These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rig] Hull lightening

Author
James Baboli
Warp to Pharmacy
#1 - 2014-08-11 18:28:18 UTC
Now, a true idea to partially undo the Nano-nerf of days gone by, I figured raising the flag and putting up an idea about a rig to reduce mass would be worth it. It has a double penalty because it is otherwise slightly unbalanced and strongly favors plated armor buffer fits and duplicates armor honeycombing. The overall intent is to give a rig which buffs agility, armor kiting and prop mod use (especially oversized prop mods) while generally making the fits squishier and easier to bump. Also has knock on effect on WHs (more stuff can be moved through, intentionally low bonus to prevent breaking current WH sizing for single ship jumps). Also adds a third statistic which can be manipulated for speed tanking, thus buffing all speed tanks.

Rig: Hull lightening
Skills: Astrometric

T1 bonus: 5% reduction in mass
150 Callibration

T2 bonus: 7.5% reduction in mass
200 Callibration

Penalty 1: 10% reduction in Armor HP
Penalty 2: 10% reduction in structure HP

Agility and speed stats for a sampling of combinations of these rigs, existing astro rigs and nanos, ODs and inertia stabs:

Hull lightening only
2 T1 hull lightening rigs: 9.35% reduction in mass
2 T2 hull lightening rigs: 14% reduction in mass

Rigs only
2 T1 hull lightening + 1 T1 polycarbon engine housing: 9.35% reduction in mass -9.1% inertia modifier 5.5% speed increase.
2 T1 hull lightening + 1 T1 Low friction Nozzle joints: 9.35% reduction in mass, -11.7% inertia modifier
2 T1 hull lightening + 1 T1 Auxillary Thrusters: 9.35% reduction in mass, 7.25% Velocity bonus

1 mod + rigs (using the lovely abreviations found here)
T2 OD + 2 T1 HL + 1 T1 PC: 17.3% speed increase 9.35% reduction in mass -9.1% inertia modifier
T2 OD + 2 T1 HL + 1 T1 LF : 12.5% speed increase 9.35% reduction in mass -11.7% inertia modifier
T2 OD + 2 T1 HL + 1 T1 AT : 18.8% speed increase 9.35% reduction in mass
T2 IS + 2 T1 HL + 1 T1 AT: 7.25% Speed increase, 9.35% reduction in mass, -20% inertia modifier
T2 IS + 2 T1 HL + 1 T1 LF: 9.35% reduction in mass, -30.1673% inertia modifier
T2 IS + 2 T1 HL + 1 T1 PC: 5.5% speed increase 9.35% reduction in mass, -28.1% inertia modifier

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Fer'isam K'ahn
SAS Veterinarians
#2 - 2014-08-11 18:55:17 UTC
Why ?

Mass is just an intermediate for ship abilities which can already be directly influenced by rigs. Everything that is affected outside those and to 'mass-only' is due to balance reasons and static as is. Your rigs would try to circumvent those as an exploit to those wanted restrictions.

So again - why ?

And since this has been partly brought up in the 'anti-gravity' thread just 3 posts down (not in a specific rig, but in principle as a fitting option), I call this a repost and redundant and say: No
Arya Regnar
Darwins Right Hand
#3 - 2014-08-11 19:02:35 UTC
Third thread with basically the same idea. Something that makes ships lighter.

Are you making new chars to shitpost or something?

EvE-Mail me if you need anything.

James Baboli
Warp to Pharmacy
#4 - 2014-08-11 19:02:46 UTC
Fer'isam K'ahn wrote:
Why ?

Mass is just an intermediate for ship abilities which can already be directly influenced by rigs. Everything that is affected outside those and to 'mass-only' is due to balance reasons and static as is. Your rigs would try to circumvent those as an exploit to those wanted restrictions.

So again - why ?

And since this has been partly brought up in the 'anti-gravity' thread just 3 posts down (not in a specific rig, but in principle as a fitting option), I call this a repost and redundant and say: No

Because it makes sense, engineering wise.Cool
Because it gives another interesting choice and changes a mechanic in a way which was entirely removed but has existed before, to many many tears.Smile
Because 100mn loki's would now be able to hit 10m/s with an afterburner. P
Because this actually doesn't break any mass based restrictions currently in play, but allows heavily plated ships (1600 plated battlecruisers) to use the current wormholes.


Also, not a low or other slot so that it cannot be entirely abused, along with the relatively high calibration cost for the level of bonus.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#5 - 2014-08-11 19:05:29 UTC
Arya Regnar wrote:
Third thread with basically the same idea. Something that makes ships lighter.

Are you making new chars to shitpost or something?

Nah, my shitposting characters stay in GD, where they belong.
The anti-grav module is entirely ******** for being entirely too breakable with any stats worth fitting, so I started a thread to propose something more nearly sane, and different enough that I hope it's okay. If my reading of the rules is in error, I will gladly let the thread get locked and be done with it.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Alvatore DiMarco
Capricious Endeavours Ltd
#6 - 2014-08-11 22:28:15 UTC
Posting to confirm that this is, in fact, sufficiently different as to not be redundant.

