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Design Space: Overcharged Shields (and Armor)

Author
Quintessen
The Scope
Gallente Federation
#1 - 2014-12-15 03:03:08 UTC
Various other gaming systems both paper and video make use of this design space -- basically ablative or temporary hit points above and beyond your normal maximum (sometimes as a separate pool).

Doing things with this design space could make for additional, interesting changes in how fleets fight. I'm not suggesting specific modules, but giving some examples of how something like this might be used. I'm confident that CCP Fozzie or Rise or whomever will figure out a way to balance things.

The additional shields could have 0 resists, the targeted ship's resists, or a specific resistance profile (possibly scripted).

The shields could be limited to a percentage of the targeted ship's shields, be based on the size of the transfer module or be based on some other function.

The shields could be stable or slowly bleed off.

One major effect of this may be to effect how effective alpha damage is. It can also be used to protect a ship based on its value to the fleet rather than just it's hull size. It can also change how the very beginning of engagements go.

A few common assumptions that can be made about a system like this based on how other games have balanced it:

1) It will not be as efficient as repair/healing.
2) It's not something that will last forever -- it will be temporary, even if undamaged.
3) It's not something that should be able to overinflate your HP so PvE content becomes meaningless.

So any other thoughts on this community? Please reply constructively.
Altrue
Exploration Frontier inc
Tactical-Retreat
#2 - 2014-12-15 07:47:06 UTC
Came here expecting a thread where logi could murder ennemies by overcharging their shield / armor

Left dissapointed Big smile

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Nariya Kentaya
Ministry of War
Amarr Empire
#3 - 2014-12-15 08:01:17 UTC
Quintessen wrote:
Various other gaming systems both paper and video make use of this design space -- basically ablative or temporary hit points above and beyond your normal maximum (sometimes as a separate pool).

Doing things with this design space could make for additional, interesting changes in how fleets fight. I'm not suggesting specific modules, but giving some examples of how something like this might be used. I'm confident that CCP Fozzie or Rise or whomever will figure out a way to balance things.

The additional shields could have 0 resists, the targeted ship's resists, or a specific resistance profile (possibly scripted).

The shields could be limited to a percentage of the targeted ship's shields, be based on the size of the transfer module or be based on some other function.

The shields could be stable or slowly bleed off.

One major effect of this may be to effect how effective alpha damage is. It can also be used to protect a ship based on its value to the fleet rather than just it's hull size. It can also change how the very beginning of engagements go.

A few common assumptions that can be made about a system like this based on how other games have balanced it:

1) It will not be as efficient as repair/healing.
2) It's not something that will last forever -- it will be temporary, even if undamaged.
3) It's not something that should be able to overinflate your HP so PvE content becomes meaningless.

So any other thoughts on this community? Please reply constructively.

The short time i was in WoW to **** around with friends, there was nothing i felt more annoyed by than the godawful "absorbtion" debuffs that just added arbritrary bonus HP to whatever the **** it was one.

No to that, besides, fi we DID get these, CCP would just rebalance everything else to have even less so that without the buff wed only be at 90% of now, and with it wed be at 105% of before
FT Diomedes
The Graduates
#4 - 2014-12-15 08:03:02 UTC
Isn't the same function basically achieved by an ancillary shield booster? It applies a huge burst of shields at the beginning of the cycle, so as long as you don't get alpha striked off the field you get a similar effect.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Hopelesshobo
Hoboland
#5 - 2014-12-15 09:03:24 UTC
Nariya Kentaya wrote:

The short time i was in WoW to **** around with friends, there was nothing i felt more annoyed by than the godawful "absorbtion" debuffs that just added arbritrary bonus HP to whatever the **** it was one.


*Puts wow cap on*
Disc priest got you mad? Absorbs are fine in that game, they are a solid counter to all the reduced healing effects in the game. You or your friends just need to learn how to offensively dispel.
*Puts Eve cap on*

FT Diomedes wrote:
Isn't the same function basically achieved by an ancillary shield booster? It applies a huge burst of shields at the beginning of the cycle, so as long as you don't get alpha striked off the field you get a similar effect.


Thats the point the OP is trying to make, to having a counter to being alphad off the field, without needing to grab a capital basically. Your ASB can't cycle if you are sitting in your pod. Essentially I like the concept of the idea, where you could add extra armor/shield HP to a target, but it would need to have a few things to be balanced...

No resists on the extra HP
Standard DR rules apply
Percentage based to prevent 1600 plates from being added to frigates, but with a maximum hard cap to prevent a new meta of forgoing resist mods and instead stacking up raw armor/shield hp.
Another possible balancing factor, could be based on the extra HP only lasting for 2/3 of whatever the cycle time of the module would be.

