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[Idea] Enhancement to Shield Boosting

Author
Callic Veratar
#1 - 2011-12-08 18:35:34 UTC
I've been thinking about the dominant opinion that PVP active tanks are garbage, and have let some ideas simmer. I haven't figured out an equivalent for active armor tanking that makes logical sense, anyway... here it is:

Shield Overcharge!

As I see it, it breaks down into some combination of these methods of implementation:

- All existing shield boosters get an overcharge limit
- A new set of overcharging shield boosters are introduced
- Separate shield overcharge extenders are introduced

Essentially, shield overcharge is an additional buffer above the existing shields that must be filled up when in space. It would decay over time back down to 100%. There are possibilities of it not working with remote reppers, drawbacks like it increasing sig radius as it fills, and questions about how it would work on the UI, but I thought I'd get my idea out there.

The primary idea here is that a ship would be capable of having a significant additional ablative tank that cannot be maintained without effort.
mxzf
Shovel Bros
#2 - 2011-12-08 19:03:09 UTC
No. It's far too potentially abusable when combined with existing RR/buffer fleets.

And active tanks do have a very good place in current PvP. They are great for solo/small gang work where you don't have the spare manpower for a dedicated RR ship. There's no getting around the use of RR/buffer tanking in fleet warfare though, not without removing RR from the game.
Callic Veratar
#3 - 2011-12-08 19:06:50 UTC
mxzf wrote:
No. It's far too potentially abusable when combined with existing RR/buffer fleets.


Abusable in what way? That you'd have another ship that has a buffer?

mxzf wrote:
There's no getting around the use of RR/buffer tanking in fleet warfare though, not without removing RR from the game.


So... because fleet warfare is currently RR/buffer hurricanes and drakes, it should always be that way?
mxzf
Shovel Bros
#4 - 2011-12-08 19:18:19 UTC
Abusable in that you could have a ship with your 'overcharge' booster fitted and increasing EHP and still have various RR boats repping them too.

And that wasn't what I said at all, I never said it 'should' be that way, just that it is. Fleetwarfare is a numbers game. When you have 50 ships attacking you, there is no way you could ever rep yourself back up; either your cap will go out or they will eventually overcome you. The only way to combat 50+ ships focus-firing on you is to buffer and bring along RR friends. Unless either RR or focus-fire is completely removed from the game, buffer/RR will always be superior to local tank once you pass a certain gang size threshold. It's simply a fact based on the numbers, I'm not trying to tell you what it 'should' or 'shouldn't' be, just what it is.

Also, as a counter point to your last comment. Just because fleet warfare is a certain way, you think it should change? Simply because something is a certain way isn't a reason that it has to change (the same way that things shouldn't always stay the same). Instead there should need to be a reason to change, rather than changing or not changing simply to stay the same/change.
Callic Veratar
#5 - 2011-12-08 19:36:31 UTC
I'm not certain how remote repping a ship with a bit of buffer and a bit of active tank is abuse. You can do that now, except you'd be called out for having a bad fit. A class of modules like this could fit in an area of buffer/active tanks.

My intention in changing fleet combat is to remove the known elements. Expand the options of what could be fit beyond what it is today. Not being able to tell from d-scan what an enemy fleet contains merely based on the ships in it.
Xandralkus
Caldari Provisions
Caldari State
#6 - 2011-12-08 21:50:14 UTC  |  Edited by: Xandralkus
Overcharge wouldn't really be viable - because no such method would exist for 'overcharging' armor (at least in any way that makes sense).

Perhaps the larger issue here is the 'PvP active tank is garbage' situation. Active tank fittings should be viable and competetive in PvP and PvE. Think about it for a moment - if you're going to cap-neut yourself with a shield booster or armor repper, then by all rights, you should get some truly massive self-regeneration from them.

There is no valid reason why a self-rep should not be roughly as powerful as a remote-rep. If you merely want to patch yourself up between fights, where speed is not an issue, use a medium repper on a battleship - or a small repper on a cruiser.

Eve UI wouldn't suck if CCP allowed UI addons.

mxzf
Shovel Bros
#7 - 2011-12-08 22:05:24 UTC
Xandralkus wrote:
There is no valid reason why a self-rep should not be roughly as powerful as a remote-rep. If you merely want to patch yourself up between fights, where speed is not an issue, use a medium repper on a battleship - or a small repper on a cruiser.


