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Marauder Rollback Style

Author
Nikk Narrel
Moonlit Bonsai
#1 - 2013-08-28 17:32:47 UTC
Out of combat repair.

Restore all hull armor and shields to like new condition.
Restore ammunition and charges used up by the ship.

Temporal stabilizer function.
Ship is rolled back, (restored), to the last point in time it was undocked.
Items in cargo hold are destroyed. Ejecting items you wish to save before is recommended.
Pilot capsule is auto ejected in this process, X seconds before activating.
(X = dev balancing aspect)
(This is a weakness in the process, exposing the ship unmanned briefly.)

ONLY Ammunition and charge class items are restored to cargo hold, in amounts present when last saved.
Any item besides this is lost.
(Same limit to items allowed onboard ships in a carrier)
Any ammo or charge item not used by the ship, or otherwise removed from the ship, is left as is.
Only items expended by the ship are restored in this manner.
(They are not present to be restored, otherwise)

I am happy to clarify any aspects left unclear!
Yeep
The Scope
Gallente Federation
#2 - 2013-08-28 17:40:11 UTC
Cool, so I can find an empty system somewhere and dupe unlimited faction ammo.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#3 - 2013-08-28 17:57:03 UTC
Your ideas are just getting weird now.

Build a time machine: use it to recover bullets from the void.
Nikk Narrel
Moonlit Bonsai
#4 - 2013-08-28 18:01:40 UTC
Yeep wrote:
Cool, so I can find an empty system somewhere and dupe unlimited faction ammo.

ROFL.. ya know, I anticipated this, and you did not read it well enough to see that.

Quote:
Any ammo or charge item not used by the ship, or otherwise removed from the ship, is left as is.
Only items expended by the ship are restored in this manner.
(They are not present to be restored, otherwise)


Expended means used by, or otherwise absorbed in the functioning of.

If you dumped out unused ammo, it would not be present in the ship.

Nothing is actually being copied, the munitions and charges are literally being restored by the weapons and modules that had depleted them originally.

Big smile
Nikk Narrel
Moonlit Bonsai
#5 - 2013-08-28 18:06:03 UTC
HiddenPorpoise wrote:
Your ideas are just getting weird now.

Build a time machine: use it to recover bullets from the void.

Build a cloak, be undetectable
Build a starship, and go faster than the speed of light

Time machines, with the exception of those immune to paradoxes for a specific reason, don't duplicate anything.
They can, however go back to a point before the item was used.

The paradox immunity in this case, is the damage done by the guns remains in place. The bullet fragments, missile residue, etc, simply vanishes back to the ship and is reconstituted back into the original ammunition.
Mooer
Band of Builders Inc.
Intaki-Business Logistics Union
#6 - 2013-08-28 18:23:06 UTC
lets just roll them back to the way they were when they came out.

oh wait, they are...=\

lol
Swiftstrike1
Swiftstrike Incorporated
#7 - 2013-08-28 21:27:04 UTC
This thread is a troll, right? It's a silly idea.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Stegas Tyrano
Center for Advanced Studies
Gallente Federation
#8 - 2013-08-28 21:32:12 UTC
It should consume some kind of resource. For example it should have the ability to repair and restock itself off items in its cargo bay. I.e. trash, minerals random loot you can pick up off rats in a belt. Maybe a modified salvage and repair tool.

Herping your derp since 19Potato - [url=https://forums.eveonline.com/default.aspx?g=posts&m=2403364][Proposal] - Ingame Visual Adverts[/url]

Maximus Aerelius
PROPHET OF ENIGMA
#9 - 2013-08-29 10:02:58 UTC
Swiftstrike1 wrote:
This thread is a troll, right? It's a silly idea.


I'm thinking this, sorry Nikk, but this just made me think "WTF happened to Nikk and whoever hacked his account needs to go back to school and leave it alone now!" Twisted

Can't get behind this mate, sorry.
Debora Tsung
Perkone
Caldari State
#10 - 2013-08-29 10:19:50 UTC  |  Edited by: Debora Tsung
You know,

when I first saw the name marauder I thought:

"Cool, a ship that is made especially to excell at highway robbery and piracy (gatecamps)."

