These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Tanking Repair Redux

Author
Nikk Narrel
Moonlit Bonsai
#1 - 2013-09-13 18:22:50 UTC  |  Edited by: Nikk Narrel
We have passive tanking.
We have active tanking.
We have active resistance mods.
We have passive resistance mods.
We have generic damage controls, which combine multiple resistance effects.
We have shield extenders and armor plates.

We have a mess.

What if we took a different approach, one that enabled a hybridized approach to tanking?

A ship has one big tank, but no specific resistance bonuses.
The ship counters damage with an active repair module, that is designed for either specific damage type repair, (MOST efficient), or multiple type repair, (LEAST efficient, but saves slots).

Example: Rather than have a shield mod that gives an additional 35% resistance to EM damage, equip a shield repper that restores normal damage plus 35% additional EM damage, bonus to be computed against EM damage before considering other damage to maximize effect.
(The bonus gets priority to be applied, in the event multiple damage types are present)

These reppers would cost 1/2 the PG and CPU, as well as only using half the capacitor of a regular repper module.
Want to cover all damage types? You want 4 reppers, one for each.

An omni repper could be a fallback solution for some players, offering a 10% bonus to each damage type instead.

POINT of Note: These would not stack with each other, or any resistance modules outside of possibly a damage control.
This eliminates the concept of 4 omni reppers being more effective than 1 of each type.

What questions or points can be asked?
Kirtar Makanen
State War Academy
Caldari State
#2 - 2013-09-13 18:26:56 UTC
Nikk Narrel wrote:
We have passive tanking.
We have active tanking.
We have active resistance mods.
We have passive resistance mods.
We have generic damage controls, which combine multiple resistance effects.
We have shield extenders and armor plates.

We have a mess.

What if we took a different approach, one that enabled a hybridized approach to tanking?

A ship has one big tank, but no specific resistance bonuses.
The ship counters damage with an active repair module, that is designed for either specific damage type repair, (MOST efficient), or multiple type repair, (LEAST efficient, but saves slots).

Example: Rather than have a shield mod that gives an additional 35% resistance to EM damage, equip a shield repper that restores normal damage plus 35% additional EM damage, bonus to be computed against EM damage before considering other damage to maximize effect.
(The bonus gets priority to be applied, in the event multiple damage types are present)

These reppers would cost 1/2 the PG and CPU, as well as only using half the capacitor of a regular repper module.
Want to cover all damage types? You want 4 reppers, one for each.

An omni repper could be a fallback solution for some players, offering a 10% bonus to each damage type instead.

POINT of Note: These would not stack with each other, or any resistance modules outside of possibly a damage control.
This eliminates the concept of 4 omni reppers being more effective than 1 of each type.

What questions or points can be asked?

Any attempt implement this is almost certainly embedded in the core of EVE's code and would likely require extensive rewriting of legacy code. At the end of the day, I bet the server doesn't track "oh this much HP was lost from EM." The code for tracking damage has likely been unchanged (other than the structure damage instant pop thing) for years, and I doubt it will be changed any time soon as it functions fine.
Nikk Narrel
Moonlit Bonsai
#3 - 2013-09-13 18:39:28 UTC
Kirtar Makanen wrote:
Any attempt implement this is almost certainly embedded in the core of EVE's code and would likely require extensive rewriting of legacy code. At the end of the day, I bet the server doesn't track "oh this much HP was lost from EM." The code for tracking damage has likely been unchanged (other than the structure damage instant pop thing) for years, and I doubt it will be changed any time soon as it functions fine.

Assumptions regarding difficulty in coding are not reasonable considerations.
We cannot know what is or is not difficult, so assuming this is beyond reason is outside our ability to know.

To counter, we already track three areas of damage, as well as 4 types each having different resistance levels, on each ship.

Shields / Armor / Hull, each have different resist figures for the 4 damage types.
Since we KNOW that the number is used already to compute the damage being applied, having it remain as being defined rather than a single figure is not a great leap.

