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Faction Damage Controls

First post
Author
Thieving Monkey
Federal Navy Academy
Gallente Federation
#1 - 2013-09-12 18:02:30 UTC
Something I came up with when looking at resistance holes, particularly in t2 fits.

Imagine if you will that each racial faction had a damage control that gave the same total resistances of a T2 DC, for the same fitting and skill requirements, but more closely resembled the native resistances of a T2 hull of that race.
So a Republic Fleet DC would give higher em/therm at the expense of kin/explo, on all surfaces (perhaps not on hull though? of perhaps yes on hull, as a drawback to using it).

You could use a DC for a different race (ie. RF DC on an Amarr boat) to balance the resists on a t2 hull, plus unsightly holes, or just tank up against specific damage types. It would be awesome and a lot more reliable than a reactive hardener.
Lynnu
Synergy Excavation and Exploration
#2 - 2013-09-12 18:04:42 UTC
Hmm, sounds like an idea
*approves*
Steve Spooner
Caldari Provisions
Caldari State
#3 - 2013-09-12 20:09:15 UTC
Sooooo you DON'T want equalized hull resistances?
That Seems Legit
State War Academy
Caldari State
#4 - 2013-09-13 04:19:25 UTC
What would be the point in different races having diff resists if you could just plug the holes with these perfectly tailored hardeners?
Don't get me wrong I like the idea, it just sounds like it would obsolete a lot of modules. They'd become a must-have for any omni tank.

Damns - you're ugly - and that's a compliment from me. -Large Collidable Object Seeking donations for facial reconstructive surgery, every little bit helps!

Heather Tsukaya
Doomheim
#5 - 2013-09-13 05:02:02 UTC
That sounds pretty neat.

People wouldn't use them in fleets much (like other faction modules) because of the price. However they would make people OCD about having even resistances happy.

Basically as specialized items should they would fulfill a niche need, so I support this idea.
Daniel Plain
Doomheim
#6 - 2013-09-13 15:35:32 UTC
Heather Tsukaya wrote:
That sounds pretty neat.

People wouldn't use them in fleets much (like other faction modules) because of the price. However they would make people OCD about having even resistances happy.

Basically as specialized items should they would fulfill a niche need, so I support this idea.

no one said they need to be expensive. ~10mil a pop would make them viable options for BC and up doctrines while not obsoleting T2.

I should buy an Ishtar.

Roime
Shiva Furnace
#7 - 2013-09-13 15:52:13 UTC
Nice idea!

(wrong forum)

.

Marc Callan
Center for Advanced Studies
Gallente Federation
#8 - 2013-09-13 16:33:25 UTC
This actually does sound quite interesting. I suppose the acid test will be how it's received in the Features and Ideas Discussion forum - people there tend to be quite critical, but if you're lucky, you may come away with an even better idea than you went in with.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

The Spod
Center for Advanced Studies
Gallente Federation
#9 - 2013-09-13 17:09:01 UTC
I would have to say the special resists should only apply to hull. Otherwise op.
Medude
Deep Core Mining Inc.
Caldari State
#10 - 2013-09-13 19:16:17 UTC  |  Edited by: Medude
Would say the resists would need to be stacking penalised or could be OP and obsolete a lot of tanking modules

Edit: and maybe only apply to racial tank type
Chainsaw Plankton
FaDoyToy
#11 - 2013-09-13 19:25:50 UTC
Medude wrote:
Would say the resists would need to be stacking penalised or could be OP and obsolete a lot of tanking modules

Edit: and maybe only apply to racial tank type


but wouldn't the resists be small enough that it shouldn't really matter, just say make things a bit more even?

of course you could do silly things in pve like fly an amarr ship with an amarr damage control and a bunch of exp hardeners and have insane Exp resist, but then you would be screwed if someone started shooting you with thermal.

