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Player Features and Ideas Discussion

 
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Passive nanite armor/hull rep and Reactive shield Hardener

Author
Amarisen Gream
The.Kin.of.Jupiter
#1 - 2014-12-26 09:16:04 UTC
So the other day a alliance mate and I discussed the possible creation of two new mods.
Both based off sleeper tech.
The first would be s mid-slot passive armor/hull repair unit. The Nanite Repair Control Unit : this mod via script would passively repair damage to armor or hull (possible use of nanite paste)
The second would a Reactive Sheild Hardener: it would get a new skill like the armor version and preform in like manner.

Our discussion included limiting these (at least the armor repair) to cruise sized hills and small. BPOs limited to LP stores. Use of nanite paste and much more.

The question is what does the community think?
Possible game breaking mechanics or other issues are welcome.
Balance ideas.
Restrictions and such.

Constructive feed back please.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Omnathious Deninard
University of Caille
Gallente Federation
#2 - 2014-12-26 10:15:29 UTC
Shortened version of what the community generally thinks.

Armor tanking =/= shield tanking

If you don't follow the rules, neither will I.

Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2014-12-26 13:20:38 UTC
Omnathious Deninard wrote:
Shortened version of what the community generally thinks.

Armor tanking =/= shield tanking



This. We don't want everything to be exactly the same.
Velicitia
XS Tech
#4 - 2014-12-26 13:40:52 UTC
Danika Princip wrote:
Omnathious Deninard wrote:
Shortened version of what the community generally thinks.

Armor tanking =/= shield tanking



This. We don't want everything to be exactly the same.


not empty quotin'

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

James Baboli
Warp to Pharmacy
#5 - 2014-12-26 13:52:14 UTC
Reasons why it is a bad idea IMO
1: The general consensus of keeping shield, armor and hull tanking seperate.
2: The Adaptice Invunlerability field is already a much stronger base omni-tank module than the adaptive membrane or EANMs. Giving a reactive hardener which only stacks with the DC means shield tanks get much stronger overall. Giving one that stacks with everything means it will end up extrodinarily strong.
3: Paste is already expensive. More uses, especially letting armor tank creep into the mids, would increase the price substantially if it is strong enough to be useful, and not be used if not strong enough to be a balance issue.
4: Making anything like auto-repair on small ships is so totally bassackwards. Such systems would be mass and energy intensive and thus very hard to cram onto frigates and cruisers. Even if this was a good idea, putting it on smaller ships only would be the exact opposite of a good idea.

Things that need to be figured out and specified for it to be more than a very skeletal concept:

1: Is the regen a flat Hp/s or a portion of total HP for armor/hull in a fixed time period? I ask because it is MUCH easier to make a massive HP buffer in armor what with 1600 plates and slaves, so a fixed regen time can get silly, but a fixed HP/s is gonna be OP on frigates if they can fit the module, unless it ends up size stepped.
2: how much paste is used if it uses paste?
3: How does the reactive shield hardener stack? Only with a Dc, like the reactive armor hardener, or with everything else?
4: how hard is the reactive shield hardener on your cap? shield hardeners are already harsh on cap, and following the paradigm it would end up EXTREMELY harsh on cap as is.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp