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Introduce real hull tanking

Author
Nestara Aldent
Citimatics
#21 - 2011-12-04 04:49:20 UTC
No. You're asking CCP to implement more hull tanking modules, and even ships with hull tanking bonuses that are useless?

One of the very bad ideas, in essence trolling and asking CCP to make a parody of their own game.
Bearilian
Man Eating Bears
#22 - 2011-12-04 06:22:45 UTC
Nestara Aldent wrote:
No. You're asking CCP to implement more hull tanking modules, and even ships with hull tanking bonuses that are useless?

One of the very bad ideas, in essence trolling and asking CCP to make a parody of their own game.


please explain how this would make a parody? its not something i would argue for but surprised you dont like it.
Nestara Aldent
Citimatics
#23 - 2011-12-04 08:00:48 UTC  |  Edited by: Nestara Aldent
Hull tank isn't viable in combat, because it's safer to armor tank, and not only we the players know it, but militaries that finance building of ships we play with. More hull tanking modules would be a ridiculous waste of resources (all this in fiction of course).

And waste of resources for CCP, to make something that won't be used.

Things added for flavor need to make sense, or you're just making parody of the game or the genre. WoW parodies fantasy RPG games exactly like that, by being over the top and full of jokes.

While I don't like WoW approach, it's a valid way, although that game can't be taken seriously, and you can't be immersed in it, no matter how gameplay might be good.
Marlona Sky
State War Academy
Caldari State
#24 - 2011-12-04 09:10:35 UTC
Bubanni
Center for Advanced Studies
Gallente Federation
#25 - 2011-12-05 01:53:41 UTC
Marlona Sky wrote:


no, not really

I was just thinking of making the hull reppers more effective, thats basicly all to be honest, (repping amount, perhaps duration decreased) and also make remote hull reppers more effective? idk?

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Ardamalis
State War Academy
Caldari State
#26 - 2011-12-05 03:57:22 UTC  |  Edited by: Ardamalis
Hull tanking needs something to make it unique among other forms of tanking. I propose that this uniqueness come from 1 thing: flexibility.

There should be 2 kinds of +EHP mods for hulls and 2 kinds of self hull reppers:
- 1 repper and 1 +ehp mod takes a low slot,
- the other kind of repper and +ehp mod takes a medium slot.
(or if possible code-wise, allow the same modules to be fitted in low and medium slots)

Module slot for module slot, hull tanking should be inferior to armor or shield tanking but if u combine a full rack of medium slot and low slot hull, its slightly higher in terms of strength as a full rack of low armor slots or a full rack of medium shield slots.

If balanced correctly, hull tanking's strength would come from the fact that you can split your tank between medium and low slots instead of being forced into fitting all your tank in low slots or medium slots. Armor comes at the expensive of dps mods, shields come at the expensive of utility mods, hull allows a balanced approach by being able to fit both to some degree (or for lulz, fit full hull tank in both medium and low slots).
Bearilian
Man Eating Bears
#27 - 2011-12-05 04:09:05 UTC  |  Edited by: Bearilian
sry this is off topic. but you just suggested an awesome idea. somehow creating faction, or modified modules, that could fit either medium or low. whichever you put it in could have different effects on power and cpu. and they should be real hard to make and expensive.

but yes. hull tanking!! still sounds like it was designed then forgoten about.
Bubanni
Center for Advanced Studies
Gallente Federation
#28 - 2011-12-05 05:48:31 UTC
there are a few ships that can get a really heavy hull buffer, but even then, lower ehp than a equally full buffer fit armor tank, I personly think the awesome thing about hull buffer tanks is the potential that you could use a mid slot to make it a active + buffer tank without sacrificing the low slots, sadly the repair/sec is so bad that even fixing the buffer after an engagement takes forever :) (unless you use a station)

an example being a navy megathron :P which can get 67055 hull points (with 60% res) giving it a total of 207k effecktive HP (max skills), you could get more if you fitted it with an armor tank, and higher resistance, so it's not really overpowered in any way.

but if you somehow manage to fit a single large hull repair... it gives 17 defence (OMG so insanely high defence) a single large remote hull repair will give it 80 total defence... what I personly would like to see, is a defence rating of about 75-150ish for a large hull repair II + a Damage controle II

Calling it a Parody is a parody in itself, nothing is wrong with hull tanking... it's serious buisness, your not much more mobile than a armor buffer, it almost always has less effective HP, but what could make it interresting is that you can combine active tank + buffer tank without gimping either

and on second thought, no need to make specialized ships or stats just for that, just consider buffing the modules themselves

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#29 - 2011-12-05 06:12:58 UTC
It really goes against the nature of what a hull is. That is the actual frame, chassis, structure of your ship. Everything else is bolted onto that, including armor. IIRC, your modules have a chance to take damage when getting hit in the hull as well, making hull tanking amazingly stupid.

It sounds like what you want is a way to surprise people and get some lulz. This I support. Go ahead and buff hull reppers up to armor repper levels. Even with this changhe, there's no way to ever get hull resist over 60%, and with the module damage, hull tanking will still be inferior no matter what else is done. That's the way it should be.
Little Shrimp
Militem HQ
#30 - 2011-12-05 14:23:11 UTC
what som of you is sugesting is that hull could be usless. then why not remove it copleatly, and just buff shield/armour? cuss that is what hull is right now, usless and itsthere for a reason, why not inprove it so you can make use of it, not just use it as a buffer. inprove the active modules to so you can activtank em if you wanna, atm shield is med armour is low. why can hull be buffer low and active med, but be in line whit the other two, so we can make use of it ?
DarkAegix
Center for Advanced Studies
Gallente Federation
#31 - 2011-12-05 14:57:41 UTC
Hull tanking could definitely become very interesting.
Meds = Active hull modules
Lows = Buffer hull modules

The trade-off would be that a hull buffer or active rep amount won't be able to exceed armour/shield counterparts.
Little Shrimp
Militem HQ
#32 - 2011-12-05 15:01:54 UTC
DarkAegix wrote:
Hull tanking could definitely become very interesting.
Meds = Active hull modules
Lows = Buffer hull modules

The trade-off would be that a hull buffer or active rep amount won't be able to exceed armour/shield counterparts.



Exactly my point, if this was to be done. PVP in EVE would get allot more intresting.
Bubanni
Center for Advanced Studies
Gallente Federation
#33 - 2011-12-05 16:02:28 UTC
DarkAegix wrote:
Hull tanking could definitely become very interesting.
Meds = Active hull modules
Lows = Buffer hull modules

The trade-off would be that a hull buffer or active rep amount won't be able to exceed armour/shield counterparts.


exactly :) and all it really needs is a tweak to the active modules

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Nicolo da'Vicenza
Viziam
Amarr Empire
#34 - 2011-12-05 16:54:38 UTC
Ines Tegator wrote:

It sounds like what you want is a way to surprise people and get some lulz. This I support. Go ahead and buff hull reppers up to armor repper levels. Even with this changhe, there's no way to ever get hull resist over 60%, and with the module damage, hull tanking will still be inferior no matter what else is done.

Unless you're in an Orca.
Little Shrimp
Militem HQ
#35 - 2011-12-05 18:23:43 UTC  |  Edited by: Little Shrimp
nvm, just rememberd there is only capital remote hull reppers
Little Shrimp
Militem HQ
#36 - 2011-12-08 14:51:13 UTC
bumping to the top, for more comments on the issue
Fidelium Mortis
Minor Major Miners LLC
#37 - 2011-12-08 15:46:12 UTC
I've seen a hull tanked navy mega used as some pretty effective bait. Currently it adds a pretty interesting surprise factor. The bulkhead change would be nice.

ICRS - Intergalactic Certified Rocket Surgeon

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