But then I saw it's scan resoluton and sensor strength and thought:

"Oh well, it's probably a very mobile unit to move at the fringes of a battlefield, harrassing the enemy and plundering what it can in the process."

And then I noticed it's a battleship and well... slow. So very slow. Mind numbingly slow and agile as a pregnant slug...

I really don't know what marauders were supposed to be (Don't you dare start with that mission boat crap!) or what they will be after the rebalance.

But I know what they won't be:

Wonder boats with never before seen abilities that not only defy logic but also completely ignore the (to some extend) arcane machinations that CCP (to some extend) adheres to when creating or rebalancing ship hulls.

Just sayin'... Straight

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Debora Tsung
Perkone
Caldari State
#11 - 2013-08-29 10:22:29 UTC
Debora Tsung wrote:
Wonder boats...


That reminds me.

I want one. Rainbow colored with little heart shaped love missiles that spread good feelings and free drugs to everyone.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Arthur Aihaken
CODE.d
#12 - 2013-08-29 10:38:58 UTC
This is a great example of why you don't post stoned.

I am currently away, traveling through time and will be returning last week.

Nikk Narrel
Moonlit Bonsai
#13 - 2013-08-29 13:45:39 UTC
Ok, first off, some of you are displaying more reactions to your own limits, than my idea itself.
The appearance of extreme difference is mere perspective, since like any tech two specialization it does not exist anywhere else.

This is a specialized aspect, for Tech two and limited to this ship only.

You will at no time ever have more ammo than you started with. The amount of ammo you carry is effectively the reserve you have to get you through to the next opportunity to perform a rollback, no more.

Point one: as a tech two battleship, this and the BLOPs are effectively the ultimate sub-caps in the game.
The blops has a role formerly limited to the titan exclusively, even though it has limits to this.

They SHOULD be the most desired sub-caps for this reason as well, and anything short of that is a design flaw.
(Being the hardest to get into as well as the most expensive are the balance points for this aspect)
Not everyone should try to fly these, simply because they are never meant to be cost effective to lose beyond simpler ships.

The ship's HUGE bonus? Nearly free ammo, and repairs, but only when available in exchange for a minor degree of risk.

Let's break that down, shall we? For the sake of perspective, since this is being called crazy by many.

I quote, from the description by CCP, to establish context:
Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology...
Skipping the bit about mission oriented details, it then resumes:
Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.

By this description alone, the ships are MEANT to not need resupply or repair as frequently as other ships.

So, how do you make the dream a reality?
Use what the game already provides.

Civilian weapons already function without ammo. Unlimited firing, but awful damage... these come for free on every noob ship. The free to everyone in game is balanced by the awful damage, or else noone would ever use anything else.
This ships weapons don't even match that, regarding the unlimited firing free ammo. You can run out of ammo in an engagement.
The compromise: If you perform the rollback function, you get back all the ammo you used. No more, no less, and in the same amounts.
I tried to keep this simple, and avoid the obvious ammo creation exploit some would obviously expect. You are reusing ammo, nothing more.

The repair ability.
This should attract NO complaints, as every ship can do this already.
All they need to do is fit three modules, and everything will be fixed again.
Modules overheated? Nanopaste.

But like the HACs and AFs have built in durability other ships need modules to duplicate, the Marauder I propose has built in repair potential.

But to even use this ability, the Marauder needs to be exposed and vulnerable, unlike any other T2 ship in the game.

This is neither overpowered or crazy.

It simply, and ONLY, gives this ship extended function behind enemy lines.
It doesn't even make it better in any single fight.
But unlike other ships that need to get to a friendly port to resupply....
Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.
Tchulen
Trumpets and Bookmarks
#14 - 2013-08-29 13:58:33 UTC
Hmm... I can see where you're coming from with the need for the Marauder to have a unique benefit and a specialisation but I really don't think this is likely to be it.