But then, we are not considering coding difficulty here.
Kirtar Makanen
State War Academy
Caldari State
#4 - 2013-09-13 18:58:30 UTC
Nikk Narrel wrote:
Kirtar Makanen wrote:
Any attempt implement this is almost certainly embedded in the core of EVE's code and would likely require extensive rewriting of legacy code. At the end of the day, I bet the server doesn't track "oh this much HP was lost from EM." The code for tracking damage has likely been unchanged (other than the structure damage instant pop thing) for years, and I doubt it will be changed any time soon as it functions fine.

Assumptions regarding difficulty in coding are not reasonable considerations.
We cannot know what is or is not difficult, so assuming this is beyond reason is outside our ability to know.

To counter, we already track three areas of damage, as well as 4 types each having different resistance levels, on each ship.

Shields / Armor / Hull, each have different resist figures for the 4 damage types.
Since we KNOW that the number is used already to compute the damage being applied, having it remain as being defined rather than a single figure is not a great leap.

But then, we are not considering coding difficulty here.

Either way there is absolutely nothing broken about the current system. Damage is damage. The requirement to repair different damage types is an additional (and unnecessary) complication in the system. It's not like the damage "type" has any residual effects on the hull, so the source of the damage is irrelevant for repairs.
Luc Chastot
#5 - 2013-09-13 19:06:09 UTC
What you are suggesting is to make things infinitely more complicated than they are now. So, no.

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

Nikk Narrel
Moonlit Bonsai
#6 - 2013-09-13 19:07:02 UTC
Kirtar Makanen wrote:
Nikk Narrel wrote:
Kirtar Makanen wrote:
Any attempt implement this is almost certainly embedded in the core of EVE's code and would likely require extensive rewriting of legacy code. At the end of the day, I bet the server doesn't track "oh this much HP was lost from EM." The code for tracking damage has likely been unchanged (other than the structure damage instant pop thing) for years, and I doubt it will be changed any time soon as it functions fine.

Assumptions regarding difficulty in coding are not reasonable considerations.
We cannot know what is or is not difficult, so assuming this is beyond reason is outside our ability to know.

To counter, we already track three areas of damage, as well as 4 types each having different resistance levels, on each ship.

Shields / Armor / Hull, each have different resist figures for the 4 damage types.
Since we KNOW that the number is used already to compute the damage being applied, having it remain as being defined rather than a single figure is not a great leap.

But then, we are not considering coding difficulty here.

Either way there is absolutely nothing broken about the current system. Damage is damage. The requirement to repair different damage types is an additional (and unnecessary) complication in the system. It's not like the damage "type" has any residual effects on the hull, so the source of the damage is irrelevant for repairs.

But, by changing over to a system of this nature, it unifies passive and active tanking, which is one of the primarily quoted differences between PvP and PvE fitted ships.

I see a benefit with that alone, worthy of consideration.
Nikk Narrel
Moonlit Bonsai
#7 - 2013-09-13 19:09:17 UTC
Luc Chastot wrote:
What you are suggesting is to make things infinitely more complicated than they are now. So, no.

Hi Luc, had to like your post, you present interesting points.

No, not infinitely. It actually simplifies things on many levels.

Rather than a shield repper and shield resist mods / shield extenders plus shield resist mods
(Equivalent for armor sets as needed)

You equip one set of mods.
Lucas Kell
Solitude Trading
S.N.O.T.
#8 - 2013-09-13 19:26:31 UTC  |  Edited by: Lucas Kell
Don't like it. Without changing every other system all at the same time there's just no point. Everything will be thrown chaotically out of balance.
You just want no effort to your fittings.

EDIT: Oh and what about logi?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#9 - 2013-09-13 19:38:53 UTC
Lucas Kell wrote:
Don't like it. Without changing every other system all at the same time there's just no point. Everything will be thrown chaotically out of balance.
You just want no effort to your fittings.

EDIT: Oh and what about logi?

It actually doesn't require exclusive game presence, it simply becomes a separate fitting philosophy.
Right now we have PvP fit ships, and PvE fit ships.
Trying to do one task with the fitting meant for the other is awkward, if not pointless, in many circumstances.

I want that missioning / ratting ship to have a realistic chance if it is attacked.
On the flip side, if I have buddies doing ratting while I mine, I want them to be in a solid fit for PvP if that should be unexpectedly available.

