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Add crit hits with secondary effects to the game

Author
Catherine Laartii
Doomheim
#1 - 2014-04-07 23:15:11 UTC  |  Edited by: Catherine Laartii
Alright here's the basics of this post idea:

-EM, Therm, Kinetic, Exp all would have small secondary effects whose effectiveness and frequency occur on a very small percentage of hits, say 1-3% for standard t1 with more on t2 and faction. This would function as a 'critical' hit, and there would certain in-game things like implants that would increase it, as well as pirate faction weapons doing more.

-These would stack proportionately to negate the issue with giant numbers of people doing continuous crit damage, so each additional player doing damage would have a 5-10% decreased effectiveness of critical hits to compensate.

-Each race would have a small resistance to its enemy's crit type in the same way t1 armor resist profiles are set up.

-The chance one damage type has to deal crit over the other is split proportionately to the damage type of the ammunition. Hybrid weapons that deal equal parts kinetic and therm would have equal chances for kinetic or thermal critical hits occuring, and half that of what a missile would do. Odd-numbered damage amounts with projectiles or lasers to an extent, would follow the same formula.

-EM has a chance to randomly shut off a module for a certain length of time due to short-circuiting or causing too much interference for an operation to go through. (shut off does not mean deactivate. It means that it is inoperable for x # of seconds)

-Thermal would apply a small to moderate amount of heat damage to a random module on the enemy's ship, detailing a successful 'hit' on a weapon or upgrade module that heats up or partially melts a component. This would be especially noticeable on weapons, active rep modules, and prop mods since they tend to overheat a bit more. People who have a feel for their ships generally have a good idea how much punsihment their modules can tank, so increasing the possibility for the other guy burning out a prop mod or rep is a good thing in a fight.

-Kinetic would have the chance to deal extra overall damage for a well-placed strike on a relatively more vulnerable part of the ship. This would follow with hitting a part of the shield field strength that has fluctuated at that particular time and place to be less strong, a kink in the armor, etc.

-Explosive would have the chance to deal additional hull damage through armor and shielding for a well-placed explosion compromising hull integrity. The extra damage would be proportional to the initial alpha strike, and fall in line with major sci-fi lore in spaceship combat, where even when shields were up, the people on the bridge would still be rocked around violently with a console blowing up in flames or something. Can't tell me that doesn't cause some kind of structural damage...


These crit chances would have a very low probability to compensate for being attacked by larger numbers, but specific things like faction weapons, faction ammo, and new implants and skills would be able to increase that slightly. I think this would add more flavor to pvp and help faction weapons out a bit, and add some more fun variables in combat in this game, considering how stale the actual combat mechanics in this game are in relation to things like 'manual' piloting and other factors that go into pvp.

The EFFECTIVENESS of each critical hit does NOT increase with the amount of typed damage being done. A battleship will still do the same amount of secondary effects as a frigate per individual weapon. You can't have someone hit with a thermal crit and burn out all the other guy's modules, or an explosive arty crit alpha'ing right through to the hull. That does not however mean that secondary damage will not increase; it will stay at a fixed percentage of the total alpha damage, which fits nicely in line with arty.

EDIT: After the issue being raised with integration and practicality, i have come to the conclusion that damage types should deal to specific slots of modules, as well as landing a perfect strike plus some extra damage that the surgical strike skill would increase per level, both in overall damage and chance to hit. I still like some of the ideas from the initial post, so i won't be totally abandoning it, although this new one seems like it might have less issues. So here's a new setup:

-Thermal does damage to high slot siot mod targeting active modules; melts a component due to a well-placed hit on or near the module in question that partially melts a component for a weapon, transfer array, etc.

-EM does damage to any mid slot item; a well-placed EM blast short-circuits vital electrical systems and forces power to reroute, meaning it's closer to overloading and subsequently offlining.

-Explosive does damage to hull and armor upgrades specifically; a well-placed explosion in a kink of the armor can damage the upgrade itself in addition to the armor, including the many nanite tubes used in repair, hardening and damage control systems.