RR is not limited in scale. There is no way a local rep (run by one person) can compete with RR (run by n people) once you have enough RRs. It's just impossible to scale local reps to be equal to RR once you pass a certain gang size. It's just impossible to scale it and still have the game be balanced.

Active local tanks do have a place in PvP, it is in solo/small gang situations. But it is simply impossible for them to be equal to RR once you have a large fleet going without making completely OP in solo/small gang work and PvE. If you can local-tank a ship to withstand 50 ships shooting at you, no 10-20 man gang will ever be able to kill you.
Xandralkus
Caldari Provisions
Caldari State
#8 - 2011-12-08 22:35:35 UTC  |  Edited by: Xandralkus
mxzf wrote:
RR is not limited in scale. There is no way a local rep (run by one person) can compete with RR (run by n people) once you have enough RRs. It's just impossible to scale local reps to be equal to RR once you pass a certain gang size. It's just impossible to scale it and still have the game be balanced.

Active local tanks do have a place in PvP, it is in solo/small gang situations. But it is simply impossible for them to be equal to RR once you have a large fleet going without making completely OP in solo/small gang work and PvE. If you can local-tank a ship to withstand 50 ships shooting at you, no 10-20 man gang will ever be able to kill you.


You misunderstand. I'm not saying that a single repper should be as powerful as having several remote reps - only that self-repping needs to be significantly more powerful than it is now for PvP active tanking to be viable.

For example, a self-rep should rep about 30-40% more HP/sec than a similar remote-rep, justifiable by the mere fact that it doesn't have to emit a beam to transfer shields or regenerate the armor on the target ship. There is no wasted energy in projecting the repping beam.

A single shield booster or armor rep should be a tangibly useful repair in solo or small-group warfare (fleets of 2 or 3). Dual-rep setups (when running both) should be capable of absorbing and repping substantial DPS - although only for a short time.

If you get primaried by more than six or seven people though, self-rep (even temporarily) should be impossible. This is what remote rep and buffer is for. There are limits to the number of self-reppers a ship can run and remain a competent (if temporary) tank - but there is no theoretical limit to how many people you can have target-locking you and remote-repping you.

The only real problem is that self-reppers are virtually useless in PvP right now.

Eve UI wouldn't suck if CCP allowed UI addons.

IceAero
Ministry of War
Amarr Empire
#9 - 2011-12-09 01:06:28 UTC  |  Edited by: IceAero
I'm going to agree only to the point that local reps need to be more powerful than remote reps.

I don't believe that a 20% boost to armor and shield repair would do anything other than make small-gang combat a little bit more lengthy, and give people reasons to make a dps/tank balance.

Is this what EVE needs? I have no idea, but the fact that solo shield tanking is so much better than armor tanking might want to be looked at in the long run. The old circa 2002 idea was that shield booster is stronger than armor boosting but armor buffers can be bigger than shield buffers. I don't know if this ever really worked out this way. You can put 1600 plates on a BC hull, and x-large boosters on one as well.

The failure? Speed. Since eve is almost all about range and tracking, the use of shield boosting in PVP has not gone away, but the use of armor reps has.

And at the fleet level, I believe every shield battleship can fit a stronger tank than a comparable armor ship.

Armor reps and shield reps are about the same in terms of repair/cap usage, but this doesn't matter in PVP as often as it should, because the stronger shield reps make a big difference in the length of most short battles, and considering that the average shield tanking ship can out-run and armor tanker and

Some ideas?

- Make the Gallante ships with bonus to armor reps bigger: 10 to 20% instead of 7.5%
- Make the Amarr ships with a bonus to armor resistances bigger: 7.5% instead of 5%.
- Increase the HP bonus of armor plates by 10% (OR, really, rework all of them, because no one ever uses 50mm.100mm,or 200mm plates, and the 400mms are Barely useful)

If you do this, all the people for 'nerfing minmatar' would be quiet and there might actually be some balance in the game.

Just a random thought, probably junk that would completely not work, but could lead to some good ideas.
King Rothgar
Deadly Solutions
#10 - 2011-12-09 02:04:46 UTC
So basically, you want to be able to shield boost your shields over their maximum amount thus granting some buffer in addition to your active tank. It's an interesting idea but from a balance standpoint, it would have to be intrinsic to the ship's hull (no mods) and it could only be done with local shield boosters. If you allow this with RR drakes get carrier EHP instead of BS EHP. And I don't really want that. But if genuinely limited to local shield boosting only, it could work. Armor tankers should also receive such an option, for the sake of balance.