Firstly, it's not really that good (in my opinion). Being able to self repair out of fights is kinda good although not really the YAY that I'd hope for where the marauder is concerned. Generally speaking it's pretty rare that I ever need to fix the armour or hull on my Golem and on the rare times that I do I've generally just **** myself so finding somewhere to dock up is about the most sensible thing I can do at the time.

Having ammo regenerate is kinda cool as well but again, not really the wow factor I'd hope for in the Marauder. As you correctly said, it and the Black Ops are supposed to be the best of the best in subcaps. The Black Ops are pretty damned awesome ships with a whole role that only the Titans can come close to. If the changes you're proposing here for the Marauders were to be implemented by CCP I'd feel a little cheated.

Secondly, I'm holding out for your once a day emergency escape random jump idea. Now that makes the ship something special.

This proposed change would purely be useful in PvE. Your escape jump idea would make it into an interesting PvP boat as well as massively increasing it's PvE survivability.
Maximus Aerelius
PROPHET OF ENIGMA
#15 - 2013-08-29 14:02:35 UTC  |  Edited by: Maximus Aerelius
Nikk Narrel wrote:
Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.


OK, I like that you've addressed what we thought was a crazy notion, as always I expected nothing less of you.

When looking into Marauders I read that description and took it into mind when I trained to L5: "long trips behind enemy lines" was, as I read it, due to the massive Cargo Hold 1225 m3 and the fact that (I've used a Golem as that is what I know) for every torpedo I fire I am in effect doing 200% damage with the bonus thus saving myself 1 torpedo. Now if I filled my entire Cargo Hold with Torps:

Scourge Javalin Torpedo: Volume: 0.1m3

Now I take that 1225/0.1 = 12250 (Total Supply) x 2 (Bonus of +100% damage) = 24,500 torpedos.

Now take that 24,500 and divide by 4 Launchers = 6,125 torpedos per launcher and divide that further by 30 torpedos per load and you get 204.16 reloads per launcher.

That's 204 reloads! That's a lot of firepower for one boat to carry...

That's what I took for that line to mean. For the repair side of life you'd have to fit the usual Armour Reps\Structure Reps and compromise your fit a little obviously but doesn't every ship have this choices and consequences to make?

EDIT: Now I agree that they need something doing to them, the +100% damage is lovely but perhaps a Local Repair Boost be it Shield\Armour\Structure it doesn't matter but say like "10% HP per Marauder Level" so if you fit a Small Armour Repair II you get the benefit of 2 x Small Armour Repair II's and lose less CPU\PG.

What are your thoughts to the above?
Nikk Narrel
Moonlit Bonsai
#16 - 2013-08-29 14:04:13 UTC
Tchulen wrote:
Hmm... I can see where you're coming from with the need for the Marauder to have a unique benefit and a specialisation but I really don't think this is likely to be it.

Firstly, it's not really that good (in my opinion). Being able to self repair out of fights is kinda good although not really the YAY that I'd hope for where the marauder is concerned. Generally speaking it's pretty rare that I ever need to fix the armour or hull on my Golem and on the rare times that I do I've generally just **** myself so finding somewhere to dock up is about the most sensible thing I can do at the time.

Having ammo regenerate is kinda cool as well but again, not really the wow factor I'd hope for in the Marauder. As you correctly said, it and the Black Ops are supposed to be the best of the best in subcaps. The Black Ops are pretty damned awesome ships with a whole role that only the Titans can come close to. If the changes you're proposing here for the Marauders were to be implemented by CCP I'd feel a little cheated.

Secondly, I'm holding out for your once a day emergency escape random jump idea. Now that makes the ship something special.

This proposed change would purely be useful in PvE. Your escape jump idea would make it into an interesting PvP boat as well as massively increasing it's PvE survivability.

I agree.

It would be a HUGE benefit to PvE, simply because the predictable nature of the encounters makes the opportunity to perform a "rollback" a given.

But short of saying it never needs ammo, and has a ship based repair all bonused to be beyond all repair modules, it needs something to avoid needing a return to friendly space to repair and resupply.
Which is exactly what this ship is not supposed to need, by CCP's own description.
Nikk Narrel
Moonlit Bonsai
#17 - 2013-08-29 14:08:54 UTC
Maximus Aerelius wrote:
Nikk Narrel wrote:
Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.


OK, I like that you've addressed what we thought was a crazy notion, as always I expected nothing less of you.

When looking into Marauders I read that description and took it into mind when I trained to L5: "long trips behind enemy lines" was, as I read it, due to the massive Cargo Hold 1225 m3 and the fact that (I've used a Golem as that is what I know) for every torpedo I fire I am in effect doing 200% damage with the bonus thus saving myself 1 torpedo. Now if I filled mny entire Cargo Hold with Torps:

Scourge Javalin Torpedo: Volume: 0.1m3

Now I take that 0.1/1225 = Total Supply = 12250 x 2 (Bonus of +100% damage) = 24,500 torpedos.

Now take that 24,500 and divide by 4 Launchers = 6,125 torpedos per launcher and divide that further by 30 torpedos per load and you get 204.16 reloads per launcher.

That's 204 reloads! That's a lot of firepower for one boat to carry...

That's what I took for that line to mean. For the repair side of life you'd have to fit the usual Armour Reps\Structure Reps and compromise your fit a little obviously but doesn't every ship have this choices and consequences to make?

That, what I underlined in the last sentence, is the problem.

This is a specialized ship, supposedly above and beyond comparison to every other ship.

It needs to do this better, or stop pretending to be Tech two, and just be a second class choice to the easier to afford and train faction options.
Which is what it effectively is now.
Maximus Aerelius
PROPHET OF ENIGMA
#18 - 2013-08-29 14:14:13 UTC
Nikk Narrel wrote:
Maximus Aerelius wrote:
-snipped- but doesn't every ship have this choices and consequences to make?

That, what I underlined in the last sentence, is the problem.

This is a specialized ship, supposedly above and beyond comparison to every other ship.

It needs to do this better, or stop pretending to be Tech two, and just be a second class choice to the easier to afford and train faction options.
Which is what it effectively is now.


I agree, I worked for a whole month grinding to get my Golem (I love that beast) but they do need something more ("MOOAARR I say!") to justify spending that much Training Time and ISK on a ship just to save a few ISK's on torpedo costs.

I'm not sure that self repair and "reappearing ammo" is the right thing for it mate. I'd love to have a ship that does that but I think CCP meant long journeys and opposed to infinite journeys.

Waiting in anticipation for Round 1 Marauder Changes to be stickied up though.
Tchulen
Trumpets and Bookmarks
#19 - 2013-08-29 14:30:30 UTC
Nikk Narrel wrote:
But short of saying it never needs ammo, and has a ship based repair all bonused to be beyond all repair modules, it needs something to avoid needing a return to friendly space to repair and resupply.
Which is exactly what this ship is not supposed to need, by CCP's own description.


Yeah, I do agree that your suggestions in this thread do address the supposed role of the Marauder I really think it needs something more. For example, the ammo side is a bit immaterial to the Amarr version so that would really suffer in comparison.

What might be perhaps better would be a mix of your two ideas. The emergency jump drive, out of combat self repair (as we've already covered that not being overpowered, I think) and a large ammo bay allowing for significant amounts of ammo so they can really stay out of stations for a long time. Something like 10,000m3 ammo bay.

Katia Echerie
The Tuskers
The Tuskers Co.
#20 - 2013-08-29 14:40:03 UTC
The way I see Marauders is they should be Battleship sized glass cannons. Heck give them 8 guns with the 100% bonus but keep fittings almost as they are now. Also give them a significant mobility bonus. Essentially what we would get is a battleship with around 60-90k ehp and 2k+ DPS. That would give them a unique role in battleships as they would be the ultimate damage dealer to subcaps. They still wouldn't step on Dreads because they would still have significantly less DPS while.
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