These forums have been archived and are now read-only.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

Hot-Rod ships

Author
Corraidhin Farsaidh
Singularity Expedition Services
Singularity Syndicate
#1 - 2013-12-31 14:38:16 UTC
I had an idea and thought I would flesh it out a little:

Instead of having your mods remain interchangeable a character could hard-wire their favorite mods into the hull of choice and gain an additional bonus on the module e.g. hard-wired AB gains 1% boost per hard-wiring success. As the name suggests a hard-wired mod can no longer be replaced or removed without destroying it.

the hard-wiring process would be a function of jury-rigging and invention, would consume additional mods in the process (you are cherry-picking the best performing components from the mods). The hull would be in the invention process for the duration of the job.

The success chance would drop with each increased level of hard-wiring, and a failure would brick the module (nice try but no cigar...start again from scratch)

This would give industry players something new to do ith ships and mods and provide a new business stream.

there would need to be a limit on the number of hard-wired mods I think, either limit it to 1/3 total slots in each (hi-mid-or low) or make the success chance lower with each hard-wired mod in the ship (the more you mess with the innards the harder it gets).

Could make for some nice unique hulls I think, but would need to not blow up the ship balancing. Also insurance on a hard-wired ship would increase greatly (imagine Han Solo trying to get the Millennium Falcon insured :D ).

Could be a good idea, could be a crap one...but you never know if you don't put it up
FightingMoose
Deep Core Mining Inc.
#2 - 2013-12-31 16:06:16 UTC
I think it's an interesting idea, but it sounds like it would require a large amount of dev time, so probably thumbs down.

Proud owner of an Ibis.

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#3 - 2013-12-31 16:30:37 UTC
Sounds interesting. And I like that you considered ways to limit it or make it extremely hard to completely hard wire an entire hull. I would say a limit as opposed to just increased chances or you will put too much power in the hands of large alliances with hangars full of disposable ships. But that's just me.
I would like to hardwire in a few BCS's to my Navy Raven... :)
Gizznitt Malikite
Agony Unleashed
Agony Empire
#4 - 2013-12-31 17:13:29 UTC

This sounds pretty interesting.

I would generally avoid any bonuses that give really potent advantages. Speed and dps bonuses need to be considered very carefully.
Corraidhin Farsaidh
Singularity Expedition Services
Singularity Syndicate
#5 - 2013-12-31 17:20:16 UTC
yeah that was my main concern when thinking this through, and why I went for 1% increments, a useful bonus and enough to help sell a pre-hardwired hull for industrialists, but not too much buff. a 5% boost to armour could just save your backside though so would be worth the effort and risk of lost time to hard-wire it in
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#6 - 2013-12-31 17:21:49 UTC
Gizznitt Malikite wrote:

This sounds pretty interesting.

I would generally avoid any bonuses that give really potent advantages. Speed and dps bonuses need to be considered very carefully.

OP appeared to be thinking in terms of 1% for speed, which I think would be reasonable. 5% would be a tad much, but an extra 1% shouldn't be overly OP. The reward is a little more speed, the risk is you have to destroy it to swap.

Maybe the boost should scale with the meta level though? Not hugely, but so that it encourages using T2 or faction mods that you would be more considerate of destroying willy-nilly. Just a thought.

Also, maybe hard-wired mods should take slightly more heat damage when overheated? 5% more heat damage to hard wired mods?
Xe'Cara'eos
A Big Enough Lever
#7 - 2013-12-31 17:36:49 UTC
nothing that hasn't been already added,
I like it +1

just to clarify:
the bigger the bonus - the harder to hot-wire in?

I reckon you'd need hardwires too, so consuming lp in the process too, is this completely counter to your idea?

maybe the hardwire and module bonuses should exactly match in the first instances - that should remove a lot of excess choice that could maybe added in later

I like stacking penalties, I also like limiting it - maybe 2 per ship - 1 for a T2 - can't be done on a T3 due to constant changing of subs?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Noxisia Arkana
Deadspace Knights
#8 - 2013-12-31 19:21:51 UTC


Not a huge fan. What would stop me from just fitting out a PVP hull, hardwiring everything and just grabbing a different hull when I want to mission? It has no downside. And if the cost is prohibitive it'll just be another differentiator between new players and vets with off grid boosts, expensive pods, and T2/faction modules.
Jasmine Assasin
The Holy Rollers
#9 - 2013-12-31 20:20:44 UTC
Noxisia Arkana wrote:


Not a huge fan. What would stop me from just fitting out a PVP hull, hardwiring everything and just grabbing a different hull when I want to mission? It has no downside. And if the cost is prohibitive it'll just be another differentiator between new players and vets with off grid boosts, expensive pods, and T2/faction modules.


I doubt any fewer of these ships would die than normal ships, and lots of ships die everyday all over the map. I don't really see an issue.
Motorbit
Moira.
Villore Accords
#10 - 2013-12-31 20:39:01 UTC
hm, but would it be whise to force combat pilots to train industrial skills?
i already dislike the need of rigging skills, even if its possible to use alts for the actuall rigging.
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2013-12-31 21:02:22 UTC
Motorbit wrote:
hm, but would it be whise to force combat pilots to train industrial skills?
i already dislike the need of rigging skills, even if its possible to use alts for the actuall rigging.



