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Player Features and Ideas Discussion

 
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Subsystem Targeting

Author
Grayland Aubaris
Aliastra
Gallente Federation
#1 - 2014-03-30 09:43:28 UTC
I have had this idea running through my head for a while now - how about the ability to target subsystems on enemy ships? By this I mean that all ships have the following subsystems: (Example list not necessarily finalized)

Propulsion
Defensive
Offensive
Electronics
Power Systems
Drones

Currently a module will work at 100% efficiency until the ship is destroyed, I like the idea that it would be possible when fighting to target a subsystem that you want to damage, and as that system takes damage it becomes less efficient.

For example, you could target propulsion and if you hit the subsystem (determined by some chance based calc) you can cause damage to any module that affects propulsion - for example, making afterburners or MWD's give a reduced speed boost. By targeting the electronics of a ship you could damage the lock range, or scan resolution of a ship - or by targeting drones you could reduce the drone control range etc...

To balance this out and to make it worthwhile doing I would suggest a slight buff to the EHP of all ships.

The chance to be able to hit and damage a subsystem would be something like 50% chance to hit + 5% per level of a new skill called 'Precision weapon guidance' or something like that. When you hit and damage the subsystem some calculation is done to determine which (if any) modules are affected, and to what extent.

I think it would introduce a lot more dynamics to combat, especially solo / small fleet PVP.

I realize that this is quite a big change to the combat mechanic - what do other people think? Would this just add too much complexity to an existing system? Is it just a redundant idea because combat is too quick in most cases?
WaterMarks
The Keywork
#2 - 2014-03-30 10:57:17 UTC
lieutenant worf lock the enimies engines and prepare to fire.

Not a fan. All you got to do is target weapon systems to make ships useless.

-Fly Reckless-

Xe'Cara'eos
A Big Enough Lever
#3 - 2014-03-30 16:15:48 UTC
what if I just want to melt them asap because they're a ret stuck at a belt, and I'm scramming them - I don't give a flying F*ck about subsystems, I just want to see the ship pop before his pals show up.

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.

Xe'Cara'eos
A Big Enough Lever
#4 - 2014-03-30 17:21:49 UTC
Also - how do you work in shield, armour, and hull to this idea?

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.

Grayland Aubaris
Aliastra
Gallente Federation
#5 - 2014-03-31 13:56:39 UTC  |  Edited by: Grayland Aubaris
Xe'Cara'eos wrote:
Also - how do you work in shield, armor, and hull to this idea?


Those come under 'Defensive' - Damaging them would reduce shield recharge rate - or increase armor repairer time needed, or make the mods that affect shields or armor less effective - e.g. invul fields take more cap to use, or loose some resistance, same for armor based mods.

Edit:
Xe'Cara'eos wrote:

what if I just want to melt them asap because they're a ret stuck at a belt, and I'm scramming them - I don't give a flying F*ck about subsystems, I just want to see the ship pop before his pals show up.


I forgot to mention that you can choose not o target a subsystem - and the damage is randomly applied to any subsystem - If its just a gank then you should be fine :)
Grayland Aubaris
Aliastra
Gallente Federation
#6 - 2014-03-31 13:59:19 UTC
WaterMarks wrote:
lieutenant worf lock the enimies engines and prepare to fire.

Not a fan. All you got to do is target weapon systems to make ships useless.


The idea would be to make them less effective not disable them completely. Like now for example - I expected that heat damaged modules would loose some efficiency before dying - but they work perfectly until they melt. Tweaking thermo dynamics so that heated modules take longer to break, but get less effective over time the more damaged they are would be a self-inflicted version of this idea.

Esteban Dragonovic
Saidusairos Nebula Concern
#7 - 2014-03-31 14:57:31 UTC
I wouldn't mind seeing this on supers. Might actually give you a way to chip away at some of the rediculous super blobs flying around these days. However, the processing involved with tracking an additional 5-6 entities per ship would probably melt the server.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#8 - 2014-03-31 15:08:49 UTC
I suggested in a different thread some time back that smashing damage should put a chunk of damage directly onto modules (same as overheat does). That could add some interesting twists as ships in extended battle start losing turrets/prop mods/shield tank etc etc...
Meditril
Hoplite Brigade
Ushra'Khan
#9 - 2014-03-31 15:12:32 UTC
Grayland Aubaris wrote:
I have had this idea running through my head for a while now - how about the ability to target subsystems on enemy ships? By this I mean that all ships have the following subsystems: (Example list not necessarily finalized)

Propulsion
Defensive
Offensive
Electronics
Power Systems
Drones


What you are talking about is already existing and it is named e-war.

Propulsion: Web + Scram
Defensive: Neutralizer, Target Painter
Offensive: Tracking Disruptor, Neutralizer, (Defense Missiles)
Electronics: ECM, Sensor Dampeners
Power Systems: Neutralizers
Drones: okay... you simply shoot them down.
Grayland Aubaris
Aliastra
Gallente Federation
#10 - 2014-03-31 15:21:33 UTC  |  Edited by: Grayland Aubaris
Meditril wrote:
Grayland Aubaris wrote:
I have had this idea running through my head for a while now - how about the ability to target subsystems on enemy ships? By this I mean that all ships have the following subsystems: (Example list not necessarily finalized)

Propulsion
Defensive
Offensive
Electronics
Power Systems
Drones


What you are talking about is already existing and it is named e-war.

Propulsion: Web + Scram
Defensive: Neutralizer, Target Painter
Offensive: Tracking Disruptor, Neutralizer, (Defense Missiles)
Electronics: ECM, Sensor Dampeners
Power Systems: Neutralizers
Drones: okay... you simply shoot them down.


Indeed you are correct - however my idea is about countering that to some degree. For example - you have me scrambled and webbed. No matter what I do I can never damage your scrambler or webber modules directly - I could try and pull range, or I could try and nuet you out. This idea would constitute a third option where I can target your ships electronics and reduce the range, or otherwise interfere with those EW modules.

Perhaps the idea needs to be reduced in complexity to this -> I would like to see modules become damaged during fights (not just from overheating) - and damaged modules are less effective than their fully working counterparts.
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2014-03-31 17:17:11 UTC
How do you hit my subsystems through shields, armour and hull that will tank a doomsday?
Grayland Aubaris
Aliastra
Gallente Federation
#12 - 2014-03-31 17:46:22 UTC
Danika Princip wrote:
How do you hit my subsystems through shields, armour and hull that will tank a doomsday?


Errrr, space voodoo?

Seriously I don't know - but anyone could make up some technobabble about EM discharges causing overloads in electronic systems caused by rounds impacting shields/armor/hull etc.

For weapons at least their models appear to render above the armor and shields, so it is not inconceivable that you could slice one off with a well aimed shot - but since shields/armor/hull are basically just there to tell your ship when it's time to explode I don't see this as being a problem.

TL/DR: It doesn't matter how - you just can P

Rowells
Pator Tech School
Minmatar Republic
#13 - 2014-03-31 18:51:22 UTC
Grayland Aubaris wrote:
Danika Princip wrote:
How do you hit my subsystems through shields, armour and hull that will tank a doomsday?


Errrr, space voodoo?

Seriously I don't know - but anyone could make up some technobabble about EM discharges causing overloads in electronic systems caused by rounds impacting shields/armor/hull etc.

For weapons at least their models appear to render above the armor and shields, so it is not inconceivable that you could slice one off with a well aimed shot - but since shields/armor/hull are basically just there to tell your ship when it's time to explode I don't see this as being a problem.

TL/DR: It doesn't matter how - you just can P


Could use the star wars exhaust tube method. I here that did wonders against the deathstar.