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Pod Death Consequences

Author
Medalyn Isis
Doomheim
#1 - 2014-11-24 19:17:18 UTC  |  Edited by: Medalyn Isis
As requested, this is an idea which I posted in GD. It is a replacement for the removal of medical clones, which everyone agreed is a poor mechanic. But not everyone seems to agree on what should replace it, or whether it should be replaced at all.

I feel Eve definitely needs some consequence for losing ones pods, after all it is meant to be the most crippling blow you can strike upon your foe, and there are stories of pilots in bygone eras having their pods ransomed by pirates. Atm though it is nothing but a free ride home, and many people don't use implants, or very cheap ones if they do.

So my proposal is below:

Upon pod death, you lose 20% of SP from a skill (the skill could be chosen randomly, but more weight given to recently trained skills).

To mitigate this you would have 3 levels of clone, each reduce the penalty by 0.8.

Basic Clone = 20.00% SP loss
Lvl 1 clone = 16.00% SP loss (Skill areas protected = 1) Cost = 15 mil isk
Lvl 2 clone = 12.80% SP loss (Skill areas protected = 2) Cost = 75 mil isk
Lvl 3 clone = 10.24% SP loss (Skill areas protected = 3) Cost = 375 mil isk

In addition to this you can protect skill areas, the amount of areas you can protect would be corresponding to the level of the clone. So for instance, if I wanted to protect my spaceship command and gunnery skills, then I could install a level 2 clone, and be assured that no skill will be removed from either of those two areas.

To protect new players, skill points could be completely safe up to a set amount, 2 million SP for example.

This would also give meaning to the bounty hunting profession. Whilst the current mechanic could continue to operate as it does now, one exception could be that if you kill a persons pod with a personal bounty on them, then you claim the entire bounty in one go.

(Also as the consequences for losing one are greater, pods should be more difficult to kill under a system like this, and so EHP should possibly be increased along with the pod being bubble immune).
FireFrenzy
Cynosural Samurai
#2 - 2014-11-24 19:49:08 UTC
This idea is to put it blunty

BLEEPING IDIOTIC...

As a 100m sp character i LOVE the new no clone cost thing, it means i might actually go PVPing without needing to add, what 25m?, for my clone. Paying 100+m for implants is one thing, thats a choice i am making thats something i CHOOSE to do.

This means i would never leave highsec again for anything other then the surest of no risk ganks, and even then i'd never fly anything with less then 300k ehp...

375Million to not get ****** over in a random skill... Right because i really want to spend all that time training fleet command five again or carrier, triage or some other long ass skill again...

What were you planning as counterweight to this? Nullified pods? Making them smartbomb immune?

Please enlighten me i am genuinely interested...
Eldwinn
Deep Core Mining Inc.
Caldari State
#3 - 2014-11-24 19:52:01 UTC
This thread is cancer. -1
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#4 - 2014-11-24 19:56:28 UTC
Only thing I can see this helping is to encourage ganking more

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Medalyn Isis
Doomheim
#5 - 2014-11-24 20:01:12 UTC
FireFrenzy wrote:
This idea is to put it blunty

BLEEPING IDIOTIC...

As a 100m sp character i LOVE the new no clone cost thing, it means i might actually go PVPing without needing to add, what 25m?, for my clone. Paying 100+m for implants is one thing, thats a choice i am making thats something i CHOOSE to do.

This means i would never leave highsec again for anything other then the surest of no risk ganks, and even then i'd never fly anything with less then 300k ehp...

375Million to not get ****** over in a random skill... Right because i really want to spend all that time training fleet command five again or carrier, triage or some other long ass skill again...

What were you planning as counterweight to this? Nullified pods? Making them smartbomb immune?

Please enlighten me i am genuinely interested...

You have 4 choices, so you would not need to spend 375 million isk. Unlike the current mechanic, the 75 million isk clone, or even the 15 million isk clone would still function almost as well as the highest level variant.

Paying 75 million would mean you would only lose 12.8% of SP from a skill. Lets say that skill is rank III trained to level V, that would mean you would lose 98,304 SP, which would take around 40 hours to retrain, so a lot less than a t3 loss.

Of course the numbers would be variable, I just set out some ballpark numbers above to give a general idea.
afkalt
Republic Military School
Minmatar Republic
#6 - 2014-11-24 20:10:56 UTC
I think I can safely speak for EVERY SINGLE DICTOR PILOT at this point when I say GTFO and take your fail with you.
Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2014-11-24 20:14:57 UTC
Medalyn Isis wrote:
FireFrenzy wrote:
This idea is to put it blunty

BLEEPING IDIOTIC...

