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Hull Tanking: compendium of knowledge, research......and propositions...

Author
Silivar Karkun
Doomheim
#1 - 2013-12-31 02:33:14 UTC  |  Edited by: Silivar Karkun
yeah yeah i know the joke, i know there's several threads about it, but i think it would be a cool feature to have in the game, we have some modules anyway right now.

so, for the people who doesnt know, there's a partial way of tanking implemented in the game, its Hull Tanking, which focuses in the use of modules to cover a ship's structure instead of focusing in armor or shield.

there are right now two ways of hull tanking, similar to armor repping, which are:

active:

using a hull repping module or remote hull repping module (the normal module goes up to T2, and from S to L)

pros:

1. less cap requirements than an armor repairer

2. use midslots

3. doesnt consume much powergrid

cons:

1. only capital, medium and small remote hull repping modules are implemented right now, the blueprints are only obtainable from Carthum Conglomerate (looks like its the only corp that sells the blueprints, in all its stations according to EVE Central databases)

2. hull repper modules are slower than armor repairers

3. althought being midslot modules, they eat more CPU, powergrid and cap than shield boosters

4. armor skills help to improve the amount of repping and the cycle time of hull reppers but its not enough in practical situations

buffer:

its the increment of the overall structure hitpoints using modules such as reinforced bulkheads

pros:

1. less powergrid requirement than armor plates

2. the amount of HP given is based in a percentage of the structure, instead of a fixed amount of HP

3. less volume than plates

4. no mass penalty, they have a fixed mass

5. no signature radius increase as shield extenders do

6. less CPU and powergrid requirements than shield extenders

cons:

1. intertia increased and maximum velocity reduced

2. consumes lowslots

3. has to be repaired be it by remote assistance or in repair facilities

4. higher CPU requirement than plates


aditional notes:

1. natural hull, the natural hull doesnt have resistances, basically all damage applied to the hull is 100% efective

2. there are no hull resistance modules, things like energized platings or nanoplatings dont exist for structure

3. damage control modules only give an omnitank of 60/60/60/60, there's no way to increase that

4. there are no hull rigs so now way to expand the hull more apart from bulkheads

5. there are no skills that help to reduce the inertia and max velocity penalties


the propositions:
Silivar Karkun
Doomheim
#2 - 2013-12-31 02:39:33 UTC  |  Edited by: Silivar Karkun
deleted
hmskrecik
TransMine Group
Gluten Free Cartel
#3 - 2013-12-31 06:19:10 UTC
Silivar Karkun wrote:
3. damage control modules only give an omnitank of 60/60/60/60, there's no way to increase that

Bastion. Just saying.
Minty Aroma
Deep Core Mining Inc.
Caldari State
#4 - 2013-12-31 12:13:38 UTC
Near release, Gallente was the hull tanking race, hence the larger hull hp pools you see today. But players saw how stupid hull tanking was and barely used them, so CCP changed them to predominantly armour. Those modules still have a use for the bait Orca, as the Orca already has 46000 hull HP base before skills or modules, so fitting a DCUII and a bulkhead re-enforcer along with having the 25% extra hull hp from skills makes a bait ship that's hard to swallow.
CMD Ishikawa
New Eden Public Security Section 9
#5 - 2013-12-31 14:10:22 UTC
I don't see how Hull tanking can be as good as the 2 previous defensive layers all ships already have.

You have an energy layer, the shields, and a physical one, the armor, why would you bypass those two mechanisms of defense?

The only ship that've seen using Hull tanking is the Orca, and even in that case usually it's a shield and Hull tanking combination.
Silivar Karkun
Doomheim
#6 - 2013-12-31 16:09:19 UTC
those are questions that i need to analize in order to advance the proposition...

yeah the bastion should help, but its only applied to marauders.......for which the Kronos is of course the most benefited from it

im gonna test som EFT stats for different ships, but i cannot test these things in game, due to lack of resources. so if anyone wants to help with SiSi stats or has made a try just for the lulz i'd appreciate the information...

i didnt know about the hull Orca too.....


