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Shield syphoning

Author
Industrial Production Toon
Neptune PVP Corporation
#1 - 2013-10-26 18:57:33 UTC
This idea has come from the use of nos's and neuts...

Though my ideas are never perfectly thought out, this idea could possibly work...

The module:

Shield syphon

The module is designed to be a high slot item that uses up alot of powergrid and CPU, similar to nuets and nos's...

The syphon will have a short range and will use similar ammounts of cap that the nuets do..

How much shield it takes will work in the way a nos does, it won't drain much... if anything... if the enemy has no shields left

The module will also have a cap recharge drawback to balance the module out.


Overall this module would work well as an offensive module in pvp, with close range and already built in mechanics with the nos and nuets... this would not be hard to implament

As always please give feedback on this idea =)
Tsunamicom
Deep Core Mining Inc.
Caldari State
#2 - 2013-10-26 19:19:40 UTC
I kind of like the idea. It kind if reminds me of the Romulan special attack in Star Trek: Armada. It could be a bit OP for fleet battles, and would have to be at least 1/3rd as efficient as a Vampire+Shield booster. It would also give same-corp fleets with capital ships a way to regenerate their armor tanked sub-cap ships' shield levels between battles.
Industrial Production Toon
Neptune PVP Corporation
#3 - 2013-10-26 20:34:49 UTC
if balanced properly it could become quite a useful module...

ShahFluffers
Ice Fire Warriors
#4 - 2013-10-26 20:44:27 UTC
I'm not sure where I stand on this idea.

It seems good but for some reason it rubs me the wrong way.

Probably that's because it helps shield tankers more that armor tankers and would make armor fall even more out of favor in small scale warfare.
Industrial Production Toon
Neptune PVP Corporation
#5 - 2013-10-26 20:50:33 UTC
ShahFluffers wrote:
I'm not sure where I stand on this idea.

It seems good but for some reason it rubs me the wrong way.

Probably that's because it helps shield tankers more that armor tankers and would make armor fall even more out of favor in small scale warfare.


this is also something that has been bugging me since i wrote the idea... however the mechanics behind armour drain would be.... well.... impossible?

Possibly have almost a salvaging style module for armour, rather than taking away to add to your armour, it simple takes away more hp than a shield syphon would?
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#6 - 2013-10-26 22:47:05 UTC
Without balance it could become a nightmare... requiring nerf after nerf to keep it in the game. I'm not sure what I think about the idea though.. would people use it intead of shield emitters in a fleet, siphoning your own fellow players to spider tank? If it was that powerful wouldn't it cause a problem?

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Industrial Production Toon
Neptune PVP Corporation
#7 - 2013-10-26 23:29:45 UTC
Barbara Nichole wrote:
Without balance it could become a nightmare... requiring nerf after nerf to keep it in the game. I'm not sure what I think about the idea though.. would people use it intead of shield emitters in a fleet, siphoning your own fellow players to spider tank? If it was that powerful wouldn't it cause a problem?


i understand where you are coming from, but i have said multiple times, this is only a base idea, it will require balancing first, with it being a high slot module the spider tanking idea is a no go, you would have to activate it against multiple fleet members, cap would soon become an issue...

however the possible idea is there, that could be a problem...
Arthur Aihaken
CODE.d
#8 - 2013-10-26 23:33:03 UTC  |  Edited by: Arthur Aihaken
I don't like that it gives an unfair advantage to armor tanking. Beyond that, I really don't have an opinion as to how much it would impact game play.

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

Lair Osen
#9 - 2013-10-27 01:08:55 UTC
Industrial Production Toon wrote:
This idea has come from the use of nos's and neuts...
Though my ideas are never perfectly thought out, this idea could possibly work...
The module:
Shield syphon
The module is designed to be a high slot item that uses up alot of powergrid and CPU, similar to nuets and nos's...
The syphon will have a short range and will use similar ammounts of cap that the nuets do..
How much shield it takes will work in the way a nos does, it won't drain much... if anything... if the enemy has no shields left
The module will also have a cap recharge drawback to balance the module out.


This does not make sense to me, why use a module that can neither kill the enemy nor have the detrimental effects that neuts have. If you want a short range module that uses a lot of Cap, PG and CPU and depletes shields. I suggest you look into pulse lasers.
Industrial Production Toon
Neptune PVP Corporation
#10 - 2013-10-27 09:50:00 UTC
as most ships now a days, especially caldari ships, have a spare utility slot, this module is a perfect idea for that utility....

This is a module that can be put on a ship ASWELL as having guns, this is an offensive module that will put damage against the enemy AND help to keep your own tank up....

Passive tankers and buffer tankers also would love this module, giving a small boost to their shields when needed is perfect to make that buffer a little bit more.... annoying =P

So yes you may not see the point, but sir, you do not think of the bigger picture...

Good day sir... good day =)
Lair Osen
#11 - 2013-10-27 10:17:33 UTC
Oh, you meant this to work like NOS instead of neuts, wasn't too clear on that.
Anyway you seem to think this will be shield tankers, it won't. This module is far in favour of Armour tankers since when in a fight, if being used by the shield tanker, will quickly become useless because of the poor shields of the armour ship, while for the armour ship it will remain useful until the shield tank is broken, after which the fight is soon over.
Additionally, given that passive and buffer shield tanks generally rely on higher resistances rather than HP, having a module that completely ignores the resistances and takes HP would leave them at a big disadvantage.
So, basically, this would be a big nerf to shield tankers.
Industrial Production Toon
Neptune PVP Corporation
#12 - 2013-10-27 12:06:38 UTC
Lair Osen wrote:
Oh, you meant this to work like NOS instead of neuts, wasn't too clear on that.
Anyway you seem to think this will be shield tankers, it won't. This module is far in favour of Armour tankers since when in a fight, if being used by the shield tanker, will quickly become useless because of the poor shields of the armour ship, while for the armour ship it will remain useful until the shield tank is broken, after which the fight is soon over.
Additionally, given that passive and buffer shield tanks generally rely on higher resistances rather than HP, having a module that completely ignores the resistances and takes HP would leave them at a big disadvantage.
So, basically, this would be a big nerf to shield tankers.


sir i think you are wrong...

this is a high slot module, it drains enemy shields and adds to your own, like a nos yes... however, your mid slots are still available to add the usual shield tank you wish to use, to use this module with an armour setup is stupid, why have a HIGH SLOT module that adds to your own shields on an armour tanking ship where it does nothing to your ship....

