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Player Features and Ideas Discussion

 
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Fitting service restriction

Author
Galphii
Caldari Provisions
Caldari State
#1 - 2014-08-13 11:00:45 UTC
Consider altering the aggression system so fitting services from an SMA can't be used while aggressed. Carriers and supers will then need to de-agro in order to swap out fittings in the middle of a fight.

Ideally it should be locked out completely when attacking or being attacked, but the simplest way would be to add it to the current text for the 'weapons timer'.
"Unable to dock, use fitting services or use stargates". (for 1 minute).

This would be a start to removing the 'swiss-army knife' status of carriers.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Athryn Bellee
School of Applied Knowledge
Caldari State
#2 - 2014-08-13 12:00:21 UTC
Seems like a good idea.
Lugh Crow-Slave
#3 - 2014-08-13 12:05:57 UTC
This is not the place to start to fix the carrier problem this will weaken small groups of carriers but not blobs the current problem comes from there ability to apply damage to sub caps and as such have no need for a sub cap support fleet of there own
James Baboli
Warp to Pharmacy
#4 - 2014-08-13 12:06:21 UTC
Lets just identify unintended consequences before we do something like this

  1. It also breaks several methods of using marauders
  2. Also breaks several ways of using ECM and other subcap support ships
  3. Reduces the ability for a smaller, smarter gang to refit mid fight to counter the blob effect
  4. no more swapping to a max tank fit mid gank for attentive miners with orca support.
  5. Reduces the viability of ninja-ing sites in null
  6. no more emergency stab fits for blingy solo PvPers getting blobbed.


Some of those are good, mostly bad. would not like to see this happen.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Galphii
Caldari Provisions
Caldari State
#5 - 2014-08-14 01:39:23 UTC
James Baboli wrote:
Lets just identify unintended consequences before we do something like this

  1. It also breaks several methods of using marauders
  2. Also breaks several ways of using ECM and other subcap support ships
  3. Reduces the ability for a smaller, smarter gang to refit mid fight to counter the blob effect
  4. no more swapping to a max tank fit mid gank for attentive miners with orca support.
  5. Reduces the viability of ninja-ing sites in null
  6. no more emergency stab fits for blingy solo PvPers getting blobbed.


Some of those are good, mostly bad. would not like to see this happen.

Yes that is a mixed list but I still think its an idea worth considering. It depends if it was always designed to allow instant refitting in a fight (or even if this is emergent player behaviour supported by the devs), or simply to allow a mobile fitting service before or after a fight. I'd also point out that once de-agressed, refitting can still take place after 1 minute. Yes, that can be a long time in some fights, or not very long at all in others.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Pidgeon Saissore
Tyrant's
#6 - 2014-08-14 06:49:05 UTC
A much easier way to go about it is make the refit take time. The unfit and refit would be on the same timer as reloading. This way doesn't break anything and still gives the intended result.
Galphii
Caldari Provisions
Caldari State
#7 - 2014-08-14 07:16:49 UTC
Pidgeon Saissore wrote:
A much easier way to go about it is make the refit take time. The unfit and refit would be on the same timer as reloading. This way doesn't break anything and still gives the intended result.

Whichever is easier to code.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

James Baboli
Warp to Pharmacy
#8 - 2014-08-14 07:21:39 UTC
Pidgeon Saissore wrote:
A much easier way to go about it is make the refit take time. The unfit and refit would be on the same timer as reloading. This way doesn't break anything and still gives the intended result.

This is a much better answer to me. A period of substantially higher risk if refitting in a fight, and a minor hassle if timers are kept reasonable outside a fight makes for an interesting tactical choice. Do you stay in a suboptimal fit and continue engaging, or accept the useless slots as things came online? Especially if you lock these to the highest common reload type in a class i.e. turrets and launchers take 10 seconds to swap, must be inactive and then need to load as a seperate action, so that swapping lasers doesn't mean perma-heating guns.
RHMLs and RLMLs would be somewhat better, and ASBs would also get a nice trick to use, as you could open with such a burst and then swap to sustain modules, but this is already possible and there are much more broken things that can be done with fitting service right now

Proposed mechanics for things without reloads:
Everything must be inactive to come off and not reloading or onlining, and comes off instantly.
Modules are on the hull but not online for a short period of time as they refit.
Subsystems swap instantly, but the whole fit goes into the "boot up" timer.

Some things that need timers but don't have them and my proposed timers
Hardeners need 15s to come up.
passive resists should need 20s ( more time being either neuted out or squishy)
Tracking modules should take 10s.
EWAR and electronics should take 15s
scanning mods 5s
local boosters and reps: 15s
Remote reps and energy transfers: 30s
Capital only modules: 1 minute

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Arya Regnar
Darwins Right Hand
#9 - 2014-08-14 13:18:39 UTC
Nope.

Don't want this.

Combat refitting is a very interesting mechanic that adds diversity to the playing field.

EvE-Mail me if you need anything.

James Baboli
Warp to Pharmacy
#10 - 2014-08-14 14:04:25 UTC
Arya Regnar wrote:
Nope.

Don't want this.

Combat refitting is a very interesting mechanic that adds diversity to the playing field.

Agreed. but as it is, even a moderate effort at re-fitting lets you counter almost any setup in small gang.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#11 - 2014-08-14 15:48:23 UTC
Lets play a game called "guess which 5 carriers out of the fleet of 150 aren't agressed and are providing fitting services to the others". Yeah, no.
Christopher Mabata
Northern Accounts and Systems
#12 - 2014-08-14 19:43:32 UTC
No i don't see this fixing carriers or supers that much, this isn't the issue all this lets you do is pop more drones into the flight decks or swap out a burned hardener.

ALSO there is a Hard counter to this already in game that negates its use, its called bumping them away i beleive. And i hear its quite easy in many circumstances. Particularly if they use an orca or Lone carrier, its harder with blobs but at that point you really should just drop dreads and primary the carriers 1 by 1 and kill what you can or consider retreat

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Galphii
Caldari Provisions
Caldari State
#13 - 2014-08-15 02:27:27 UTC
Antillie Sa'Kan wrote:
Lets play a game called "guess which 5 carriers out of the fleet of 150 aren't agressed and are providing fitting services to the others". Yeah, no.

You got that backwards. You have to be non-agressed to use the fitting service. Those 150 carriers shooting stuff with their sentries don't have access to fitting services.

No, this isn't the 'fix-all' that a couple have mentioned, but I'm not attempting to cover the myriad problems with capital warfare or sov in general with this one little post, nor did I say it was 'going to fix everything'. Some people on these forums simply don't read, or love to blow issues out of proportion as a way of attempting to win an argument, Reductio ad absurdum. This idea is postulated as something to consider when looking at balancing capital ships in the future.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.