-Kinetic does random damage to any module, since its force can pierce through weaknesses in any defense line due to the application of concentrated force.

These would all apply a small to decently-sized amount of heat damage, and each ship dealing it would face appropriate stacking penalties to mitigate a guy getting attacked by a bunch of people while active tanking having to watch his modules offline one after the other.
Swiftstrike1
Swiftstrike Incorporated
#2 - 2014-04-07 23:23:09 UTC
Critical hit!

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Catherine Laartii
Doomheim
#3 - 2014-04-07 23:25:34 UTC
Swiftstrike1 wrote:


That is so minmatar I don't even
Alundil
Rolled Out
#4 - 2014-04-07 23:30:25 UTC
Only if these critical hits you speak of have giant flashy damage numbers popping up above the ship and some swoon like graphic for a critical critical hit. Something awesome that might make a Naglfar go horizontal.... Eh?eh?....


I'm right behind you

Catherine Laartii
Doomheim
#5 - 2014-04-07 23:35:06 UTC  |  Edited by: Catherine Laartii
Alundil wrote:
Only if these critical hits you speak of have giant flashy damage numbers popping up above the ship and some swoon like graphic for a critical critical hit. Something awesome that might make a Naglfar go horizontal.... Eh?eh?....




Ideally a crit hit WOULD have a highly visible graphic when it applies. EM gets a big lightning arc thing, thermal puts a gout of fire or visibily heats up on a random part of the ship for a second or two, kinetic makes the ship that get this piercing mechanic of a shot going through the ship or something (kin crit would only do damage to whatever HP type is being attacked) and explosive would have a big explosion that physically rattles the ship, both viewing it and a severe camera shake for the player who gets hit.
Nariya Kentaya
Ministry of War
Amarr Empire
#6 - 2014-04-08 00:19:14 UTC
Catherine Laartii wrote:
Alright here's the basics of this post idea:

-EM, Therm, Kinetic, Exp all would have small secondary effects whose effectiveness and frequency occur on a very small percentage of hits, say 1-3% for standard t1 with more on t2 and faction. This would function as a 'critical' hit, and there would certain in-game things like implants that would increase it, as well as pirate faction weapons doing more.

-These would stack proportionately to negate the issue with giant numbers of people doing continuous crit damage, so each additional player doing damage would have a 5-10% decreased effectiveness of critical hits to compensate.

-Each race would have a small resistance to its enemy's crit type in the same way t1 armor resist profiles are set up.

-The chance one damage type has to deal crit over the other is split proportionately to the damage type of the ammunition. Hybrid weapons that deal equal parts kinetic and therm would have equal chances for kinetic or thermal critical hits occuring, and half that of what a missile would do. Odd-numbered damage amounts with projectiles or lasers to an extent, would follow the same formula.

-EM has a chance to temporarily knock down your sensor strength a tiny bit, with the base sensor strength itself and targeting range and lock speed for a few seconds. This would apply well with what EMP does in real life, and would add an interesting little gameplay flavor for ships that use it without causing major disruptions in combat.

-Thermal would apply a small amount of heat damage to a random module on the enemy's ship, detailing a successful 'hit' on a weapon or upgrade module that heats up or partially melts a component.

-Kinetic would have the chance to deal extra overall damage for a well-placed strike on a relatively more vulnerable part of the ship. This would follow with hitting a part of the shield field strength that has fluctuated at that particular time and place to be less strong, a kink in the armor, etc.

-Explosive would have the chance to deal additional hull damage through armor and shielding for a well-placed explosion compromising hull integrity. The extra damage would be proportional to the initial alpha strike, and fall in line with major sci-fi lore in spaceship combat, where even when shields were up, the people on the bridge would still be rocked around violently with a console blowing up in flames or something. Can't tell me that doesn't cause some kind of structural damage...