Silivar Karkun
Doomheim
#7 - 2013-12-31 18:43:55 UTC  |  Edited by: Silivar Karkun
deleted
Noxisia Arkana
Deadspace Knights
#8 - 2013-12-31 19:17:52 UTC

I like it, because I like hull tanking. Who doesn't?
Silivar Karkun
Doomheim
#9 - 2013-12-31 20:38:22 UTC  |  Edited by: Silivar Karkun
deleted
Silivar Karkun
Doomheim
#10 - 2013-12-31 23:14:58 UTC  |  Edited by: Silivar Karkun
the following is a direct research between time and repping amount, for armor and hull repairers: at 0 skill with T2 modules as test dummies

small reppers:

-armor: 6 seconds cycle, 92 HP repaired

-hull: 24 seconds cycle, 30 HP repaired

the time relation between them is 1 to 4, and repping amount is 3 to 1 aprox...

medium reppers:

-armor: 12 seconds cycle, 368 HP repaired

-hull: 24 seconds cycle, 60 HP repaired

the medium armor repper is two times the time of the small one, but repairs 4 times that amount

the medium hull repper have the same time but repairs only two times the amount of the small one

the time relation between both reppers is 1 to 2, repair amount relation is 6 to 1 aprox

large reppers:

-armor: 15 seconds cycle, 920 HP repaired

-hull: 24 seconds cycle, 120 HP repaired

the large armor repper is 3 seconds slower than the medium one, it repairs 2,5 times the amount of the medium one

the large hull repper has the same cycle time as the others, repairs 2 times the amount of the medium one

time relation between both reppers is 1 to 1.6, repair amount relation is of 7,7 aprox to 1

capital reppers:

at this point only the capital armor repper I exists

-capital armor repper: 30 seconds cycle, 9600 HP repaired

capital armor reppers are 2 times longer in cycle than large ones, and heal 10,4 times that amount aproximately.

a capital hull repper following the logic of the others would be of a 24 seconds cycle and 240 HP amount repaired.

the time relation between bout would be of 1 to 1.25, repair amount would be a relation of 40 to 1.

conclusions:

for all the cases the hull repairer keeps the same cycle time, but only scalates 2 times the amount. making it subpar to the armor repper. one way of balancing the module in relation to the other would be adjusting the cycle like this

-small: 12s
-medium: 24s
-large: 29s
-capital: 58s

this pattern follows the armor repper pattern, shield booster pattern has yet to be evaluated. now, the amount of repping has to be at least larger to compensante the time required for the module to repaire the hull. one proposition is to multiply the amount given to this

-small: 30*4 = 120 HP per cycle
-medium: 120*4 = 480 HP per cycle
-large: 480*3=1440 HP per cycle
-capital: 1440*10= 14400 HP per cycle

this looks overpowered yes, but you have to take in account that the module takes more time and repairs only at each finish of each cycle, so it is balanced.

these stats are only made in contrast to armor reppers, i'll make another post with shield boosters later.
Silivar Karkun
Doomheim
#11 - 2014-01-01 16:35:47 UTC  |  Edited by: Silivar Karkun
next, comparing hull repper modules with shield boosters. skills lvl 0 and T2 modules again (T1 for the capital one):

small:

-shield: 2s cycles, 35 HP repaired

-hull: 24 seconds cycle, 30 HP repaired

cycle times between them have a relation of 1 to 12, repping amount is of 1,17 to 1

medium:

-shield: 3s cycles, 104 HP repaired

-hull: 24 seconds cycle, 60 HP repaired

medium shield boosters are 1 second slower in cycle than smaller ones, but repair 3 times that amount (aprox)

cycle time between both have a 1 to 8 relation, repping amount relation is 1,73 to 1

large: (and XL)

-shield: 4s cycle, 276 HP repaired

-XL shield: 5s cycle, 690 HP repaired

-hull: 24 seconds cycle, 120 HP repaired

large shield boosters again follow the +1s pattern, and repair 2,65 times the amount of the medium one

XL shield boosters too, and repair 2,5 times the amount of the large one

cycletime relation for all is 1 to 6 and 1 to 4.8 , repping amount relation is 2,3 to 1 and 5,75 to 1

capital:

