drone boats can AFK again, then there is a simple fix for that: Remove auto-attack from drones. If I tell drones to shoot something, then they shoot that thing until it is dead. When it's dead, they sit there and wait for their next order, just like turrets and launchers. If they are assigned to another ship, then they shoot only when the drone bunny shoots, at whatever it is shooting at. Otherwise they just orbit.

EvE is supposed to suck.  Wait . . . what was the question?

Soko99
Caldari Provisions
Caldari State
#15 - 2013-07-12 00:24:04 UTC
Freighdee Katt wrote:
This is a repost. The former topic got locked, I assume due to its age.

This would be a high slot module that provides dedicated remote rep for drones only. The trick is that it works out to whatever is your effective drone control range (thus making drone ships able to function again with > 10 - 20 km range).

To keep it simple, the rep would be a passive, always-on regen to shields, armor, and hull on all drones in flight. Probably a percentage of each per second would be appropriate, so it scales evenly with drone class. More modules would give more rep; and it should probably have the usual stacking penalty, so that three or four would be the most useful number of them to mount. With three or four mounted, you should be able to basically never have drones get popped by NPCs.

It would also be nice for the rep amount to scale up the closer the drones are to the ship. So in orbit range, the drones would rep up very quickly; say back to 100% within 5 to 8 seconds. At maximum range, maybe they could be fully repped in 30 to 60 seconds. So there is still a reason to recall them if they start taking heavy fire, either to keep them fighting in orbit range for maximum durability, or just to pull them back a bit to grab some reps, then send them out again. But you don't need to play stupid aggro games by launching and un-launching them, and you can keep them at 100% between fights so you don't need to lose any or dock up to rep / buy more in the middle of a mission.



would make drones way too OP.

Imagine a flight a sentry's that are then backed up by a domi almost filled all highs with those suggested modules of yours.

You already have remote reppers. Use those.
Xessej
Perkone
Caldari State
#16 - 2013-07-12 00:35:10 UTC
The OP has just one point, even if he didn't quite say it.

A BS using drones takes a long time to target them to use a remote repper on. Trying to keep a full flight targeted so you can rep as they get damaged uses too many target slots.

I would think a module, roughly the same fitting, range or slightly longer, and skill requirements as a standard small remote rep, that actively repped either shields, armor or structure of a drone simply selected from the drone window would be neither too good nor too weak. To keep it reasonable it could be restricted to one per ship like a DCU.

As I've never used drones as primary DPS in PvP I may have missed a problem but I think it would solve the OP's problem in PvE.
BlakPhoenix
Load Up Blast Everything
DARKNESS.
#17 - 2013-07-12 07:41:34 UTC
Soko99 wrote:
would make drones way too OP.

Imagine a flight a sentry's that are then backed up by a domi almost filled all highs with those suggested modules of yours.

You already have remote reppers. Use those.



You must have missed the part where he mentioned the stacking penalty.

Alvatore DiMarco wrote:
Remote repair modules are a thing and passive regen on drones that are in-flight sounds very broken. Never-popped drones is very broken.

If you want it to be a passive module (I'd suggest lowslot) that enables regen of drone armor/hull while the drones are docked in the bay, then we can talk. Making it an active lowslot module might be even better.


How is it broken? Drones do much less damage than their turret/missile based counterparts and you can't overload them. The ideas behind making it a highslot module is you're giving up extra potential damage.

Alvatore DiMarco wrote:
Do your drones run out of ammo? No?

Can my frigate's turrets hit with perfect accuracy as much as 60km away from my position? No?

Can I deal the same amount of DPS with close-range turrets that I can with long-range turrets? No?


Do you have an issue with t1 lasers not running out of ammo?

Frigates can't use sentry drones and they only have 45km range on drones. This plus the fact that drones have large travel time and can't be overloaded, and most definitely do not have perfect tracking nulls your point.

Drones don't do anywhere near the damage of close range turrets, another moot point.