These crit chances would have a very low probability to compensate for being attacked by larger numbers, but specific things like faction weapons, faction ammo, and new implants and skills would be able to increase that slightly. I think this would add more flavor to pvp and help faction weapons out a bit, and add some more fun variables in combat in this game, considering how stale the actual combat mechanics in this game are in relation to things like 'manual' piloting and other factors that go into pvp.

EDIT: The EFFECTIVENESS of each critical hit does NOT increase with the amount of typed damage being done. A battleship will still do the same amount of secondary effects as a frigate. You can't have someone hit with a thermal crit and burn out all the other guy's modules, or an explosive arty crit alpha'ing right through to the hull.

Except the only one worth using then is EM, as the ability to force the enemy to completely relock you is far more effective than the meager extra DPS you could get from the other effects, which only becomes exponentially more powerful against larger and larger ships.
Catherine Laartii
Doomheim
#7 - 2014-04-08 00:24:04 UTC  |  Edited by: Catherine Laartii
Nariya Kentaya wrote:

Except the only one worth using then is EM, as the ability to force the enemy to completely relock you is far more effective than the meager extra DPS you could get from the other effects, which only becomes exponentially more powerful against larger and larger ships.
It does not function as ECM, and as I clearly stated, the EFFECTIVENESS of critical chance does not increase with the size or power of the weapons employed against it. At most it functions as a random low-hit, low-power sensor damp, and if you had bothered to read the article, I also clearly stated that the effectiveness and frequency of critical hits decrease with the number of ships firing against it.

And to clarify, the sensor STRENGTH hit that it would do would be a smallish percentage off of the ship's current sensor strength. That includes ECCM, backups, skills, etc. As was stated this is a VERY small hit with small chance of occurring, so comparing it to the effectiveness of ecm and damps would not be applicable at all, since it would land in far, FAR less frequency than normal ecm, and be significantly less effective than even unbonused ecm or damps.

And to clarify, you are correct to a certain degree about how effective it would be against larger ships. Since it bases off of a small percentage for the strength of the sensors and how they lock, it would be *somewhat* help ecm land jams better, and cause a few more problems in battleship fleets, although definitely not anywhere near the point that they would go out of their way to focus around that tactic.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#8 - 2014-04-08 02:03:54 UTC
I do agree that EM crits are out of line with the other 3 types, but I do like your overall idea about adding another dimension.

Refinement: EM critical hits cause damage to any module from power fluctuations. Critical EM hits can be correlated to a lightning strike on a vehicle damaging electronic systems, this type of damage forces the crew to make replacements.

Off-lining a module of any type would be more in keeping with the realistic nature of repairs (the is offline for repairs) but I think that this would be too powerful as well.


What about Amarr? Is there any negative effect for them for being limited by damage type so much?

What is the threshold of damage % for a crit? Meaning do they only have a chance of occurring at a 100% of maximum hit, because I see that being a problem in the future when BS weapons can only crit slow BS targets because anything smaller doesn't take full damage to allow a crit chance.

Also, what are you thoughts on missiles giving an increased chance (very small) because they're guided? So if a T1 turret has a 1-3% chance to hit for a crit, then a T1 launcher has 3-5% chance because of guidance systems? Or, missiles have a 1-4% chance but BCS's add .5%?
Either way of doing it missiles would still have damage over time, but would be compensated slightly for flight time by a slightly larger chance to deal a crit.
Catherine Laartii
Doomheim
#9 - 2014-04-08 02:09:12 UTC  |  Edited by: Catherine Laartii
scorchlikeshiswhiskey wrote:
I do agree that EM crits are out of line with the other 3 types, but I do like your overall idea about adding another dimension.

Refinement: EM critical hits cause damage to any module from power fluctuations. Critical EM hits can be correlated to a lightning strike on a vehicle damaging electronic systems, this type of damage forces the crew to make replacements.

Off-lining a module of any type would be more in keeping with the realistic nature of repairs (the is offline for repairs) but I think that this would be too powerful as well.


What about Amarr? Is there any negative effect for them for being limited by damage type so much?

