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New game mechanic: Exploding ship splash damage

First post
Author
Catherine Laartii
Doomheim
#1 - 2014-08-04 17:51:45 UTC
Here's an interesting thought experiment: What effect on small to large-scale pvp would it have if when player ships exploded they did AoE splash damage within a radius corresponding to its size?

-There would be the issue with how this would affect hisec gank fleets, but if you scale it appropriately to where destroyer and smaller sized ships have negligible explosion sizes and strength it would balance fairly well in that respect.

-The interesting parts of it would ramp up for battleship to capital-sized ship explosions. You'd have an extremely large blast radius doing quite a bit of damage, so it could possibly be used as a power projection nerf, especially if you couple it with something along the lines of changing carriers to only be able to repair in triage mode. That being said, this is not a power projection nerf thread *cough*.

-Think of the fun factor with this, and all the changes that would come to capital warfare particularly; the added realism itself would be nice, but the tactical implications would be enormous.
Fer'isam K'ahn
SAS Veterinarians
#2 - 2014-08-04 17:58:50 UTC
No!

And if you would have checked for its novelty you would have found out, how exploitable it is for example suicide ganking of target ships for massive aoe in front of the jita undock... if I were to mention only one here.
Catherine Laartii
Doomheim
#3 - 2014-08-04 18:31:13 UTC
Fer'isam K'ahn wrote:
No!

And if you would have checked for its novelty you would have found out, how exploitable it is for example suicide ganking of target ships for massive aoe in front of the jita undock... if I were to mention only one here.


That would imply a failure of the hisec security system, not of the proposed game mechanic.
Altirius Saldiaro
Doomheim
#4 - 2014-08-04 18:41:12 UTC
Fer'isam K'ahn wrote:
No!

And if you would have checked for its novelty you would have found out, how exploitable it is for example suicide ganking of target ships for massive aoe in front of the jita undock... if I were to mention only one here.


Yes it should happen. There's already PVE contents that gives off AOE damage on explosion. Saying no to AOE damage drome from a ship exploding because of a few high sec situational examples is not only cheap but also a weak state of mind.

This is something that should be in the game.
Sentamon
Imperial Academy
Amarr Empire
#5 - 2014-08-04 19:30:45 UTC
Fer'isam K'ahn wrote:
No!

And if you would have checked for its novelty you would have found out, how exploitable it is for example suicide ganking of target ships for massive aoe in front of the jita undock... if I were to mention only one here.


Ah here we go again, the ever stupid Jita undock, canned excuse for never adding anything cool into the game.

If only they could do something to fix the ugly texture clipping mess at the Jita undock, .. if only.

~ Professional Forum Alt  ~

James Baboli
Warp to Pharmacy
#6 - 2014-08-04 20:00:50 UTC
Or the fact that a suicide fleet of -insert cheap ship here- could be limpeted to supercapitals and then suicide on the count of whatever in order to provide massive alpha and take down a super/titan for far too little effort.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Catherine Laartii
Doomheim
#7 - 2014-08-04 20:16:38 UTC  |  Edited by: Catherine Laartii
James Baboli wrote:
Or the fact that a suicide fleet of -insert cheap ship here- could be limpeted to supercapitals and then suicide on the count of whatever in order to provide massive alpha and take down a super/titan for far too little effort.


The balance would be the *cheap* ships wouldn't do enough AoE damage or have enough range to make that viable.

The best way i can put it is that the damage would always be less than a full rack of smartbombs for the subcap ship sizes, but the range would be longer.

For battleships it really starts becoming noticeable as that while the damage from one blowing up is roughly similar or slightly less than a full rack of smartbombs, the range for the michael-bay type explosion goes out beyond disruptor range, and for battlecruisers it's past webifier/scrambler range. Cruisers don't really see that much damage compared to a battleship, but if you're fighting a few low-tanked smaller ships or another cruiser in hull in a close fight, when you pop and he's in range, he'll probably go down if he's in low hull too if it's a close-range fight.
Sentamon
Imperial Academy
Amarr Empire
#8 - 2014-08-04 20:23:34 UTC
James Baboli wrote:
Or the fact that a suicide fleet of -insert cheap ship here- could be limpeted to supercapitals and then suicide on the count of whatever in order to provide massive alpha and take down a super/titan for far too little effort.


Woah! Along with it being a massive blow to blobs and adding a layer of strategy to PvP, you're promising Caps and Titans exploding all over the place??! That sounds amazingly awesome, make it happen.