And with hostiles less and less certain HOW someone else fit their ship, they can either risk it or run.

As to logi, the reppers for remote use would need to be discounted against existing resistance bonuses, or they would be stacked.
If they expected logi, then they are more likely to fit a passive tank with resists, meaning the logi should probably stick to normal reppers. The bonuses that the logi get would be reduced for aspected damage reppers, I would expect, to balance them.
Rengerel en Distel
#10 - 2013-09-13 19:42:41 UTC
You're really over-thinking damage types and resistances. Think of a steel plate in RL, it has fairly high thermal, kinetic, EM, and explosive resistance. If you get it hot enough though, it's no longer a steel plate, and you can't just "repair" thermal to fix it, you have to remold it, quench it, etc. If you shoot a hole through the steel plate, again, you can't "repair" kinetic, you have to again melt it down, remold it, etc. Same with explosive and EM. You don't repair something based on what destroyed it, but on what it takes to fix it. In EVE, that's just damage to keep it simple. You don't have to worry about the crew changing armor plates, or fixing wiring, etc. they just fix the damage.

With the increase in shiptoasting, the Report timer needs to be shortened.

Nikk Narrel
Moonlit Bonsai
#11 - 2013-09-13 19:51:48 UTC
Rengerel en Distel wrote:
You're really over-thinking damage types and resistances. Think of a steel plate in RL, it has fairly high thermal, kinetic, EM, and explosive resistance. If you get it hot enough though, it's no longer a steel plate, and you can't just "repair" thermal to fix it, you have to remold it, quench it, etc. If you shoot a hole through the steel plate, again, you can't "repair" kinetic, you have to again melt it down, remold it, etc. Same with explosive and EM. You don't repair something based on what destroyed it, but on what it takes to fix it. In EVE, that's just damage to keep it simple. You don't have to worry about the crew changing armor plates, or fixing wiring, etc. they just fix the damage.

They just fix the damage, yes and no.

Different damage has different effects.
Explosive damage tends to stretch and fragment an object. The repper for it has advanced routines to compensate.
Thermal damage tends to bake and melt objects. The repper for this... etc etc...

The idea is, just like the resistance mods are good against specific types just to prevent damage, these reppers are good at undoing the damage.
The reason they would not stack, is that the resistance mods effectively neutralize the unique qualities of the damage to a more generic form.
(The thermal was not baked and melted, but it still was burned and a hole punched through)
Cade Windstalker
#12 - 2013-09-13 20:08:40 UTC
So, for one this would be a massive removal of fitting complexity.

It would also completely screw over Logistics pilots, would require a massive UI overhaul to communicate not only to the player being hit but to anyone going to repair him what he's been hit with, ect.

Just no. The current system is not a "mess", it's actually rather simple all things considered. You have slightly different approaches to tanking between Armor and Shield tanks and meaningful differences between the two.

Never mind that you'd have to completely rip out huge chunks of the current skill tree and rework most ships. Just no.
Luc Chastot
#13 - 2013-09-13 20:17:33 UTC
Nikk Narrel wrote:
Luc Chastot wrote:
What you are suggesting is to make things infinitely more complicated than they are now. So, no.

Hi Luc, had to like your post, you present interesting points.

No, not infinitely. It actually simplifies things on many levels.

Rather than a shield repper and shield resist mods / shield extenders plus shield resist mods
(Equivalent for armor sets as needed)

You equip one set of mods.

How does it simplify things? Now we have:

HP pool.
Damage reduction.
Damage repair.

The three concepts are very simple, compared to what you seem to be suggesting:

HP pool.
Damage repair that behaves differently relative to damage types.

Explaining the current syste to a new player would go like this:

1. There are 4 damage types in EVE.
2. There are 4 damage resistance types relative to each type of damage. They are percentage based.
3. Damage resistances reduce damage received by a percentage, the damage that is not reduced is substracted from an HP pool.
4. There are modules that increase your resistances.
5. There are modules that increase your HP pool.
6. There are modules that restore HP.
7. There are 3 different HP pools for a ship. Shields, armor and hull. All of the above applies for each of them separately. Your ship is destroyed when the 3 pools are emptied.