Lowering the average to make you look better since 2012.

Nevyn Auscent
Broke Sauce
#6 - 2014-12-15 10:39:07 UTC
For this to be functional at preventing ganks it would have to last long enough for a freighter to warp & jump gates. Otherwise it would be of value only to null sec.
Something to keep in mind for design, that the time on a ship may need to be considerable. Obviously it could have a very slow cycle time to go with that. But again if you have to wait at a safe in every single system for it to charge, that becomes an issue.
So I don't think it should last less than the cycle time. Especially if it's less effective than Reps. Maybe it doesn't work like a magic buffer on top of the shields/armour etc but boosts them from underneath. So if you stop the boost then any existing damage stays. So you not only have to boost them but also rep them. That would seem the most balanced way at which point it can also inherent resists of the target.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#7 - 2014-12-15 11:35:24 UTC
I thought this was called Overheat? Nothing other than a ridiculously high ablative shield or armour value would stop you being alpha'd off the field in a big fleet fight when primaried I would think...

I don't think that eve has the concept of direction of fire incoming so you couldn't even 'R2, divert all power to the rear shields' or such which would be the only way I could see this working.

Hmmm, got me thinking though...perhaps a power rerouting module that can divert all resists from shields to armour or vice-versa (up to a mximum value) for a cyle of fixed length (increased by skill level) which then has a long cooldown time like the MJD. On such a module OH would lengthen the cyle time not increase the resists.
Lugh Crow-Slave
#8 - 2014-12-16 00:17:20 UTC
... shield booster/armor rep
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#9 - 2014-12-16 03:55:35 UTC
Hopelesshobo wrote:
Nariya Kentaya wrote:

The short time i was in WoW to **** around with friends, there was nothing i felt more annoyed by than the godawful "absorbtion" debuffs that just added arbritrary bonus HP to whatever the **** it was one.


*Puts wow cap on*
Disc priest got you mad? Absorbs are fine in that game, they are a solid counter to all the reduced healing effects in the game. You or your friends just need to learn how to offensively dispel.
*Puts Eve cap on*

FT Diomedes wrote:
Isn't the same function basically achieved by an ancillary shield booster? It applies a huge burst of shields at the beginning of the cycle, so as long as you don't get alpha striked off the field you get a similar effect.


Thats the point the OP is trying to make, to having a counter to being alphad off the field, without needing to grab a capital basically. Your ASB can't cycle if you are sitting in your pod. Essentially I like the concept of the idea, where you could add extra armor/shield HP to a target, but it would need to have a few things to be balanced...

No resists on the extra HP
Standard DR rules apply
Percentage based to prevent 1600 plates from being added to frigates, but with a maximum hard cap to prevent a new meta of forgoing resist mods and instead stacking up raw armor/shield hp.
Another possible balancing factor, could be based on the extra HP only lasting for 2/3 of whatever the cycle time of the module would be.



I like the idea. It should ve feasible through local reps only as both a way of encouraging the use of local reps and to stop abuse from already overpowered remote logi.

I think it also should be a shield only feature as that is the most technologically sound explanation and as a counter balance to things like slave sets working on capitals. It also allows the small reppers to have a purpose instead of being forgotten in favor of medium and larger.

I would probably limit the maximum charge to say - 10% as "overflow" shield hp that gets no resists applied to and which decays overtime at a rate proportional to the ship size with larger having a higher rate of decay than smaller ships - a juxtaposition to the concept of shield recharge.
Quintessen
The Scope
Gallente Federation
#10 - 2014-12-16 05:38:29 UTC
Another possible design idea is to have a version of a repair module that repairs less per cycle, but can increase your HP past your normal limits. This could also be done with scripts.
Quintessen
The Scope
Gallente Federation
#11 - 2014-12-16 05:41:13 UTC
Nevyn Auscent wrote:
For this to be functional at preventing ganks it would have to last long enough for a freighter to warp & jump gates. Otherwise it would be of value only to null sec.
Something to keep in mind for design, that the time on a ship may need to be considerable. Obviously it could have a very slow cycle time to go with that. But again if you have to wait at a safe in every single system for it to charge, that becomes an issue.
So I don't think it should last less than the cycle time. Especially if it's less effective than Reps. Maybe it doesn't work like a magic buffer on top of the shields/armour etc but boosts them from underneath. So if you stop the boost then any existing damage stays. So you not only have to boost them but also rep them. That would seem the most balanced way at which point it can also inherent resists of the target.