~ Professional Forum Alt  ~

Catherine Laartii
Doomheim
#9 - 2014-08-04 20:40:00 UTC
Sentamon wrote:
James Baboli wrote:
Or the fact that a suicide fleet of -insert cheap ship here- could be limpeted to supercapitals and then suicide on the count of whatever in order to provide massive alpha and take down a super/titan for far too little effort.


Woah! Along with it being a massive blow to blobs and adding a layer of strategy to PvP, you're promising Caps and Titans exploding all over the place??! That sounds amazingly awesome, make it happen.


As stated in the post above, the subcap explosions would be fairly balanced and restrained, especially for destroyer down. Where it really starts to get interesting is from battleship upwards; a capital ship exploding has a good chance of clearing the field of fighters and bombers from the blast radius, so for BIG ships like battlecruiser and up, you'd have something like at where at 20-5% hull there's an increasing chance for the reactor containment for the ship to be breached, and there's a short countdown of a scant few seconds before the core goes critical and the ship explodes. That leaves enough time to either leave the field or clear it of fighters if you're using carriers or moms in the fight.

Damage controls would change to be a passive module for their resists, but you would load emergency containment charges in them to prevent a reactor overload if you survive a fight but your hull HP is still precariously low. The initial cycle would stop that from happening even during a fight, and would repair heat damage; however the cycles can be balanced to be somewhat long, and while they would be a more efficient and faster way of repairing module heat damage, you could still patch things up with nanite paste as you currently can.

Also, titan death scenes would be reminiscent of ye olde doomsdays; although they'd probably *just* reach out to 60-120km, and with enough alpha to cripple a carrier into hull, but not destroy it.
Fer'isam K'ahn
SAS Veterinarians
#10 - 2014-08-04 20:51:24 UTC  |  Edited by: Fer'isam K'ahn
Yeah, it was only an example, but once you read Jita, it's Jita, Jita, Jita .. keep fighting the strawman. Maybe any of you bother to check the other threads in this regard - cause this is just a repost, nothing new.

And besides that, this is kind of a repost of your own open thread with a little edit. Shame on you.
Celthric Kanerian
Viziam
Amarr Empire
#11 - 2014-08-04 22:01:32 UTC
First of all, learn to use the search tool.

Second... Would Titan and SC explosion be a kind of doomsday device then? Consider the size of their power core...
Arla Sarain
#12 - 2014-08-04 22:14:52 UTC
Lets favour kiting ships and screw over brawling ships.

+1
Captain StringfellowHawk
Forsaken Reavers
Ace's N Eight's
#13 - 2014-08-04 22:30:59 UTC
I am all for this. Would force a new layer of Strategy and moving around to where Individual piloting of the ship would not be just Set Anchor and hope the FC knew what he was doing. As stated before we already have structures that Splode and cause AOE damage. Player ships would add another level of Strategy and uniqueness to EVE that needs to happen.

Using Cries of the Trade hub undocks etc are just a **** poor reason for it not to occur.

I also agree that yes... if a Capital class and larger Explode... it should make a difference. EVE has long been needed some more realistic effects to it. I would love to see an effect on a titan or Super cap that signifies its about to explode and hear on Coms.. "Start gaining distance She's Going Critical". I would truly love if a ships death did more to the game then just a pretty killmail.
Fer'isam K'ahn
SAS Veterinarians
#14 - 2014-08-04 23:11:44 UTC
Hey, here is an idea to give all of you yay-sayers an incentive to try this glorious idea ... how you all meat up and just fit smart bombs in every ship. Then come back and tell me how your experience was so far. From 0.0 to High. Then feel free to post here about your: "yeah, long needed", "yey, great idea", "yey we love this".

If that's too difficult how about adding just one smartbomb to each ship and just spamm it when you go into structure. - Again, I am curious about your experience.

And then explain to me why I need this too.
Catherine Laartii
Doomheim
#15 - 2014-08-05 00:06:20 UTC
Fer'isam K'ahn wrote:
Yeah, it was only an example, but once you read Jita, it's Jita, Jita, Jita .. keep fighting the strawman. Maybe any of you bother to check the other threads in this regard - cause this is just a repost, nothing new.

And besides that, this is kind of a repost of your own open thread with a little edit. Shame on you.

Can't a Caldari have more pyrotechnics in the game? I just want to see things go boom more often and in new and exciting ways. Q_Q
Catherine Laartii
Doomheim
#16 - 2014-08-05 00:10:18 UTC
Celthric Kanerian wrote:
First of all, learn to use the search tool.

Second... Would Titan and SC explosion be a kind of doomsday device then? Consider the size of their power core...


