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Player Features and Ideas Discussion

 
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2 ways to re-balance cruise missiles for combat.

Author
Zagdul
Federal Navy Academy
Gallente Federation
#1 - 2013-06-26 14:32:13 UTC


1. Tech 2 Cruise Missiles come with a new and improved, as seen on TV™ Diminutive Jump Drive system which locks on to it's target and calculates it's distance to target. At the end of the cycle, the missile jumps from it's bay and on to it's target.

2. Smart bombs and any AOE damage for that matter has it's damage capped and distributed. So if a smart bomb is designed to do 1k damage per pulse and hits 10 targets, it does 100 damage to each target.

This fix would require some tweaking and I'm sure there are better formulas to calculating this. But the basic idea is to distribute the load of AOE across multiple targets so that missiles as a combat fleet choice aren't completely neutered with a single ship.

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Debora Tsung
Perkone
Caldari State
#2 - 2013-06-26 14:37:39 UTC
Zagdul wrote:


1. Tech 2 Cruise Missiles come with a new and improved, as seen on TV™ Diminutive Jump Drive system which locks on to it's target and calculates it's distance to target. At the end of the cycle, the missile jumps from it's bay and on to it's target.

2. Smart bombs and any AOE damage for that matter has it's damage capped and distributed. So if a smart bomb is designed to do 1k damage per pulse and hits 10 targets, it does 100 damage to each target.

This fix would require some tweaking and I'm sure there are better formulas to calculating this. But the basic idea is to distribute the load of AOE across multiple targets so that missiles as a combat fleet choice aren't completely neutered with a single ship.



That first one feels like it would gimp missiiles on short distances even more and turn them into just another gun type on long ranges. And that second one would make smart bombs plain useless, so I'd vote against both.

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Zagdul
Federal Navy Academy
Gallente Federation
#3 - 2013-06-26 14:42:03 UTC  |  Edited by: Zagdul
Debora Tsung wrote:
Zagdul wrote:


1. Tech 2 Cruise Missiles come with a new and improved, as seen on TV™ Diminutive Jump Drive system which locks on to it's target and calculates it's distance to target. At the end of the cycle, the missile jumps from it's bay and on to it's target.

2. Smart bombs and any AOE damage for that matter has it's damage capped and distributed. So if a smart bomb is designed to do 1k damage per pulse and hits 10 targets, it does 100 damage to each target.

This fix would require some tweaking and I'm sure there are better formulas to calculating this. But the basic idea is to distribute the load of AOE across multiple targets so that missiles as a combat fleet choice aren't completely neutered with a single ship.



That first one feels like it would gimp missiiles on short distances even more and turn them into just another gun type on long ranges. And that second one would make smart bombs plain useless, so I'd vote against both.


As I said, the calculation for the smartbomb would need some more thought put into it. It's literally the 'cocktail napkin' idea so people who are better at math could figure this out.

Another thought would be to increase the HP of the missiles themselves.

Now, for the first option, I made sure I put in Cruise Missiles and the tech 2 variants. Its a very specific ammo type that would provide this functionality. Basically, the missile would hit it's target at the end of the cycle, similar to how armor reps work and would be the only weapon system in the game with this kind of a mechanic.

It's not all missiles.

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Alvatore DiMarco
Capricious Endeavours Ltd
#4 - 2013-06-26 15:07:02 UTC
No. Both ideas are terrible. What you should have said was "Give cruise missiles appropriate EHP for their size."
Hopelesshobo
Hoboland
#5 - 2013-06-26 15:49:17 UTC
#2 is attempting to bring The World of into Eve Online

Lowering the average to make you look better since 2012.

Syrias Bizniz
some random local shitlords
#6 - 2013-06-26 16:13:24 UTC
If the Microjumpdrive currently only works for Battleship class vessels, i can't see why it would suddenly be available for missiles but not for frigates, destroyers, cruisers and battlecruisers. So no, EVE scientists aren't at that level yet.

And splitting a smartbomb's damage across all the targets in range is just bullshit, no matter how 'well designed' the formula is. The only thing that would make any sense here is other ships blocking the further expansion into a direction, like

You are A, cycle a smartbomb, B is a big battleship between you and C, a small frigate, then the frigate wouldn't get any damage at all. But that's probably something we will not see in the near future. Or maybe even never.
Zagdul
Federal Navy Academy
Gallente Federation
#7 - 2013-06-26 19:59:37 UTC  |  Edited by: Zagdul
Syrias Bizniz wrote:
If the Microjumpdrive currently only works for Battleship class vessels, i can't see why it would suddenly be available for missiles but not for frigates, destroyers, cruisers and battlecruisers. So no, EVE scientists aren't at that level yet.

And splitting a smartbomb's damage across all the targets in range is just bullshit, no matter how 'well designed' the formula is. The only thing that would make any sense here is other ships blocking the further expansion into a direction, like

You are A, cycle a smartbomb, B is a big battleship between you and C, a small frigate, then the frigate wouldn't get any damage at all. But that's probably something we will not see in the near future. Or maybe even never.


This isn't bad. Fair points too.

I like the 'blocking' of the smart-bomb which is kind of where I was going with the distribution of damage.

The reality is, missiles are rendered useless with a smartbomb. I feel it should be changed on some level so that an entire facet of this game isn't left unused.

Dual Pane idea: Click!

CCP Please Implement