I don't see why not.

And seriously, what's wrong with rigging skills?
Corraidhin Farsaidh
Singularity Expedition Services
Singularity Syndicate
#12 - 2013-12-31 22:32:10 UTC
my thoughts on the last few posts.

i don't like the idea of a fully hardwored hull, hence the limits I suggested originally. My thinking was it is a boost to those willing to learn the skills and spend the time to hardwire.

in terms of stacking the bonus I thought of going maybe up to 5%, but each time you want to boost by 1% the success chance gets lower and the total failure (i.e. brick the mod) gets higher. A 5% hardwired bonus should be hard to achieve and something to value.

I like the idea of the %bonus being linked to meta level. The higher the metal level mod you canablise could increase your chance of hardwiring success.

In terms of coding issues I would use the existing invention process, but instead of the 2 science skills being used I would use jury-rigging and maybe a new hardwiring skill. These would just plug in where the science skills usually do. Most combat pilots would already have some degree of jury-rigging and this may lead some of them to the dark side too (industry :D )

I always see posts about people should be more involved in combat, why not switch that around too...

Motorbit
Moira.
Villore Accords
#13 - 2013-12-31 23:06:25 UTC
its not about getting involved into one or another, its about having both on one character. witch doesnt make much sense imo.
Nevyn Auscent
Broke Sauce
#14 - 2014-01-01 00:46:19 UTC
So basically every ship would be hard wired?
Because you always use certain modules. And you tend not to flick your fits around a lot either especially fleet doctrines.

I'm not in favour of this as a result.
Motorbit
Moira.
Villore Accords
#15 - 2014-01-01 01:33:07 UTC
Quote:
So basically every ship would be hard wired?


calibration could be used to do limit this.

tho, it still could be used to prevent stacking malus. it also could render deepspace / officier modules superfluid.
Nevyn Auscent
Broke Sauce
#16 - 2014-01-01 03:42:44 UTC
Sure you can 'limit it' but it's still a power creep. Because people will always do it. So ships will all become that 5% more powerful overall except for newbies who can't afford the hardwired ships.
Corraidhin Farsaidh
Singularity Expedition Services
Singularity Syndicate
#17 - 2014-01-01 05:01:05 UTC
they don't haveto afford the hardwiring, they can do it for themselves...perhaps you should need the hardwiring skill to be able to use a hardwired hull...

my idea was to allow for some ship tweaking but it be pretty limited to give some uniqueness to personal boats. Glad it got people thinking and discussing though :)
Motorbit
Moira.
Villore Accords
#18 - 2014-01-01 05:05:03 UTC
as said, im unsure i would like it or not. it sure had pros and cons.
you are right in that improving the performance for (almost) everybody would not change anything. yet, a wider variety of fitting options would be interesting.
anyhow i dont think noobies would be the problem here.
rather adventurers seing the price of their escalation spoils dropping into the pit.
Secret Squirrell
Allied Press Intergalactic
#19 - 2014-01-01 06:51:27 UTC
The problem is that it becomes a no brainer on ships with little to no variability on certain important modules. If I could throw away 100x Limited 1MN Microwarpdrive Is on my ceptor to make it go 5% faster, I would without hesitation, I'm already using rigs and implants that cost more than that for about the same or even less benefit. The way I play, I'm never not going to want a MWD on my ceptor, and even if I changed my mind, I loose them often enough that its not a big deal.

Things that are rarely changed on fits for a particular type of ship:
Weapons - Some groups will situationally swap large weapons between LR and SR, but its not all that common, and mostly limited to large weapons.
Prop mods - Other then logi, you usually stick to the same type on a hull
Damage control
Extenders/Plates
Invul/EANM

Someone suggested an overheat penalty, but what if it was the opposite; permanently attach the module for a substantial reduction in heat generation, and that would be the only bonus. Heat would still balance out the utility, making it situationally powerful, but requiring a skilled player (player skill, not SP) to get any benefit from it.
Corraidhin Farsaidh
Singularity Expedition Services
Singularity Syndicate
#20 - 2014-01-01 11:38:57 UTC
NOTE: I'm still new to eve so don't know too much about ships/fits/mods yet...

That's my point though (maybe i'm still and old roleplayer at heart and like coming up with new gear :D) but as a capsuleer with rigging skills you should be able to tune your ship to your play style. Of course that algos that came in with the fleet you are attacking may well have hardwired tracking computers and web or some such...

Balance would be the key issue with this idea but I think it could work nicely. so you just spent a month or two rigging your favourite inty hull, wouldn't you value it just a little bit more? Of course you could just use the higher meta level mods for quicker cheaper buffs but if you invest time and effort you get the reward of a little extra bonus. Don't want to do it yourself? Go buy hulls from someone in hi-sec who will do it for you...

hopefully this would increase interaction across sec levels to a degree, and also may give the h-sec industrialist types a way to gain a benefit on their hulls that may encourage them to engage in combat a little more, or at least engage with others who do.

Could add a new dynamic to intelligence gathering too...your cloaky guy scans an enemy ship and lists the mods....but what if hard-wired mods don't show up on the scan as anything but the standard mod? Could make for some interesting encounters :D
12Next page