I would like to see you explain your system in a similar way.

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

Nikk Narrel
Moonlit Bonsai
#14 - 2013-09-13 20:17:59 UTC
Cade Windstalker wrote:
So, for one this would be a massive removal of fitting complexity.

It would also completely screw over Logistics pilots, would require a massive UI overhaul to communicate not only to the player being hit but to anyone going to repair him what he's been hit with, ect.

Just no. The current system is not a "mess", it's actually rather simple all things considered. You have slightly different approaches to tanking between Armor and Shield tanks and meaningful differences between the two.

Never mind that you'd have to completely rip out huge chunks of the current skill tree and rework most ships. Just no.

It really is not a benefit to logi pilots.

With their bonuses, they are about the only form of persistent active tanking functional in PvP.
As I pointed out before, they are best not using an aspected repper, but sticking to regular ones, and their clients with a buffer / passive tank.

In other words, logi and their normal partners would not be affected, thus are not significant to this idea.
Lucas Kell
Solitude Trading
S.N.O.T.
#15 - 2013-09-13 20:18:13 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Don't like it. Without changing every other system all at the same time there's just no point. Everything will be thrown chaotically out of balance.
You just want no effort to your fittings.

EDIT: Oh and what about logi?

It actually doesn't require exclusive game presence, it simply becomes a separate fitting philosophy.
Right now we have PvP fit ships, and PvE fit ships.
Trying to do one task with the fitting meant for the other is awkward, if not pointless, in many circumstances.

I want that missioning / ratting ship to have a realistic chance if it is attacked.
On the flip side, if I have buddies doing ratting while I mine, I want them to be in a solid fit for PvP if that should be unexpectedly available.

And with hostiles less and less certain HOW someone else fit their ship, they can either risk it or run.

As to logi, the reppers for remote use would need to be discounted against existing resistance bonuses, or they would be stacked.
If they expected logi, then they are more likely to fit a passive tank with resists, meaning the logi should probably stick to normal reppers. The bonuses that the logi get would be reduced for aspected damage reppers, I would expect, to balance them.

Wrong.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#16 - 2013-09-13 20:28:27 UTC
Luc Chastot wrote:
[quote=Nikk Narrel]
How does it simplify things? Now we have:

HP pool.
Damage reduction.
Damage repair.

The three concepts are very simple, compared to what you seem to be suggesting:

HP pool.
Damage repair that behaves differently relative to damage types.

Explaining the current syste to a new player would go like this:

1. There are 4 damage types in EVE.
2. There are 4 damage resistance types relative to each type of damage. They are percentage based.
3. Damage resistances reduce damage received by a percentage, the damage that is not reduced is substracted from an HP pool.
4. There are modules that increase your resistances.
5. There are modules that increase your HP pool.
6. There are modules that restore HP.
7. There are 3 different HP pools for a ship. Shields, armor and hull. All of the above applies for each of them separately. Your ship is destroyed when the 3 pools are emptied.

I would like to see you explain your system in a similar way.


1. There are 4 damage types in EVE.
2. There are 4 damage resistance types relative to each type of damage. They are percentage based.
3. Damage resistances reduce damage received by a percentage, the damage that is not reduced is subtracted from an HP pool.
4. Eliminated.
5. There are modules that increase your HP pool.
6. There are 4 damage repair types relative to each type of damage. They are percentage bonused for their type in addition to restoring hp in general.
7. There are 3 different HP pools for a ship. Shields, armor and hull. All of the above applies for each of them separately. Your ship is destroyed when the 3 pools are emptied.

Keep in mind, the bonuses to damage resistance inherent to the hull of a ship are not canceled, and occur regardless to the damage being received.

The modules, both active and passive, that otherwise increase this resistance are the only things being canceled.
Nikk Narrel
Moonlit Bonsai
#17 - 2013-09-13 20:31:29 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Lucas Kell wrote:
Don't like it. Without changing every other system all at the same time there's just no point. Everything will be thrown chaotically out of balance.
You just want no effort to your fittings.

EDIT: Oh and what about logi?

It actually doesn't require exclusive game presence, it simply becomes a separate fitting philosophy.
Right now we have PvP fit ships, and PvE fit ships.
Trying to do one task with the fitting meant for the other is awkward, if not pointless, in many circumstances.