Also, I don't know if those calibration values are high enough for the bonuses proposed. One must remember that even a 5% reduction in mass has a huge effect. These rigs are at least as powerful as RoF/damage rigs and should carry that much calibration if not more.

Aside from some tweaking, I give it a +1. Having a double penalty to both armor and hull HP is an interesting touch.
Fer'isam K'ahn
SAS Veterinarians
#7 - 2014-08-11 23:05:45 UTC
James Baboli wrote:

Because it makes sense, engineering wise.Cool
Because it gives another interesting choice and changes a mechanic in a way which was entirely removed but has existed before, to many many tears.Smile
Because 100mn loki's would now be able to hit 10m/s with an afterburner. P
Because this actually doesn't break any mass based restrictions currently in play, but allows heavily plated ships (1600 plated battlecruisers) to use the current wormholes.

Also, not a low or other slot so that it cannot be entirely abused, along with the relatively high calibration cost for the level of bonus.

Because it makes sense, engineering wise.Cool Many things make sense lore wise and are detrimental or unnecessary.
Because it gives another interesting choice and changes a mechanic in a way which was entirely removed but has existed before, to many many tears.Smile No, the choices are already there.
Because 100mn loki's would now be able to hit 10m/s with an afterburner. P You mean 10km/s I guess and what we really need. Surely doesn't break anything.
Because this actually doesn't break any mass based restrictions currently in play, but allows heavily plated ships (1600 plated battlecruisers) to use the current wormholes. Really ? Two wrongs don't make one right - actually it's three wrong.
First it does, from Hyperion on. Second, you can offline plates to jump. Third why would you get a rig for mass reduction and a HP reduction penalty to be able to fir a plate with HP increase and mass increase - stupidest thing I ever heard.

You really made sure none could mistake this for not being a troll post now.
Zalbrak
Aliastra
Gallente Federation
#8 - 2014-08-11 23:37:13 UTC
Polycarbons and nanofibers used to change mass rather than agility and base speed.

One reason they were changed in Quantum Rise was so that they would be stacking penalised with the other modules you mention. http://community.eveonline.com/news/dev-blogs/speed-rebalanced/
James Baboli
Warp to Pharmacy
#9 - 2014-08-12 02:46:24 UTC  |  Edited by: James Baboli
Zalbrak wrote:
Polycarbons and nanofibers used to change mass rather than agility and base speed.

One reason they were changed in Quantum Rise was so that they would be stacking penalised with the other modules you mention. http://community.eveonline.com/news/dev-blogs/speed-rebalanced/

Which still happens in some effects, as lowering mass and agility mod with the bonuses proposed are less effective than reducing agility modifier by itself, while making prop mods slightly more effective.This was addressed, and the very conservative bonus from these rigs chosen because I did not want to entirely break the (much needed) changes, but felt that in light of the more balance approach to the modules and hulls now extant, a much more conservative set of rigs could be re-introduced.


Fer'isam K'ahn wrote:
Really ? Two wrongs don't make one right - actually it's three wrong.
First it does, from Hyperion on. Second, you can offline plates to jump. Third why would you get a rig for mass reduction and a HP reduction penalty to be able to fir a plate with HP increase and mass increase - stupidest thing I ever heard.


1: Filling the total callibration of a ship with these rigs will barely allow certain cruisers to make it through these small ship wormholes, which already allow edge case cruisers through. It does expand this edge case, but this edge case remains that. The bubbles reduce mass by a whopping 80% each, which is far far more than one can get with rigs, even without stacking penalty applied to such rigs.

2: Which reduces the HP of such ships in the initial entry far more than it does after you manage to re-online the plate. Makes camped WHs much much harder for a armor tanked brawler to get through than for a similar fit in shield, assuming no effects are in play.

3: Because for the price of increased number of modules, and slightly less forgiving hull buffer, you end up with a fit that does more closely what you actually want it to do. I see agility mods on plated fits (not many, but some). It is meant to partially open up armor fits to kiting, with the smaller sized plate in each size band fitted.

Quote:
Also, I don't know if those calibration values are high enough for the bonuses proposed. One must remember that even a 5% reduction in mass has a huge effect. These rigs are at least as powerful as RoF/damage rigs and should carry that much calibration if not more.

The calibration proposed was set such that they max out at 2, and that no other rigs could be fit with the t2 version. The max mass modifier is still under 15%, and as such less than the variation between existing ships in the same class for many classes of ships. While the mass of faction cruisers being so low compared to other cruisers may cause an issue (being sub 10k kt while every other cruiser is 10k kt+ and averages around 12k kt with highs in the 16k kt range) and the already frighteningly low mass of some t3 configurations gets worse, these are again, edge cases which will be rarely seen as these rigs should not be better to stack 2 deep than a more balance approach to increasing speed.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp