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[Proposal] New gun mechanics

Author
Kunta Keinte
Republic Military School
Minmatar Republic
#1 - 2014-07-08 07:00:46 UTC
There are animations for guns to go from prone to ready and a radial alignment time.

I propose that not only should these animations be calibrated directly to the Rate Of Fire of the module, but also that the first shot occurs after the initial animation (like armor repair vs shields)

A few rationales:

Missiles have an inherent disadvantage; time of travel. In New Eden where there is all this technology it is absurd that a projectile's vector ever be calculated incorrectly, there is just too much technology for such a simple calculation to miss. We see on many shows like MythBusters that projectiles for example can be calibrated to hit within a very small spread over great distances, even though is atmosphere there is so many more variables that could ever be added than to a simple spacial vector.

All weapons should hit always with a few acceptations to ECM.; if they do not have a firing solution they should not be fired. If there is a small signature radius ship that is travelling outside the turret's radial movement it shouldn't be fired until there is a firing solution. This will work to lower large sized guns vs. smaller sized targets.

Falloff would not happen, (inertia) however Rate of Fire should be adjusted to compensate for trickier vectors. This will work to compensate for falloff misses.

As with missiles unless there is some sort of quantum laws that are being crossed in EVE-verse (EVE is real?) Ammo should have traveling delay as well. Now this is "space" so they can travel "very fast" however they should not alpha on keyboard press.

When the shots are fired and it causes suspect, limited engagement, or criminal status this should happen as the thing fires not as soon as they hit or miss.

What this might accomplish:

Bring a more level playing field to missile eggers.

It would keep the DPS, and volley damage of guns the same but decrease the Rate of Fire always to penalize damage; all the way to the point of never being able to accomplish a firing solution against some targets.

This will **** everyone off, even laser people, missile people will be happy. This is not my intention. I believe this game play mechanic of very basic vectorization failure would not happen in EVE so you must get over it.
Shaera Taam
Khanid Prime Free Irregulars
#2 - 2014-07-09 18:17:30 UTC  |  Edited by: Shaera Taam
Erm... While i agree that there is plenty that could be improved upon with the different weapon flavors, they need to be improved in such that there are still different flavors, not just lasers for everyone with different names and animations.

As much as i would like to conserve ammo with your 'firing solution' recommendation, shots need to miss for the game to be fair.

Also, welcome to the submarines in space game.

-st

Thus Spake the Frigate Goddess!

Kunta Keinte
Republic Military School
Minmatar Republic
#3 - 2014-07-09 21:25:44 UTC
Perhaps in the beginning of the cycles you would miss but as more shots are fired accuracy improves to a point and ROF improves also....


I know I've had problems with inertia in this game, wrote it off as having something to do with warp core. I also write off the 1400MM rounds having not only the same volume as 1200MM rounds but having only enough volume to make a sliver of a round @ 1400MM as these "rounds" are not actually "rounds" but instead they are payloads that might be loaded into "shells" :/
Jack Carrigan
Order of the Shadow
#4 - 2014-08-25 18:25:18 UTC
Pass.



Simply put, what you suggest would eventually allow dreads to engage interceptors and hit. With that said, this idea is horribad beyond needing more weapon types.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

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