It could have a cycle time of a minute with the shields lasting a minute. Also there's no reason that this couldn't be used by an escort vehicle on a transport op for a freighter. It doesn't prevent ganks (nor am I advocating that), but it does add an additional variable -- though the new theoretical maximum could be determined. Basically meaning that you can make it more expensive for gankers by adding time and expense yourself.
Komi Toran
Perkone
Caldari State
#12 - 2014-12-16 07:33:20 UTC
This is, effectively, what resists do, and why no one talks about straight HP, but effective HP. If you want to go over your maximum, you overheat your Invuln field. Your change wouldn't prevent people from getting blapped off the field, either. It would just change the alpha threshold needed to do it.
Quintessen
The Scope
Gallente Federation
#13 - 2014-12-16 13:20:37 UTC
Komi Toran wrote:
This is, effectively, what resists do, and why no one talks about straight HP, but effective HP. If you want to go over your maximum, you overheat your Invuln field. Your change wouldn't prevent people from getting blapped off the field, either. It would just change the alpha threshold needed to do it.


Not all ships have the ability to effectively change their resist profile that significantly and still be useful.
Frostys Virpio
State War Academy
Caldari State
#14 - 2014-12-16 14:16:27 UTC
Quintessen wrote:


It could have a cycle time of a minute with the shields lasting a minute. Also there's no reason that this couldn't be used by an escort vehicle on a transport op for a freighter. It doesn't prevent ganks (nor am I advocating that), but it does add an additional variable -- though the new theoretical maximum could be determined. Basically meaning that you can make it more expensive for gankers by adding time and expense yourself.


If you'r gonna bother with an alt to over-buffer your freighter, you might as well web him into warp...
Quintessen
The Scope
Gallente Federation
#15 - 2014-12-16 14:44:49 UTC
Frostys Virpio wrote:
Quintessen wrote:


It could have a cycle time of a minute with the shields lasting a minute. Also there's no reason that this couldn't be used by an escort vehicle on a transport op for a freighter. It doesn't prevent ganks (nor am I advocating that), but it does add an additional variable -- though the new theoretical maximum could be determined. Basically meaning that you can make it more expensive for gankers by adding time and expense yourself.


If you'r gonna bother with an alt to over-buffer your freighter, you might as well web him into warp...


Maybe they can do both. Also webbing into warp isn't a surefire solution especially with laggy connections. Also freighters aren't the only thing I'm talking about. It's not like every ship can fit a super awesome tank, even the combat ones.
Komi Toran
Perkone
Caldari State
#16 - 2014-12-16 17:25:31 UTC
Quintessen wrote:
Not all ships have the ability to effectively change their resist profile that significantly and still be useful.

So?

Not all ships have the ability to effectively change their damage types that significantly and still be useful.
Not all ships have the ability to effectively shield tank and still be useful.
Not all ships have the ability to effectively fit for speed and still be useful.

Where did this "all ships" standard come from?
Nevyn Auscent
Broke Sauce
#17 - 2014-12-16 17:41:32 UTC
Quintessen wrote:

It could have a cycle time of a minute with the shields lasting a minute. Also there's no reason that this couldn't be used by an escort vehicle on a transport op for a freighter. It doesn't prevent ganks (nor am I advocating that), but it does add an additional variable -- though the new theoretical maximum could be determined. Basically meaning that you can make it more expensive for gankers by adding time and expense yourself.

To make it actually functional at escorting freighters it would need a cycle of something like 5 minutes. Because otherwise the Freighter will lose the boost in warp, and die when it uncloaks the other side before you lock again, or when you wait on this side of the gate to reboost it.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#18 - 2014-12-16 18:11:46 UTC
Basically poster wants it as a remote armor plate/ shield extender which I can agree with shields, are not will need some working for physics of how it works....ofcourse anything in eve will find a way to be abused

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

Quintessen
The Scope
Gallente Federation
#19 - 2014-12-16 18:26:42 UTC
Komi Toran wrote:
Quintessen wrote:
Not all ships have the ability to effectively change their resist profile that significantly and still be useful.

So?

Not all ships have the ability to effectively change their damage types that significantly and still be useful.
Not all ships have the ability to effectively shield tank and still be useful.
Not all ships have the ability to effectively fit for speed and still be useful.

Where did this "all ships" standard come from?


Not all ships are designed for dealing damage. All ships are designed for some level of survival.

Your first point is moot given that all combat ships are capable of dealing damage effectively based on how they were balanced.
Your second two are variations of tanking. Most ships are capable of tanking enough to fulfill their role. Your suggestion that they can just change their resistance profile (i.e. tank better) simply isn't true.
Leoric Firesword
Imperial Shipment
Amarr Empire
#20 - 2014-12-16 18:27:51 UTC
Altrue wrote:
Came here expecting a thread where logi could murder ennemies by overcharging their shield / armor

Left dissapointed Big smile



this should be a thing!
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