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Player Features and Ideas Discussion

 
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Diversification of the module system to make EVE real

Author
Aya Shinomiya
Doomheim
#1 - 2014-05-16 16:23:15 UTC  |  Edited by: Aya Shinomiya
Hi there,


Since the years I played EVE Online I always had problems to find a suitable ship for the way I want to play the game. The reason is that in my eyes the ships are to specialized on one purpose and usage and lack on adaptability in combat.

If we look at modern naval ships we can see that every ship has multiple weapons and electronic system as well as weaponry and electronic defense systems and counter measures. But they are still divided into classes and sizes and suitable for different tasks and there is no ship with can everything. So it is possible.

What I would like to see in EVE Online is that the Devs orientate more on how modern naval ships are built to expand the module system in a way the player have more possibilities to fit the ships to adapt to different combat situations IN combat and not by refitting.

The ship classes in this way should determine the focus of the weapons and systems. But the player should have the possibilities to fit in wider limits more things they want to develop own tactics or playing styles.

I will give an example to explain what I mean:

Caldari Battleship Raven-class (I see the names as class names)

Weapons
Primary: 6 Cruise-Missile Launcher
Secondary: 4 Heavy Assault Missile Launcher

Systems
Caldari Navy Fusion Reaktor Core Mk. II
Caldari Navy Shield Emitter
Caldari Navy Ballistic Control System
Caldari Navy Main Computer Core
Caldari Navy Standard Battleship Engines
Caldari Navy Warp Core Mk. II
Caldari Navy Improved Sensor Array
Caldari Navy Improved Energy Grid

Hull
Caldari Navy Standard Inner Strutting
Caldari Navy Standard Armor

Counter Measures
Caldari Navy Emergency Sensor Stabilizer
Caldari Navy Senor Deflection Field Generator
Caldari Navy Emergency Shield Emitter

The idea behind this is to replace the limited slot system by a schematic of the ship where you can change the systems of the ship. All things I mentioned in the list above are changeable.

If you buy a ship it is equipped with standard systems. Energy Core, Energy Grid, Main Computer Core, Sensor Array and so on. They provide you with specific resources which gives you the possibility than to equip weapon system and what I call ‘Tactical Systems’. With higher skills you can replace this standard systems by better ones and gain more resources and performance.

You do not have to upgrade your existing systems with modules like it is now. This gives you the possibility to focus on tactics. For that you can equip tactical systems which give your ship abilities. Like an ‘Emergency Shield Emitter’ which boosts your shield when it comes too weak and such things.

The other system type I call ‘Counter Measures’. These are a variety of general systems against electronic warfare.

What you can equip and how many different things depend on your ship size and ship resources.
As example. The computer core controls your weapons, the sensors, the energy flow, the effectiveness of the counter measures and so on. The better the computer is the more bonuses you gain on these things. Same with the power core. The better the more power it provides for the capacitor and the energy grid. Again, you need not to upgrade these things with modules. You simply equip better ones or get bonuses through skills for this systems. The ‘Energy Grid’ provides your systems with energy. If you as example equip a better one you get a slight bonus on the damage of energy weapons as example and the shield recharge time and shield HP. Everything what needs energy gets a bonus. Same with the ‘Shield Emitters’. The better they are the higher our shield HP and recharge rate. Additionally, the emitters allow you to change the shield resistance in combat. You need not to equip several resistance modules like it is now. This system can change the shield harmonics and frequency for a better resistance for one or two resistance types. Your skills determine the extent.

Some systems are restricted to specific ship classes. As example. Electronic Attack Ships have a specific power core and computer only they can equip because there ships are made for this. This provides the necessary system resources for specific electronic warfare systems only they can fit. There are general systems every ship can equip to defend against such systems. But only a Electronic Attack Ships can equip electronic attack systems and powerful sensor distortion system and so on while they are immune against such things. So you limit the possibilities in the way that nobody makes an Electronic Attack Ship out of a pure combat ship. So you keep the roles by giving more possibilities with the ships itself.

But the main change is that the ships now have two weapon types (‘primary’ and ‘secondary’), tactical systems and counter measures like real naval ships. And depending on the class the possibilities of that vary. The two weapons types allow you to adapt to more combat situations instead of only one weapons type.

Today, you can do what I propose in a certain level. But always you lose effectiveness in another purpose. You have four medium slots and must balance shield, propulsion, tackling and so one or you focus on one and are weak on all other things. I am orientated on real naval ships which have a number of weapon types to be adaptable to different situations and tasks but with a specific focus.

I also would suggest making the weapon models smaller so the ships can equip more or at least look more realistic. Some ships look very ridiculous with their large weapons. They have a thin hull but fire out of giant turrets massive volleys of projectiles where I ask myself, where they come from.

My perspective is that from a solo player. But I think this would also enrich fleet combats and give more possibilities to use the ships and develop tactics.


This would be my idea. Thank you.

Regards.
ShahFluffers
Ice Fire Warriors
#2 - 2014-05-16 17:00:34 UTC  |  Edited by: ShahFluffers
The problem with these types of proposals is that in opening up more "tactical options" with YOUR ship you also do the same for EVERYONE ELSE.