What is the threshold of damage % for a crit? Meaning do they only have a chance of occurring at a 100% of maximum hit, because I see that being a problem in the future when BS weapons can only crit slow BS targets because anything smaller doesn't take full damage to allow a crit chance.

Also, what are you thoughts on missiles giving an increased chance (very small) because they're guided? So if a T1 turret has a 1-3% chance to hit for a crit, then a T1 launcher has 3-5% chance because of guidance systems? Or, missiles have a 1-4% chance but BCS's add .5%?
Either way of doing it missiles would still have damage over time, but would be compensated slightly for flight time by a slightly larger chance to deal a crit.


I like the idea you had about missiles, but the one you have about EM is already what thermal does. Perhaps a hit to capacitor would work better?

Increased crit chance would favor missiles too much because of how they apply all their damage at max range anyway. Your guns still track and hit specific areas on your target from your ship, and in the end missiles do it the same way. That being said, they deliver a payload rather than have their shot be fired over vast distances to a specific area, so it makes sense to me that there would be fewer variables involved with that. Your idea does have a good amount of merit from that perspective.

Also, the amount of damage you do will not have anything to do with the chance to crit; it would be based off of a formula that combines how well damage gets applied to the target in relation to a static base percentage based off of the crit chance of the ammunition and weapon being used. I.e. if what you're shooting at has zero transversal to you and is within your optimal, you have a higher chance to crit than if you're kiting within your falloff.

This helps amarr because they'll do more crit damage on average since they have such good optimal range. This mechanic will ALSO apply to all drones, since the crit chance factor is based off of the individual weapon, not the whole ship. So yeah, lasers would be good for this since they have a chance to disrupt and damage weapons with EM therm. If the capacitor thing is implemented, then it would help with that even more, since hybrids would be good for crit since they have such high damage potential with their RoF.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#10 - 2014-04-08 05:21:07 UTC  |  Edited by: scorchlikeshiswhiskey
What if EM disrupted 1 cycle of a module? i.e. 1 cycle of a gun, 1 cycle on a booster, or 1 cycle of a passive module that does nothing. The latter would help to offset the potential imbalance when you allow EM damage to have a chance to disrupt a crucial rep cycle but not the other types. Sometimes it would, and sometimes it would only effect a passive module thus helping to balance while still allowing for that crucial cycle to be missed just like thermal could potentially overheat that particular repper as well.

I definitely see what you mean about missiles always applying their damage, but I think that if missiles had the same crit chance as turrets they would see even less favorable because of the delay in damage. If missiles had enough of a higher chance to offset their flight time, but not enough to do more than even the scales, I think that would actually provide the best damage. Just like missiles will "always" apply damage, they will always have a better chance for a crit, and you will always have to wait for the missile to hit as well. Proper balancing would be key to this working.
Arun Tadaruwa
Hotbirds
#11 - 2014-04-08 06:08:44 UTC
+1

After all, the crit should never be ignored!

Alt posting because yes.

Lugia3
Federal Navy Academy
Gallente Federation
#12 - 2014-04-08 06:30:53 UTC
Swiftstrike1 wrote:


Pretty sure I saw a red object fly off to the right.

Delicious.

"CCP Dolan is full of shit." - CCP Bettik

Catherine Laartii
Doomheim
#13 - 2014-04-08 06:49:43 UTC  |  Edited by: Catherine Laartii
scorchlikeshiswhiskey wrote:
What if EM disrupted 1 cycle of a module? i.e. 1 cycle of a gun, 1 cycle on a booster, or 1 cycle of a passive module that does nothing. The latter would help to offset the potential imbalance when you allow EM damage to have a chance to disrupt a crucial rep cycle but not the other types. Sometimes it would, and sometimes it would only effect a passive module thus helping to balance while still allowing for that crucial cycle to be missed just like thermal could potentially overheat that particular repper as well.