As you said, armour tankers have **** shields, why use a module which HELPS your own shields on an armour tanking ship?

Please rethink your own post

Lair Osen
#13 - 2013-10-27 12:41:07 UTC
Industrial Production Toon wrote:

As you said, armour tankers have **** shields, why use a module which HELPS your own shields on an armour tanking ship?


Well if you expected to be fighting a shield tanked ship, and you were in an armour tanked ship, there seems a pretty good reason to use it. It gives you slightly more tank while also acting as more DPS against the shield tanker, and additionally since you're armour tanked with minimal shields any attempt to use it on your ship would be practically useless.

This all depends on the stats of course, but if they were decent at all I believe my point stands.

Armour Vs Armour: Useless
Armour Vs Shield: Only good for Armour
Shield Vs Shield: Hard to say without more detailed mechanics.
Alvatore DiMarco
Capricious Endeavours Ltd
#14 - 2013-10-27 12:45:25 UTC
I can see an armor tanker using this to drag down the enemy's shields a little bit faster and maybe slow the loss of their own armor very slightly. Especially if that armor tanker is using capless weapons on a buffer tank and trained certain universally-helpful shield skills properly. This kind of module could grant the extra one or two seconds required to win the fight or it could be the extra little bit of shield drain that pulls an otherwise-robust passive shield tank down past peak recharge and into an otherwise-difficult ship-kill. It's like adding more DPS to your ship without actually needing a weapon slot to do it.
Industrial Production Toon
Neptune PVP Corporation
#15 - 2013-10-27 12:47:53 UTC
if you are a shield tanker this module would aid in strengthening your tank

so far from your posts i think you must be one of the typical "ZOMG ARMOUR BEATS SHIELDS MAN YEEEHHH"

well, shield vs shield, you have the module, the enemy doesn't, you have the big advantage

this module repairs your own shields hp, so say u have 70% resist across the board on shield, you syphon 100 shield hp, the enemy does 200 dps, he only hits 60 due to resists.... ROLL ON ARMOUR.... you have no shields left, you syphon 100 shield hp, the enemy does 200 dps, you resists are base, say he is amarr, 0% em resist... he deals the full 200, still damaging your armour and you have just wasted capacitor, alot of capacitor to try to help ur armour tank

THIS MODULE USES CAP

lol
Industrial Production Toon
Neptune PVP Corporation
#16 - 2013-10-27 12:50:42 UTC
Alvatore DiMarco wrote:
I can see an armor tanker using this to drag down the enemy's shields a little bit faster and maybe slow the loss of their own armor very slightly. Especially if that armor tanker is using capless weapons on a buffer tank and trained certain universally-helpful shield skills properly. This kind of module could grant the extra one or two seconds required to win the fight or it could be the extra little bit of shield drain that pulls an otherwise-robust passive shield tank down past peak recharge and into an otherwise-difficult ship-kill. It's like adding more DPS to your ship without actually needing a weapon slot to do it.


thats the idea, its meant to be an offensive utility for that extra high slot when you have no weapon slots left, and so many caldari ships have them...

it can be used for either shield tankers or armour tankers, but its a module that could really make pvp that little more interesting, however, the module would need balancing, and needs an armour module counterpart.... possibly using the idea of "salvaging" the enemy's armour and using it as repair on your ship
Alvatore DiMarco
Capricious Endeavours Ltd
#17 - 2013-10-27 12:56:38 UTC
Something like this walks a very perilously thin line. It would need to be very meticulously balanced, to the point of ships with utility slots needing another look as well.

The concept is intriguing for sure, but I wonder if there's a place for something as potentially powerful as this in EVE right now.
Industrial Production Toon
Neptune PVP Corporation
#18 - 2013-10-27 13:00:21 UTC
Alvatore DiMarco wrote:
Something like this walks a very perilously thin line. It would need to be very meticulously balanced, to the point of ships with utility slots needing another look as well.

The concept is intriguing for sure, but I wonder if there's a place for something as potentially powerful as this in EVE right now.


thats why i have stressed mutliple times it will need proper balancing, in the days of old style nueting, they were partially overpowered, but now underpowered, the same could happen with a module such as this, also, with it being a utility module like the nos/nuet and such, it will only have a visual effect, not a visible turret style module on the ship

For the effect, i would save a light blue style nuet effect with a white or blue beam in the middle (the syphon itself repair your shields)
Miss Monty
Doomheim
#19 - 2013-10-27 13:05:26 UTC
My shield syphon is called my guns and the other ship dying before I do is the shield support I need.
Industrial Production Toon
Neptune PVP Corporation
#20 - 2013-10-27 13:30:22 UTC
Miss Monty wrote:
My shield syphon is called my guns and the other ship dying before I do is the shield support I need.


again you forum trolls can't read, this is an EXTRA offensive module that doesn't take up a weapon slot...

all those ships with that spare high slot, thats what this module is for!

learn to read....

silly forum troll

" look daddy i haz guns and go pew pew wiv dem "
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