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Player Features and Ideas Discussion

 
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'Curtailed' module meta class

Author
Colette Kassia
Kassia Industrial Supply
#1 - 2015-02-03 09:18:02 UTC
With the great Tiericide, many meta modules being reorganized unto a series of standard classes. These classes typically improve one or more secondary stats, while leaving the primary stat unchanged.

I propose a 'Curtailed' meta-class with the properties of reduced cycle duration and equally reduce capacitor usage. This would be applicable only to modules which can be toggled on-and-off and produce a continuous effect while active. The usefulnesses of this property is that these modules can be turned off with more precise timing. When they are cycling continuously they are identical to the standard T1 versions. This could be thought of as the opposite of the 'Enduring' meta-class in some ways.

Why would this be useful? The most common use is switching an e-war module from one ship (that just blew up) to another ship more quickly and with less 'dead cycle' time that you'd have to wait out before the module can be activated again. This would include scramblers, disruptors, target painters, webs, and all manner of sensor-f***er-uppers (as well as certain local and remote sensor-unf***er-uppers).

'Curtailed' versions or afterburners and microwarp drives would be handy in special cases. Everyone knows of the little trick for getting a big, heavy ship into warp a few second quicker: Turn on the AB/MWD, "Warp to.." target, turn AB/MWD off. When the 10 seconds is up your ship's max speed drops and a speed that was <75% is now >75% (the web-into-warp effect)-- zoom! away you go. But often 10 seconds of the higher acceleration rate is not necessary. And every single damn AB and MWD in the game has the exact same 10 second duration. Versions with shorter durations would be useful. (As you may guess, this is what I'm interested in a 'Curtailed' meta-class for.)

For the sake of completeness, short-duration active tanking modules could be included, ie: Damage Control Units and shield hardeners. These would probably be of much lower utility than the first two groups. There aren't many pilots who are that frugal and fastidious about their cap usage; but I'm sure there are some. Shield Boosters and Armor Repairers may or may not be included depending on whether or not the easier timing gives too much advantage. There are likely others I left out.

I'm not calling out any percentages because what would be 'useful' and what would be too OP is a complicated game-balance question and I don't feel like taking it on. But i think relative figures of around 50% to 80% of standard cost and duration would be appropriate. And some could say, "nothing is free.." and suggest that capacitor usage per unit of time should be slightly inferior (for example, 50% duration for 60% cap cost). I'm gonna leave this "to be decided."
Ix Method
Doomheim
#2 - 2015-02-03 09:36:09 UTC
As long as they were nailed to base T1 stats this has interesting possibilities.

Travelling at the speed of love.

Davey Talvanen
Kingsparrow Wormhole Division
Birds of Prey.
#3 - 2015-02-03 16:12:03 UTC
A curtailed relic analyzer so I can kill cans quicker would be nice
Rivr Luzade
Coreli Corporation
Pandemic Legion
#4 - 2015-02-03 16:16:38 UTC
Davey Talvanen wrote:
A curtailed relic analyzer so I can kill cans quicker would be nice

Very much agreed.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Alvatore DiMarco
Capricious Endeavours Ltd
#5 - 2015-02-03 16:20:23 UTC
For the love of Bob though, call it "Accelerated".

CCP already has that "Ample" mess that they're never going to rename.