This means that there will be fewer "counters" for different fleet compositions leading to greater homogenization and LESS diversity in ships and fits used.
For example; in being able to fit "smaller" weapons battleships will no longer be weak against frigates or HACs while maintaining the strength to take on other battleships and capitals. This means there will be no tactical reason for bringing anything smaller than battleships except for tackle.


Tl,dr; this is one of those cases where realism has to take a back seat for game playability. If we want to go for super realism, then...

- bigger will always be better (because of more firepower, point defense, tactical flexibility)
- smaller ships will always die to mere glancing blows from larger ships (ie. there is no point in ever fitting a tank, nothing will save you except for speed).
- line of sight fire (which will require a complete revamp of CONCORD aggression rules and make any sort of large scale fighting impossible).
Xavier Thorm
Caldari Provisions
Caldari State
#3 - 2014-05-16 17:06:49 UTC
There are things I like about this idea, but the way you imagine it would be a complete reworking of nearly every core mechanic in the game.
Aya Shinomiya
Doomheim
#4 - 2014-05-18 22:32:47 UTC  |  Edited by: Aya Shinomiya
ShahFluffers wrote:
The problem with these types of proposals is that in opening up more "tactical options" with YOUR ship you also do the same for EVERYONE ELSE.

This means that there will be fewer "counters" for different fleet compositions leading to greater homogenization and LESS diversity in ships and fits used.
For example; in being able to fit "smaller" weapons battleships will no longer be weak against frigates or HACs while maintaining the strength to take on other battleships and capitals. This means there will be no tactical reason for bringing anything smaller than battleships except for tackle.


Tl,dr; this is one of those cases where realism has to take a back seat for game playability. If we want to go for super realism, then...

- bigger will always be better (because of more firepower, point defense, tactical flexibility)
- smaller ships will always die to mere glancing blows from larger ships (ie. there is no point in ever fitting a tank, nothing will save you except for tank).
- line of sight fire (which will require a complete revamp of CONCORD aggression rules and make any sort of large scale fighting impossible).


The reason is because EVE Online is strongly focused on PvP and fleet battles when it comes to space ships. Every ship has a strong role, a specific fitting, for a specific role in a fleet or small group which fights a specific enemy. You have Kiter, Tackler and so on. But they work together in a fleet. Alone they are easy prey. The ships are not adaptable to changing situations on their own without refitting. Only the fleet could adapt as whole. But I do not think this concept fits to a MMO with an open world or even space and scifi. Than you need to reduce the game only on fleet battles instead of exploring space and such things. In EVE Online you have also 'Lone Sharks' (Solo Player) and for them are such mechanics extremly obstructive. In my eyes CCP still exclude the solo gameplay or whith other words they do not provide enough mechanics for it. You are forced to play in a fleet.

I had this discussions and I know, yes this is an MMO. BUT, as someone how studied marketing a few semester, IF CCP sells the game as some form of "second life" where everyone can be what he wants and do what he or she wants than they cannot focused the game such strongly on PvP and role play. Either, they change their marketing message or they balance the game in a more realistic way instead of relying on outdated mechanics.

Just my opinion. I think, if EVE Online relys further such strong on PvP it kills the half of the game play possiblities solo player could bring into the game and it squalids to a war and PvP arena.
Daichi Yamato
Jabbersnarks and Wonderglass
#5 - 2014-05-18 22:47:29 UTC  |  Edited by: Daichi Yamato
most ppl find the rock. paper, scissors design of eve agreeable.

consider the solo player, who takes his ship with no particular strengths, no particular weaknesses and encounters two hostile players using the exact same ship as him. He has no weaknesses to exploit in his enemies and he cannot play to his strengths because he doesnt have any.

Its true his skill will help him in this situation, but this isnt a game where players are responsible for turret accuracy and head shots or anything like u get in some games that suit what ur selling. Eve is more a strategy game, where this unit beats that unit, and that unit counters this unit, with bits of tactical play thrown in. Solo play is possible, but u are actively encouraged to play with others.

so i cant see it working. Not for EVE.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Aya Shinomiya
Doomheim
#6 - 2014-05-18 23:35:30 UTC  |  Edited by: Aya Shinomiya
Daichi Yamato wrote:
most ppl find the rock. paper, scissors design of eve agreeable.

consider the solo player, who takes his ship with no particular strengths, no particular weaknesses and encounters two hostile players using the exact same ship as him. He has no weaknesses to exploit in his enemies and he cannot play to his strengths because he doesnt have any.

Its true his skill will help him in this situation, but this isnt a game where players are responsible for turret accuracy and head shots or anything like u get in some games that suit what ur selling. Eve is more a strategy game, where this unit beats that unit, and that unit counters this unit, with bits of tactical play thrown in. Solo play is possible, but u are actively encouraged to play with others.

so i cant see it working. Not for EVE.


I think one can build a game where ships are adaptable AND having strength and weaknesses within their roles. Therefore I brought the naval example. This "rock-paper-scissors-design" is in my eyes a strategy from the last centuries in warfare and the last decades in game design. But you can see even on old sailing ships from the imperial ages on the seas, that they had different types of weapons. As example long range cannons to fight other ships and small cannons on the deck to fight boarding partys. Even ordinary soldiers in the past like today carry more than one weapon, from an assault rifle to a simple knife. Even there is this thinking of adaptability what we can find in our modern naval ships. Imagine a soldiers which has only one weapon. Even the specialized sniper carrys a pistol and a knife in reality and in some game he can even drop mines. THIS is what I mean: You can give adaptability on one hand AND special abilities on the other hand. So you break this old rock-paper-scissors-design and go deeper into tactics.

The modern warfare goes more in the direction of adaptable special forces than mass battles. You can imagine that in the future they will develop this further instead of backwards. But I think this can work for a MMO because of the fact of individualization and solo gameplay which you cannot find in modern warfare.

Agreed. But in this case two things are wrong: "EVE is NOT real" and "The universe is NOT mine". Because these marketing phrases indicate that all gameplay styles are equal beneficial. Than CCP cannot sell the game as some kind of open world space game where you can explore space and go your path and write our own history. It is in fact some kind of massive capture-the-flag war arena and has nothing to do with exploring space or finding of individual ways of gameplay because these things are only rudimentary to attract more player. They have said it during 'Fan Fest 2014' that they lose many players. I think mostly because of this deception that the game provides equal PvE, multi-PvP and solo-PvP.
w3ak3stl1nk
Hedion University
#7 - 2014-05-18 23:46:36 UTC
Real is over rated, let's keep the fantasy part of the game. Only bad things can come from trying to be real.

Is that my two cents or yours?

Markus45
Doomheim
#8 - 2014-05-18 23:51:48 UTC
It's not to say the idea is bad or anything, it's just a question of "why".

CCP are in a position where they cannot do most things they want to with the game. From bug fixes to UI changes to new mechanics (walking in stations?), they cannot find the time for it all.

With the legion of complaints we make about things like sov and POS, it simply wouldn't be a good use of their time at all to implement something like this. The current module system is actually well received and generally balanced, which is more than can be said about a lot of other features.

Zan Shiro
Doomheim
#9 - 2014-05-19 00:17:25 UTC
This again.....a game fixed for solo pvp, makes group pvp stronger.


1 ship can't take a gank by 4 ships. Answer: Fix 1 ship to be stronger. \o/ the solo ship is saved. Unitl.....4 gankers go with uber modular fit like the solo ship. Nows ssdd basically. Now we have what is called power creep. Fixed the power for the one, the many beneift.

And now the 4 gankers being even more uber....expand their gank range of targets. We'll say 4 frigs that up to that point could handle a bc comfortably in empire with concorde response or say on a low sec gate with guns. Now those 4 gankers are maybe creeping up to BS's, even drone ones like Domi.

Solo pvp is a choice in an MMO. This however is a sandbox MMO. Some choose solo, others go me and my boys want to roll out tonight. The latter is not even for an iwin situation potentially. I for example have put alot of effort into ninjya warfare. CO 5, recon 5 and fly blops (still at 4, ccp not giving strong reasons for the 5 atm imo). I know I can't solo in my rapier very well. So I use the rapier for its ewar support, and my boys in say a wolf and vaga pring the pain. I am not looking for iwin. I am looking to spice it up flying a recon once in a while but not dying like a tard in the process.

Also if that down for solo there are options. Learn the practice of stringing out groups. basic setup....burn off, tackle and kill the fast tackler who lands first. Burn off....kill the next fastest fast tackler that lands. Done right you create some wtf scenarios. One time in 0.0 we had a a snaked loki that killed 3/6 of our guys in record time. He strung us out and popped 1 at a time. the remaining 3 were not fast nor tackly....so that loki lived to fly away. then there was this snaked older cyna that killed us one at a time. We knew he was HG snaked. Why? our fastest tackler, in a cyna, could was getting smoked off the line easily by him. With LG snakes....lol.
Bohneik Itohn
10.K
#10 - 2014-05-19 00:44:40 UTC
Making the ships more versatile is nice and all, but....

It's just a video game, not an engineering thesis.

Video games have to simplify real life concepts into easily quantifiable mechanics so that they can reliably produce predictable results.

You can still reliably produce predictable results with full simulation, the problem comes in that you are not simplifying it into something that is easily reproduced, thus making it a developer's nightmare. There is a reason that most Simulation games either take one of two forms: the horribly broken and useless or the horribly complex and overwhelming. That reason is because either the developers had the time and resources to create the simulation accurately, or they didn't.

Simulating spaceships: It ain't easy. Not even NASA gets it right 100% of the time, and the amount of error-checking those nerds do is stupefying.

Eve's mechanics are a simplified set of mechanics used not to SIMULATE but to APPROXIMATE. Simulation is far beyond CCP's ability and budget, and I, and you, and everyone else would rather have an inaccurate but fun to play approximation than a broken and inaccurate, unfun to play simulation.

Wait, CCP kills kittens now too?!  - Freyya

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