It should also be noted that the amount of overcharge you can apply to shields or armor must be determined by the size of the shield booster or armor repper. We don't need abaddons fitting a single small armor rep to get +50% armor HP or anything silly like that.Blink

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Callic Veratar
#11 - 2011-12-09 20:31:43 UTC
The size of the overcharge for a booster, in my mind, would not stack. If you fit a small booster, you would get something in the area of 200-300 buffer room, while an XL booster would get 4000-5000. Enough to absorb a significant portion of size appropriate alpha, without tripling a ship's EHP. In addition, I'd expect it to drain rapidly, similar scaling to the passive recharge where at the top it would drain 100-200hp/s.

I've been thinking about logical equivalents for armor. Because it's a tangible thing, it doesn't make sense that it'd drain over time, or couldn't be endlessly extended. I have thought of a different mechanic though: scaling resistance boosts. A similar overcharge bar for armor that, instead of adding bonus HP, adds bonus resistance. This bonus would be recharged only when armor is full, and depleted in parallel with armor as damage is taken. Again, like the overcharge boosters, a small booster could give a 5-10% omni-resistance buff while a large booster could be in the area of 25-30%. The idea here would be a hidden armor buffer HP bar that has something like 100-200 HP per point of resists. Doing armor damage reduces the resistance HP bar as well. Though, to keep it balanced, the resistance overcharge HP should not have any resistances.

The result is a logically consistent boost on both classes of tank. Shields can be temporarily extended beyond their normal capacities and armor can be temporarily hardened to a higher degree.

There is the possibility of introducing XL armor reppers and XL shield extenders, but that a step towards making armor and shield more homogeneous, which I don't think anyone really wants.
Rawls Canardly
The Scope
Gallente Federation
#12 - 2011-12-10 16:03:07 UTC
the ability to overheat shield extenders would probably sum up your idea in one fell swoop, without having to add too much.
Callic Veratar
#13 - 2011-12-12 16:34:07 UTC  |  Edited by: Callic Veratar
Rawls Canardly wrote:
the ability to overheat shield extenders would probably sum up your idea in one fell swoop, without having to add too much.


I like that idea too. Overheating plate could do the same thing as my above proposal, adding a bit of resist to your ship.
Rawls Canardly
The Scope
Gallente Federation
#14 - 2011-12-12 23:21:36 UTC
Callic Veratar wrote:
Rawls Canardly wrote:
the ability to overheat shield extenders would probably sum up your idea in one fell swoop, without having to add too much.


I like that idea too. Overheating plate could do the same thing as my above proposal, adding a bit of resist to your ship.

how does one overheat a piece of steel? No, I think overheating should fall on the Energized membranes.
Tamiya Sarossa
Resistance is Character Forming
#15 - 2011-12-13 00:39:08 UTC
Just give active tanks much, much larger overheating bonuses. Being able to tank a small fleet until your repper burns out puts them on equal footing with buffer in survival time versus focus fire in small fleet situations, and in huge fleets you should be using a buffer anyway.
Callic Veratar
#16 - 2011-12-13 18:31:26 UTC
Rawls Canardly wrote:
Callic Veratar wrote:
Rawls Canardly wrote:
the ability to overheat shield extenders would probably sum up your idea in one fell swoop, without having to add too much.


I like that idea too. Overheating plate could do the same thing as my above proposal, adding a bit of resist to your ship.

how does one overheat a piece of steel? No, I think overheating should fall on the Energized membranes.


Yea, logically it's not "overheating" kinda more "supercooling" I guess?
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#17 - 2011-12-13 22:06:16 UTC
Rawls Canardly wrote:

how does one overheat a piece of steel?



How does one fly a spaceship through a planet?
King Rothgar
Deadly Solutions
#18 - 2011-12-13 22:36:23 UTC
How do my laser beams fly through my wingman's ship and hit a target on the far side without damaging my wingman? Why does my ship have a top speed? In fact, what is that speed relative to anyways? And how the **** does my dramiel survive smacking into a station at 6km/s? It's well established that eve is pretty far off the deep end in terms of realism and logic. Overheating a steel plate and that somehow being a good thing fits in perfectly with current eve logic.Lol

That said, overheating plates/extenders is the complete opposite of what this thread was originally going for. The idea is to buff ACTIVE tanking, not buffer tanking. Active tanks do not fit plates or extenders. Anyways, the idea of increasing the overheat bonus on reppers/boosters is pretty decent. But I do like the overcharge idea better.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]