As a 100m sp character i LOVE the new no clone cost thing, it means i might actually go PVPing without needing to add, what 25m?, for my clone. Paying 100+m for implants is one thing, thats a choice i am making thats something i CHOOSE to do.

This means i would never leave highsec again for anything other then the surest of no risk ganks, and even then i'd never fly anything with less then 300k ehp...

375Million to not get ****** over in a random skill... Right because i really want to spend all that time training fleet command five again or carrier, triage or some other long ass skill again...

What were you planning as counterweight to this? Nullified pods? Making them smartbomb immune?

Please enlighten me i am genuinely interested...

You have 4 choices, so you would not need to spend 375 million isk. Unlike the current mechanic, the 75 million isk clone, or even the 15 million isk clone would still function almost as well as the highest level variant.

Paying 75 million would mean you would only lose 12.8% of SP from a skill. Lets say that skill is rank III trained to level V, that would mean you would lose 98,304 SP, which would take around 40 hours to retrain, so a lot less than a t3 loss.

Of course the numbers would be variable, I just set out some ballpark numbers above to give a general idea.


Congratulations on missing the entire point of the post you're replying to.

Run your numbers again with fleet command v, carriers v, fighters v or one of the other skills that need upwards of a month to train to V.

Now, explain why your mechanic is in any way better than the one we have no, regardless of it's upcoming removal. Seems to me that I'd be paying 375 million and STILL run the risk of losing a week of training.

Now, explain your counter to this. Is there anything at all, or are you just trying to make absolutely certain that nobody ever flies anything small in nullsec?
FireFrenzy
Cynosural Samurai
#8 - 2014-11-24 20:17:42 UTC  |  Edited by: FireFrenzy
Dude as much as i appreciate you backing me up carrier 5 is closer to a month and a half... And fleet commander 5 is even longer...

EDIT: And I try and avoid to avoid losing my t3s...
Medalyn Isis
Doomheim
#9 - 2014-11-24 20:23:11 UTC
Danika Princip wrote:
Medalyn Isis wrote:
FireFrenzy wrote:
This idea is to put it blunty

BLEEPING IDIOTIC...

As a 100m sp character i LOVE the new no clone cost thing, it means i might actually go PVPing without needing to add, what 25m?, for my clone. Paying 100+m for implants is one thing, thats a choice i am making thats something i CHOOSE to do.

This means i would never leave highsec again for anything other then the surest of no risk ganks, and even then i'd never fly anything with less then 300k ehp...

375Million to not get ****** over in a random skill... Right because i really want to spend all that time training fleet command five again or carrier, triage or some other long ass skill again...

What were you planning as counterweight to this? Nullified pods? Making them smartbomb immune?

Please enlighten me i am genuinely interested...

You have 4 choices, so you would not need to spend 375 million isk. Unlike the current mechanic, the 75 million isk clone, or even the 15 million isk clone would still function almost as well as the highest level variant.

Paying 75 million would mean you would only lose 12.8% of SP from a skill. Lets say that skill is rank III trained to level V, that would mean you would lose 98,304 SP, which would take around 40 hours to retrain, so a lot less than a t3 loss.

Of course the numbers would be variable, I just set out some ballpark numbers above to give a general idea.


Congratulations on missing the entire point of the post you're replying to.

Run your numbers again with fleet command v, carriers v, fighters v or one of the other skills that need upwards of a month to train to V.

Now, explain why your mechanic is in any way better than the one we have no, regardless of it's upcoming removal. Seems to me that I'd be paying 375 million and STILL run the risk of losing a week of training.

Now, explain your counter to this. Is there anything at all, or are you just trying to make absolutely certain that nobody ever flies anything small in nullsec?

I ran the numbers on a few test scenarios before publishing the idea. Losing fighters V for instance, you'd have to be pretty unlucky though given that the skill is chosen at random, and also given that you can protect skill areas, but that would set you back 393,216 SP, which is roughly 6 days.

Granted perhaps the numbers could be reduced if the penalty is too high, but 6 days would be a worst case scenario, which is on par with a t3 loss currently.