The alpha strike would be a bit less than a DD, but for subcaps yeah; it's be pretty stupidly huge, but it'd be pretty easy to know when/if it's going to go down in short order, so most people would be able to go out of the way before it explodes. That being said, I'm pretty sure most people would be ok with losing their ship if it means a titan kill tho, although capital ships more or less wouldn't get alpha'd off the field when the titan's core goes critical. They'd be more concerned about their fighters, tho.
Daoden
The Scope
Gallente Federation
#17 - 2014-08-05 00:24:03 UTC
Well if you want this I also want it so that when a POS tower gets blown up the entire grid is wiped out dealing damage comparable to current doomsdays.

Also if you kill someone with a jump bridge open it should create a blackhole sucking everything into it leaving no pods behind.

While were at it overheating should deal thermal damage to not just your modules, but any one within 5KM.
Catherine Laartii
Doomheim
#18 - 2014-08-05 00:40:09 UTC
Fer'isam K'ahn wrote:
Hey, here is an idea to give all of you yay-sayers an incentive to try this glorious idea ... how you all meat up and just fit smart bombs in every ship. Then come back and tell me how your experience was so far. From 0.0 to High. Then feel free to post here about your: "yeah, long needed", "yey, great idea", "yey we love this".

If that's too difficult how about adding just one smartbomb to each ship and just spamm it when you go into structure. - Again, I am curious about your experience.

And then explain to me why I need this too.


The difference between smartbombs and the mechanic I'm describing are that you have quite a bit of fair warning when a ship is going to explode, and the damage and range scaling is not in the least bit economical to use for ganking, since as I stated before the dps would be less than a volley of smartbombs, and the issue with hisec ganking you seem to be stuck on is Concord not being fast enough on the button. In an ideal setting, it would be balanced so you wouldn't be able to initiate combat with someone you're not at war with or you don't have a dual with since, you know, that's how virtually EVERY other MMO in existence deals with separating their PVP and PVE.

That being said, I could care less how hisec pvp works since I do most of my work in lowsec. So let's cover what it is that you seem to be concerned about:

-Undocks can get the crap pipe bombed out of them, and gankers will be more effective.
This point is moot anyway since if you get caught on the undock by gankers, you're dead anyway. If it's a little bit quicker, what does it matter if you're pointed anyway? If you had half a brain you'd bookmark an instawarp bookmark like everyone else does on their trade hubs or the stations they base out of, and deal with random ganks like the next egger. It's really not that hard, and this mechanic wouldn't change how that goes for both parties involved significantly.

-This unfairly penalizes brawlers; they would be forced to take damage that the kiters don't have to.
Yes, which is why brawlers in general tend to have higher buffer tanks. The reason people don't pipe bomb with medium smartbombs is because they really don't do enough alpha to be useful for their intended purpose, and the same would go for battlecruiser down with core explosions aynway. Sure if you're in deep hull and you get caught in the blast radius you've got a problem, but this can easily be solved with a timer for the ship to explode after it's defeated to give combatants enough time to get away. You can have said timer increase with the size of the ship to easily negate this problem, and do away with that problem unless you're really f*cking slow and heavily armor tanked, in which case you likely won't get blown up by the ensuing explosion anyway.

-It is unnecessary and impractical to implement.
Actually, it helps with nerfing blobs and power projection somewhat, which is a major issue facing the game. Larger fleets of battleship and above that are clustered together would have this as a stacking risk as their numbers go up; once they start going down the chain reaction of having massive, several kilometer-long capital ships exploding violently around them helps accelerate the collapse of the fleet once it starts going down, so at the very least it will help big cap fleet fights resolve faster, which I'm sure everyone would say is a good thing.
Catherine Laartii
Doomheim
#19 - 2014-08-05 00:47:40 UTC
Daoden wrote:
Well if you want this I also want it so that when a POS tower gets blown up the entire grid is wiped out dealing damage comparable to current doomsdays.

Also if you kill someone with a jump bridge open it should create a blackhole sucking everything into it leaving no pods behind.

While were at it overheating should deal thermal damage to not just your modules, but any one within 5KM.

I like the idea of a gravity well; that's really interesting. In regards to the control tower I'd have to say that's a little extreme, since mass-wise they really not all that large.
SFM Hobb3s
Perkone
Caldari State
#20 - 2014-08-05 01:12:16 UTC
OMG please stop suggesting things that will give the hamsters yet more heart attacks. There is already enough AOE processes being handled by the node, especially in a big fleet fight...why would you want to add more? I don't love TIDI that much.
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