Having to recall drones to repair them is silly, imagine if your guns took damage just by using them and you then had to stop every few minutes and wait to repair them. This idea (with some changes of course) could be very good, also I'd prefer a major drone overhaul instead as drones are broken far beyond their survivability.
suid0
Pandemic Horde Inc.
Pandemic Horde
#18 - 2013-07-12 07:50:17 UTC  |  Edited by: suid0
Freighdee Katt wrote:
Alvatore DiMarco wrote:
Remote repair modules are a thing and passive regen on drones that are in-flight sounds very broken.

Turrets and launchers that are 100% immune from damage until your ship explodes sound very broken. Have fitted weapon modules take damage and get individually destroyed by hostile fire, then we can talk.


Then by your logic drones should use and consume ammo... having to return to your ship for 10 seconds at a time to reload.

But no... no super afk mission mode for you. The drone aggro thing was changed for a reason, why would CCP give you a module that essentially reverts the point of the change.

Xessej wrote:
The OP has just one point, even if he didn't quite say it.

A BS using drones takes a long time to target them to use a remote repper on. Trying to keep a full flight targeted so you can rep as they get damaged uses too many target slots.


Since he's asking to use high slots just fit this instead and your targetting problems will go away

http://wiki.eveonline.com/en/wiki/Auto_Targeting_System_II

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Draconian Arcane
Band of Super Snowflakes
#19 - 2013-07-17 17:04:28 UTC
I kinda like the idea of introducing something new to drones... but messing with drones is touchy... Anyone remember how drones were back in 2006? Made sense then how rogue drones came about, once they were let loose they went NUTS and attacked everything and everyone, including the person who launched them...

It took awhile for CCP to implement the "OBEY ME!" script into drones but they were at that time savagely broken...

So messing with Drones when there are tons of other things that need improvement/rebalancing/nerfs atm sounds kind of... scary...

Just imagine CCP trying to add something new for or to drones and they happen to leave out or delete the "OBEY ME!" code... Now join a fleet of 300+ pilots and fight another fleet of 300+ pilots.... The winners will be the drones. There wont be nothing left but a bunch of shocked pod pilots and wrecks with 3000-6000 angry drones swarming around... Sounds kinda scary... We'll have a Drone War on our hands like in Star Wars lol Shocked
Alundil
Rolled Out
#20 - 2013-07-17 22:56:29 UTC
BlakPhoenix wrote:

1. Drones do much less damage than their turret/missile based counterparts

2. Can my frigate's turrets hit with perfect accuracy as much as 60km away from my position? No?

3. Frigates can't use sentry drones and they only have 45km range on drones. This plus the fact that drones have large travel time and can't be overloaded, and most definitely do not have perfect tracking nulls your point.

4. Drones don't do anywhere near the damage of close range turrets

5. also I'd prefer a major drone overhaul instead as drones are broken far beyond their survivability.


I am Gallente (says it all right?) and I enjoy the strong drone heritage of the Gallente race. I have suggested and supported numerous changes to drones over the years. I can see some benefits to this but balancing it would be tricky at best.

However, what caused me to post were some points made that were slightly off, imo.

1. It's not very challenging to get cruiser classed (and up) ships dealing over 700DPS from sentries alone. That's very much in line with many short range weapon platforms on comparable hull sizes.

2. Your drones (including sentries) do not hit with perfect accuracy at any distance. They all, generally, have tracking issues to one degree or another (like, ahem, their turret based counterparts).

3. Why would frigates attempt to engage a target 45km (or more?) away? That's stretching the falloff range of most frigate class weapons system with Minmatar as possible exceptions. Additionally, in a frigate you have the benefit of much smaller signature against whatever you are, hopefully, 45km away from. Get closer and into a frigate range....where turrets, missiles and light drones alike can all operate.

4. See #1

5. I, too, would like to see an overhaul to drones; both in the control ui and in the tracking department. Light and Fast drones have trouble hitting things because they are moving too fast (just as an example). Reference #2 as well.

In short, the problems you've mentioned with drones aren't actually problems with drones (or at the very least not in the manner you thought/expressed).

I'm right behind you

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