Also I always thought that pods should be bubble immune, and perhaps given more ehp.
Danika Princip
GoonWaffe
Goonswarm Federation
#10 - 2014-11-24 20:25:02 UTC
FireFrenzy wrote:
Dude as much as i appreciate you backing me up carrier 5 is closer to a month and a half... And fleet commander 5 is even longer...

EDIT: And I try and avoid to avoid losing my t3s...


yeah, but 10% of it is a week or so.

I'm in the 100m+ club myself, and I've lost FC V once. That was all it took to make certain I always keep my **** up to date. This guy just seems to think we should be locked out of what we want to do for weeks every single time we lose a pod. I assume he has never left highsec.
Jur Tissant
Garoun Investment Bank
Gallente Federation
#11 - 2014-11-24 20:42:16 UTC
Before we had "lose your skillpoints if you forget to file the right paperwork", now you're suggesting "lose your skillpoints period". How is this supposed to encourage PvP?

Also, what is the big deal with skill point loss? What kind of balance/reward is that introducing into the game? Ganks, scams, etc. all benefit some other player and thus promote player-driven content. All that the potential for SP loss does is discourage players from taking risks.
Medalyn Isis
Doomheim
#12 - 2014-11-24 20:52:05 UTC
The main difference is the SP loss should be minimal, as in not setting the character back months as it can do now. And also if pods were bubble immune with enough ehp to survive a couple of smart bomb blasts.

That way people would still pvp, but losing the pod would hurt as it is meant to.
Jackson Apollo
Federal Navy Academy
Gallente Federation
#13 - 2014-11-24 21:11:03 UTC  |  Edited by: Jackson Apollo
why should SP be lost?

Quote:
Cloning

Since YC 104, all hydrostatic capsules are fitted with transneural burning scanners, which is a crucial component for successful cloning of the capsuleer in case of hull-breach (also called pod kill). Thanks to the advances in cloning technology and FTL communications, another function of the capsule is to make the capsuleer effectively immortal, by scanning the brain patterns of the pod pilot in the moment of death, thus allowing near perfect memory replication, which is almost impossible in any other situation. When a capsule's hull is breached, which signals that the death of the pod pilot is imminent, the transneural burning scanner takes a snapshot of the capsuleer's brain while destroying the brain tissue during the process. The information is then relayed to a cloning station where the pilot has a clone prepared for this purpose and the brain structure is re-created based on the snapshot. Within seconds following his or her "death", the capsuleer awakens, safely, inside a clone reanimation unit.


Pod loss should hurt but I see no reason for SP loss.
Bullet Therapist
Caldari Provisions
Caldari State
#14 - 2014-11-24 21:17:31 UTC
Medalyn Isis wrote:
As requested, this is an idea which I posted in GD. It is a replacement for the removal of medical clones, which everyone agreed is a poor mechanic. But not everyone seems to agree on what should replace it, or whether it should be replaced at all.

I feel Eve definitely needs some consequence for losing ones pods, after all it is meant to be the most crippling blow you can strike upon your foe, and there are stories of pilots in bygone eras having their pods ransomed by pirates. Atm though it is nothing but a free ride home, and many people don't use implants, or very cheap ones if they do.

So my proposal is below:

Upon pod death, you lose 20% of SP from a skill (the skill could be chosen randomly, but more weight given to recently trained skills).

To mitigate this you would have 3 levels of clone, each reduce the penalty by 0.8.

Basic Clone = 20.00% SP loss
Lvl 1 clone = 16.00% SP loss (Skill areas protected = 1) Cost = 15 mil isk
Lvl 2 clone = 12.80% SP loss (Skill areas protected = 2) Cost = 75 mil isk
Lvl 3 clone = 10.24% SP loss (Skill areas protected = 3) Cost = 375 mil isk

In addition to this you can protect skill areas, the amount of areas you can protect would be corresponding to the level of the clone. So for instance, if I wanted to protect my spaceship command and gunnery skills, then I could install a level 2 clone, and be assured that no skill will be removed from either of those two areas.

To protect new players, skill points could be completely safe up to a set amount, 2 million SP for example.

This would also give meaning to the bounty hunting profession. Whilst the current mechanic could continue to operate as it does now, one exception could be that if you kill a persons pod with a personal bounty on them, then you claim the entire bounty in one go.


This would idea would destroy nullsec pvp. Pod loss potentially takes you out of a fight already and destroys your implants if you're using them, which are penalties enough.
Danika Princip
GoonWaffe
Goonswarm Federation
#15 - 2014-11-24 21:29:35 UTC
Medalyn Isis wrote:
The main difference is the SP loss should be minimal, as in not setting the character back months as it can do now. And also if pods were bubble immune with enough ehp to survive a couple of smart bomb blasts.