-shield: 10s cycles, 7200 HP repaired

the capital shield booster is double the time of the XL, and repairs more than 10 times that amount.

a capital hull repper following the logic of the others would be of a 24 seconds cycle and 240 HP amount repaired.

cycletyme relation would be 1 to 2.4 and repping amount relation would be 30 to 1

conclusions:

the shield booster is designed to be a fast module that repairs shield at the start and with a short cycletime. this at the expense of capacitor.

the shield booster healls less than the armor module but still is a larger amount than the hull module.

both modules consume mid slots.

now that theres this information i can conclude that the above proposition for balancing the hull repping modules is completely correct. and the three modules would be organized like this:

-shield: the most energy dependant, the fastest cycles, less repping amount than the others

-armor: less energy dependant than shield, longer cycle than shield, more repping amount than the shield one

-hull: the most energy saving module, the longest cycle, balances this repping more than armor and shield

it is to take in account that maybe, if i am correct, there could potentially be a downside of of this. because if hull modules were balanced that way, it could potentially overcome that midslot based hulls, as are Caldari and Minmatar could potentially be very good for active hull tanking, due to better slot placement. meanwhile, lowslot based hulls, like Amarr and Gallente would get benefied from buffer hull tanking. with a bit of active repping in the case of needing it.

more research is required, the next thing on the list will be the creation of the new skills for these modules
Silivar Karkun
Doomheim
#12 - 2014-01-04 05:23:42 UTC  |  Edited by: Silivar Karkun
taking the time to plan the next proposition, the new skills, rigs and modules related to hull tanking:

skills

they dont have official names but it could be:

-aerodinamic hull: reduces the inertia and max velocity penalty of bulkheads by 5% per lvl

-nanobot optimization: cycle time of hull repair modules reduced by 5% per lvl (could stack with repair systems skill for a 50% bonus?)

-hull reinforce upgrades: reduces CPU requirements for all modules requiring the skill by 5% per lvl

-dynamic nanostructure: reduces the penalty of resistance covering modules by 10% per lvl

-adaptative nano layer: this module helps to cover the vulnerability of the hull by adding a nanobot layer that helps to reduce the damage given to the structure in case of danger.

+20% to all resistances, has stack penalty, uses a midslot

-reactive layering: same as the reactive armor hardener, adds up to 40% of resistance depending on the damage done. the skill for the reactive armor hardener applies to this one too. uses a mid slot

-resistance coverings: 4 modules, one for each resistance, the defined resistance gets +35% while the other are left in 0. if there are 2 or more modules of the same type, there will be a drawback for the other resistances of -5%, players can only use one of each resistance covering module for each resistance, so no double bonus. use lowslots

the dynamic nanostructure skill reduces the penalty to 2,5%

rigs

applies for all size versions:

-anti-thermic layer: 15% base resistance to thermic damage for the hull

-anti-kinetic layer: 15% base resistance to kinetic damage for the hull

-anti-EM layer: 15% base resistance to EM damage for the hull

-anti-Explosive layer: 15% base resistance to explosive damage for the hull

-structure reinforcer: 15% HP bonus to hull at the cost of cargo capacity

the T2 versions add 20%
Secret Squirrell
Allied Press Intergalactic
#13 - 2014-01-04 05:54:14 UTC
Hit the breaks on the train for a second.

Can you provide a quick summary of where hull tanking would fit in relative to existing tank profiles?

Currently in terms of tank types we have:
Active Shield
Shield Passive Regen
Shield Buffer
Active Armor
Armor Buffer

So this will be lowslots like armor, with no passive regen like armor, and either buffer or active tank like armor, and the downside is slowing your ship down like armor.... So how will this be distinct from armor tanking, other then it being done in structure?
Silivar Karkun
Doomheim
#14 - 2014-01-04 05:59:37 UTC  |  Edited by: Silivar Karkun
Secret Squirrell wrote:
Hit the breaks on the train for a second.

Can you provide a quick summary of where hull tanking would fit in relative to existing tank profiles?