@ChainsawPlankto on twitter

IIshira
School of Applied Knowledge
Caldari State
#12 - 2013-09-13 19:28:52 UTC
How about officer damage control with 90% hull resists? Twisted
ISD LackOfFaith
ISD Community Communications Liaisons
#13 - 2013-09-13 20:17:49 UTC
Thread has been moved to Features & Ideas Discussion.

ISD LackOfFaith

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Luc Chastot
#14 - 2013-09-14 03:29:55 UTC
Interesting idea.

Make it idiot-proof and someone will make a better idiot.

Tarn Kugisa
Kugisa Dynamics
#15 - 2013-09-14 04:02:35 UTC
IIshira wrote:
How about officer damage control with 90% hull resists? Twisted


hull tanking is now more viable

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

zbaaca
Republic Military Tax Avoiders
#16 - 2013-09-14 05:05:22 UTC
IIshira wrote:
How about officer damage control with 90% hull resists? Twisted

then u need faction and deadspace hull and remote hull repairers Big smile

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

Grunnax Aurelius
Caldari Provisions
Caldari State
#17 - 2013-09-14 13:06:26 UTC
excuse me while i fit a republic fleet dc on my hawk with 1 em rig, yay 60 / 80 / 70 / 65 shield resist roughly... Sorry mate but im not going to support this idea, too easy to tailor resists and leave more free mods for mid slots in choosing either more utility or buffer tank, or for armor ships more. armor buffer or more damage.

as others above have said, to easy to manipulate resists.

how you would work each races t2 ships
gallente - amarr dc + 1 or 2 resist rigs
minmatar - gallente dc + 1 or 2 resist rigs
caldari - minmatar dc + 1 or 2 resist rigs
amarr - caldari dc + 1 or 2 resist rigs

too easy to manipulate, no support here, sorry mate.

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Thieving Monkey
Federal Navy Academy
Gallente Federation
#18 - 2013-09-16 17:03:13 UTC
Grunnax Aurelius wrote:
excuse me while i fit a republic fleet dc on my hawk with 1 em rig, yay 60 / 80 / 70 / 65 shield resist roughly... Sorry mate but im not going to support this idea, too easy to tailor resists and leave more free mods for mid slots in choosing either more utility or buffer tank, or for armor ships more. armor buffer or more damage.

as others above have said, to easy to manipulate resists.

how you would work each races t2 ships
gallente - amarr dc + 1 or 2 resist rigs
minmatar - gallente dc + 1 or 2 resist rigs
caldari - minmatar dc + 1 or 2 resist rigs
amarr - caldari dc + 1 or 2 resist rigs

too easy to manipulate, no support here, sorry mate.


I understand your gripe with it, but we are talking faction modules here, and they're not giving you more resistances than the t2 DC, they're just tailoring the spread, which lowers some resistances and raises others. It's give and take, and can work towards ships having more balanced resistances.

I'm pleased that so many people are atleast intrigued by the idea of faction DCs. I know my idea is flawed, as I'm a big fan of OP tanks, but I'd love to see a more refined and balanced set of modules be brought into existence. Maybe ones that don't offer enough resistances to fully plug the holes in t2 tanks, but enough to properly balance t1 resists.
Thieving Monkey
Federal Navy Academy
Gallente Federation
#19 - 2013-09-16 17:06:28 UTC
Chainsaw Plankton wrote:
Medude wrote:
Would say the resists would need to be stacking penalised or could be OP and obsolete a lot of tanking modules

Edit: and maybe only apply to racial tank type


but wouldn't the resists be small enough that it shouldn't really matter, just say make things a bit more even?

of course you could do silly things in pve like fly an amarr ship with an amarr damage control and a bunch of exp hardeners and have insane Exp resist, but then you would be screwed if someone started shooting you with thermal.


That's exactly what I'd like to see. Tailored resistances, to live or die with style.
Maximus Aerelius
PROPHET OF ENIGMA
#20 - 2013-09-17 13:07:48 UTC
The Spod wrote:
I would have to say the special resists should only apply to hull. Otherwise op.


You get 60% resists with a T2 DC...why bother with Faction?
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