That way people would still pvp, but losing the pod would hurt as it is meant to.


Losing a week of skill training every time you lose a pod is NOT going to be a minimal loss. It IS going to actively discourage people from flying things like dictors, ceptors and bombers, which die constantly, not to mention pushing people away from any kind of null or WH PVP, since getting bubbled means you ARE losing SP if you go down, no matter what.

Even if pods become bubble immune, and apparently gain more EHP than some of the ships they're stuffed inside, you're still not going to avoid losing them in real combat situations. People still lose interceptors after all.



And losing a pod means you've already lost the ship and your implants, WHy do you need to lose a week of training on top of that? If I lose, say, AWU V, then that's it, I'm out of most of my ships until it is retrained. Explain why that's good design, and how that does anything but discourage me from undocking?
Anhenka
Native Freshfood
Minmatar Republic
#16 - 2014-11-24 21:37:31 UTC  |  Edited by: Anhenka
A definite candidate for most godaweful thread of the week.

In a rare occurrence, I can see not one single redeeming feature in this entire cesspool of an idea. Most ideas have at least one tiny shimmering spark of merit hidden among the dross, but I can sense no such presence here.

EDIT: WAIT! I FOUND A SPARK OF MERIT!

You know all those people who want to get rid of skills they don't want on their SP sheets anymore for aesthetic reasons? (looks at mining barge 2)

You could protect everything but the skills you cant to get rid of, then die, eliminating them from your skillsheet!

Yesss, found the spark of merit.


Seriously though, as a nullsec PvP dweller, I really can't find the words to describe how bad of an idea it is.
Mag's
Azn Empire
#17 - 2014-11-24 21:45:24 UTC
Either the OP was trolled into posting this idea (I read the other thread) or the OP is trolling.

I can't believe they think this is good idea, or even a viable one.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Tineoidea Asanari
Perkone
Caldari State
#18 - 2014-11-24 21:52:50 UTC
Medalyn Isis wrote:
The main difference is the SP loss should be minimal, as in not setting the character back months as it can do now. And also if pods were bubble immune with enough ehp to survive a couple of smart bomb blasts.

That way people would still pvp, but losing the pod would hurt as it is meant to.


Right now podloss is not setting you back months. It sets you back months (worst case) if you are stupid enough to not upgrade your clone. You propose that there will be always a loss, even if someone is able to remember to upgrade the clone. You are punishing people for doing PvP, not for being stupid. I do not like that.

I prefer the way CCP wants to go: just remove the SP-loss mechanic (besides T3 cruisers). That might not be perfect - I think clonecost should just be capped like around 10 million ISK, so people are still punished for being to bad to remember upgrading their clone - but is definitly better than the current mechanic and much better than your idea.


PS: In your vision, I would just stay in highsec in an Instalock-Thrasher and alphaing pods because tears are tasty.
Ssabat Thraxx
DUST Expeditionary Team
Good Sax
#19 - 2014-11-25 02:50:20 UTC
I dont think it's such a horrible idea at all, but then again I havent been thinking of the 100M+ SP crowd, either. IMO there should definitely be a negative consequence to getting podded. Isn't getting podded pretty much the worst thing that can happen to you? Isnt that the result when "it all goes wrong?"

Some ppl argue losing implants is a sufficient punishment, but a lot of PVPers, especially in nullsec, dont run around with a lot of implants anyway.

Then there's the case of T3's. Ive lost a T3 a couple of times, and it ended up costing me 5 or 6 days to retrain a lost skill. If thats reasonable to expect just for flying a T3, why is it not reasonable for losing a pod? Is losing a T3 somehow WORSE than getting podded, which means you lost a ship AND got popped again?

\m/ O.o \m/

"You're a freak ..." - Solecist Project

Komi Toran
Perkone
Caldari State
#20 - 2014-11-25 03:36:27 UTC
Ssabat Thraxx wrote:
Some ppl argue losing implants is a sufficient punishment, but a lot of PVPers, especially in nullsec, dont run around with a lot of implants anyway.

And as we all know, there is absolutely, positively, no consequence to not running around with a set of +5s in your head. Nope. No game effect at all. +5s are purely cosmetic items.

Living under the constant threat of pod loss already imposes a cost. There is no need for another.
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