I want that missioning / ratting ship to have a realistic chance if it is attacked.
On the flip side, if I have buddies doing ratting while I mine, I want them to be in a solid fit for PvP if that should be unexpectedly available.

And with hostiles less and less certain HOW someone else fit their ship, they can either risk it or run.

As to logi, the reppers for remote use would need to be discounted against existing resistance bonuses, or they would be stacked.
If they expected logi, then they are more likely to fit a passive tank with resists, meaning the logi should probably stick to normal reppers. The bonuses that the logi get would be reduced for aspected damage reppers, I would expect, to balance them.

Wrong.

Could you possibly elaborate?

You asked a question, and the answer seems illogical to judge in a right / wrong context.
Lucas Kell
Solitude Trading
S.N.O.T.
#18 - 2013-09-13 21:59:43 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
Lucas Kell wrote:
Don't like it. Without changing every other system all at the same time there's just no point. Everything will be thrown chaotically out of balance.
You just want no effort to your fittings.

EDIT: Oh and what about logi?

It actually doesn't require exclusive game presence, it simply becomes a separate fitting philosophy.
Right now we have PvP fit ships, and PvE fit ships.
Trying to do one task with the fitting meant for the other is awkward, if not pointless, in many circumstances.

I want that missioning / ratting ship to have a realistic chance if it is attacked.
On the flip side, if I have buddies doing ratting while I mine, I want them to be in a solid fit for PvP if that should be unexpectedly available.

And with hostiles less and less certain HOW someone else fit their ship, they can either risk it or run.

As to logi, the reppers for remote use would need to be discounted against existing resistance bonuses, or they would be stacked.
If they expected logi, then they are more likely to fit a passive tank with resists, meaning the logi should probably stick to normal reppers. The bonuses that the logi get would be reduced for aspected damage reppers, I would expect, to balance them.

Wrong.

Could you possibly elaborate?

You asked a question, and the answer seems illogical to judge in a right / wrong context.

No time to explain!

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#19 - 2013-09-13 22:04:12 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
Lucas Kell wrote:
Don't like it. Without changing every other system all at the same time there's just no point. Everything will be thrown chaotically out of balance.
You just want no effort to your fittings.

EDIT: Oh and what about logi?

It actually doesn't require exclusive game presence, it simply becomes a separate fitting philosophy.
Right now we have PvP fit ships, and PvE fit ships.
Trying to do one task with the fitting meant for the other is awkward, if not pointless, in many circumstances.

I want that missioning / ratting ship to have a realistic chance if it is attacked.
On the flip side, if I have buddies doing ratting while I mine, I want them to be in a solid fit for PvP if that should be unexpectedly available.

And with hostiles less and less certain HOW someone else fit their ship, they can either risk it or run.

As to logi, the reppers for remote use would need to be discounted against existing resistance bonuses, or they would be stacked.
If they expected logi, then they are more likely to fit a passive tank with resists, meaning the logi should probably stick to normal reppers. The bonuses that the logi get would be reduced for aspected damage reppers, I would expect, to balance them.

Wrong.

Could you possibly elaborate?

You asked a question, and the answer seems illogical to judge in a right / wrong context.

No time to explain!

I appreciate your taking time from your busy schedule to respond, in that case.

Please keep in mind I would be very interested in a more detailed explanation of your views, when you do find the time.

Big smile
Oswaldos
University of Caille
Gallente Federation
#20 - 2013-09-13 22:30:54 UTC
I think their are a few difference between PVE and PVP; sustained tank vers burst tanking, cap recharger vers tackle and the mindset of predator vers pray. I don't think repping specific damage types would solve the issue of PVPing in a PVE ship. A redesign on the PVE sites to promote people to fit for PVP might help. Not to get away from your topic but something as simple as having rats attempt to warp away when they get to 25% structure would require PVEers to fit points to get their bounties would help. You could also have rats do higher dps but have weaker tanks requiring more burst tanking in PVE activities, and compensate PVEers for the extra effort accordingly. Its an interesting idea though.

My 2 Cents
12Next page