I definitely see what you mean about missiles always applying their damage, but I think that if missiles had the same crit chance as turrets they would see even less favorable because of the delay in damage. If missiles had enough of a higher chance to offset their flight time, but not enough to do more than even the scales, I think that would actually provide the best damage. Just like missiles will "always" apply damage, they will always have a better chance for a crit, and you will always have to wait for the missile to hit as well. Proper balancing would be key to this working.


oooo that sounds good actually; I like that a lot. I would probably instead tweak it to not operate for a standard length of time since some things like guns or launchers have a relatively short cycle time; especially the small weapons. And when you put it like that, it makes a bit more sense with missiles. +1

Changing EM secondary effect to random module deactivation (not offlining). Thank you sir~
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#14 - 2014-04-08 09:01:06 UTC
I would prefer that penetrating and smashing hits apply a small portion of damage directly to random modules and not just to armour. This would gradually degrade a vessels combat effectiveness over the duration of a fight unless someone remote hull reps you or you have hull rep yourself.
Catherine Laartii
Doomheim
#15 - 2014-04-08 09:10:42 UTC  |  Edited by: Catherine Laartii
Corraidhin Farsaidh wrote:
I would prefer that penetrating and smashing hits apply a small portion of damage directly to random modules and not just to armour. This would gradually degrade a vessels combat effectiveness over the duration of a fight unless someone remote hull reps you or you have hull rep yourself.


You make a very good point. How about Thermal doing damage to high slot modules, EM to mid slot modules, explosive to low slot modules, and Kinetic to random?
Egravant Alduin
Ascendance Rising
Ascendance..
#16 - 2014-04-08 12:22:57 UTC
I liked your idea and I want really to see something like your suggestion.

My objection is this

EM criticals should cause a lightning effect and should harm the electronics or capacitor in some way.

Thermal or explosive criticals should have a secondary effect like extra fire damage that will continue to burn for some secs according to critical (Maybe thermal damage does that and explosive damage makes more damage since I don't know exactly how thermal or explosive damage works in eve)

Kinetic criticals have an effect that would push the ship and lose targeting instantly or something like that.

Also would be cool a graphics effect with these criticals.Lighting some fire etc and different color of text damage.

Feel the wrath of the GECKO!

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#17 - 2014-04-08 12:27:41 UTC
Catherine Laartii wrote:
Corraidhin Farsaidh wrote:
I would prefer that penetrating and smashing hits apply a small portion of damage directly to random modules and not just to armour. This would gradually degrade a vessels combat effectiveness over the duration of a fight unless someone remote hull reps you or you have hull rep yourself.


You make a very good point. How about Thermal doing damage to high slot modules, EM to mid slot modules, explosive to low slot modules, and Kinetic to random?


I was thinking more like penetrating hits damage high/mid and smashing hits damage hull. Or simply randomize the damage with smashing doing more than penetrating hits
Spurty
#18 - 2014-04-08 12:39:15 UTC
Although this isn't the right place for the "idea" I'm glad you posted it here :-)

There exists a glitch in the current animations.

The last gun firing tends to display a miss even though it hits

When you (CCP) get around to fixing that, would be nice to see a difference between glances and good hits and smashes!

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Jenn aSide
Worthless Carebears
The Initiative.
#19 - 2014-04-08 12:44:01 UTC
1-3% is way to much, especially given people's propensity to blob (even with the stacking penalty). Crits are cool in other games (like mechwarrior/battlech) because they are super rare. 1 out of 100 isn't rare enough imo.
chaosgrimm
Synth Tech
#20 - 2014-04-08 12:46:40 UTC
Stealth pve nerf?

I mean the crit rate is 1-3%, so low that small fights likely wouldn't be bothered by crits at all and when they are I imagine the effects would have a very low impact. In large fights, a target is likely to die before feeling the mod damage from crits. The only situations I see this having a significant effect on are pve and maybe a smarm of small ships chipping away at a big one.

With ur crits effect price having the same chance to proc across the board, its much more beneficial on weapons with a high rate of fire.
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