Currently in terms of tank types we have:
Active Shield
Shield Passive Regen
Shield Buffer
Active Armor
Armor Buffer

So this will be lowslots like armor, with no passive regen like armor, and either buffer or active tank like armor, and the downside is slowing your ship down like armor.... So how will this be distinct from armor tanking, other then it being done in structure?


simple:

active hull tanking: hull reppers and resistance layers for the hull, consuming midslots

buffer hull tanking: uses bulkheads and resistance coverings to improve the durability of the hull, using lowslots

as no ship in the game is designed for this, the idea is that be it a ship has enough midslots or lowslots the ship will be able to use one of the two tanking methods. maybe add a passive version.
Silivar Karkun
Doomheim
#15 - 2014-01-05 00:00:37 UTC
another point to take in account is the chance of module damage when hull tanking, the best proposition for this is that CCP get rid of that, and leave module damage as something only related to overheating.

hmskrecik
TransMine Group
Gluten Free Cartel
#16 - 2014-01-05 08:46:27 UTC
Honestly, I don't understand the point you are trying to make. You want to make the third layer to be valid and viable general tanking style? What for? What new would it bring into the game?

And from RP point of view it makes as much sense as brain hardeners for Dust soldiers, so even if the bullet penetrates the skull, it doesn't do much harm inside. Of course, nice to have. But to rely on it? Well...
Silivar Karkun
Doomheim
#17 - 2014-01-30 15:11:18 UTC
hmskrecik wrote:
Honestly, I don't understand the point you are trying to make. You want to make the third layer to be valid and viable general tanking style? What for? What new would it bring into the game?

And from RP point of view it makes as much sense as brain hardeners for Dust soldiers, so even if the bullet penetrates the skull, it doesn't do much harm inside. Of course, nice to have. But to rely on it? Well...


i want to make the third layer to be a valid (but risky) option, RP point of view well, i dont know if the Dust mercs have an equivalent in their game, but for a ship of 30k years in the future the materials for ships should be powerfull enough to tank damage for a long time....i didnt figured out the lore standpoint but gameplay wise it could give interesting ways of gameplay...
Nikk Narrel
Moonlit Bonsai
#18 - 2014-01-30 15:53:53 UTC
In my opinion, this should be a workable option.

I would think, in order to hull tank, you need to sacrifice the meaningful use of shield and armor tanking.
(You can't consider tanking something unless it counters damage that reaches it, same as armor tanking tends to neglect shields)

The significance of this, is that you have no underlying buffer to use in the event your tank fails.
Sure, the armor and shield tankers have the layers below them to use as a reaction time for fallback options.
The tank is beaten? You have until the hull expires to figure out your next move.
It might be as simple as a sliver of red on that lower level for you to recover your tank and keep going.

For a hull tank, your hull being beaten means you go boom.
It might have been trivial to recover for armor or shield, but you have no buffer to play with.

Pretty hardcore, in my view.
I would expect that to be a balance aspect in itself.

I think that justifies making hull tanking more effective, since it risks more.
Now, to me effective in this context doesn't mean simply more HP returned, it could also mean equal to armor tanking but less fitting sacrifices, or comparable to shield tanking in that it boosts passive shield regen in the process.

Silent Rambo
Orion Positronics
#19 - 2014-01-30 16:13:48 UTC
-1

It wouldn't really add anything, and it really doesn't make sense. Way too much CCP work for nothing really new added to the game. Keep wishing.

You really think someone would do that? Just log into EvE and tell lies?

Nikk Narrel
Moonlit Bonsai
#20 - 2014-01-30 16:19:39 UTC
Silent Rambo wrote:
-1

It wouldn't really add anything, and it really doesn't make sense. Way too much CCP work for nothing really new added to the game. Keep wishing.

I respect the idea that you want CCP to conserve their efforts for important ideas and fixes.

That said, I would rather they made that judgement, as they have in times past when it presented an obstacle.

For all we know, the coding from the original gallente concept is ready to go, with little or no effort needed.

As to it adding to the game, we can only speak for things we would use. Who is to say other players will not enjoy it?
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