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Player Features and Ideas Discussion

 
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New Capsule Ideas

First post
Author
Mechanical Infidel
Republic Military School
Minmatar Republic
#1 - 2015-03-21 22:17:31 UTC
Now that clone grades are gone lets bounce ideas of the replacement. Post ideas for new capsule types and try maintain some kind of balance. Cost can be decided and argued afterwords.

Skipper Capsule - Capsule with an inbuilt Afterburner with top speed of 1200ms, all head-wire compatible.
Defy Capsule - Capsule with inbuilt warp scrambler, small EHP buff, all head-wire compatible.
Slipper Capsule - Warp Nullified Capsule, less EHP, 3 sec warp time, slot 6 and over head-wires only active.

Post your own.
Tiddle Jr
MOONFIRE SERVICE PROVIDER
#2 - 2015-03-21 22:37:31 UTC
T3 Capsule and Driffter Capsule.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2015-03-22 01:17:31 UTC
Bad Ideas capsule - flies directly into the sun and explodes. Given out freely t people who make terrible threads in f&id.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#4 - 2015-03-22 01:31:36 UTC
Danika Princip wrote:
Bad Ideas capsule - flies directly into the sun and explodes. Given out freely t people who make terrible threads in f&id.


Where can I get the BPO?
Mechanical Infidel
Republic Military School
Minmatar Republic
#5 - 2015-03-22 01:55:51 UTC
Danika Princip wrote:
Bad Ideas capsule - flies directly into the sun and explodes. Given out freely t people who make terrible threads in f&id.

Well after clone grades were removed, CCP stated they were looking into ways of replacing it in a way were you had meaningful choice. So from that angle it's either the clones or the capsule that might be iterated on. Clones would probably be a simple stat buff that's harder to observe from the overview, were as capsules aren't so I opted for discussing that idea instead. At least justify why such an iteration would be bad.
FireFrenzy
Cynosural Samurai
#6 - 2015-03-22 07:56:10 UTC
At some point fozzie joked that they wanted a "put bounty" or a "declare war" button on the forums as a way to downvote things...

At times like this i am sad he hasnt...
McChicken Combo HalfMayo
The Happy Meal
#7 - 2015-03-22 09:35:35 UTC  |  Edited by: McChicken Combo HalfMayo
Big Bang Capsule - Deals 25,000 AoE damage over 10km distance upon explosion
Armageddon Capsule - Miniature doomsday dealing 150,000 damage to any ship type
Can't Touch This Capsule - Sig Radius of 2m

I'm all for capsule variations but it has to be reasonable. Warp scrams and bubble nullification are silly.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Mechanical Infidel
Republic Military School
Minmatar Republic
#8 - 2015-03-22 18:18:51 UTC
McChicken Combo HalfMayo wrote:

I'm all for capsule variations but it has to be reasonable. Warp scrams and bubble nullification are silly.

I probably should of added cost into it. Was thinking of 20-40m for the 1st, 2nd capsule and 80-120m for the 3rd capsule. I tried think of ways of not to making it a straight upgrade over the default capsule but it seems cost is the best deterrent for simple stat changes. By using a non default capsule it would probably draw attention to yourself and may actually get you killed in null sec, because any kill mail whore would see the initial value of the pod before even factoring in possible implants.

My Capsule idea justifications;

The AB pod gives your a chance in null sec to escape while being OK everywhere else, which might push more implants to be risked in null sec instead of waiting 20h to swap clone. (Note: Should capsules be locked to clones?)

The warp scrambler pod is a death sentence anyway, but I didn't add in a drawback so it might come the default low sec pod due to the EHP buff. Maybe scrap the EHP buff and increase sig radius a bit. When you die you may get the opportunity to hold the target down to an extra 3-10secs, it might be worth it one day in low sec.

I already gave the bubble nullification capsule some massive drawbacks as anyone preempting your pod in a frigate will get you and it's not pirate set implant compatible as it would become the default capsule for supers. You would be hoping the fight is chaotic enough to escape in the nullification pod and it wouldn't even be used in low sec/high sec.

McChicken Combo HalfMayo wrote:

Big Bang Capsule - Deals 25,000 AoE damage over 10km distance upon explosion

With the drifters apparently body snatching would you settle with 600 Aoe Dmg instant self destruct within 2km. It would promote low-sec pirate implant jihad, with slashers mwding ontop of tackled garmurs, ejecting, and timing it just right for their snaked pods.Twisted

Hans Bonderstadt
#9 - 2015-03-22 18:26:16 UTC
Mechanical Infidel wrote:
Now that clone grades are gone lets bounce ideas of the replacement. Post ideas for new capsule types and try maintain some kind of balance. Cost can be decided and argued afterwords.

Skipper Capsule - Capsule with an inbuilt Afterburner with top speed of 1200ms, all head-wire compatible.
Defy Capsule - Capsule with inbuilt warp scrambler, small EHP buff, all head-wire compatible.
Slipper Capsule - Warp Nullified Capsule, less EHP, 3 sec warp time, slot 6 and over head-wires only active.

Post your own.


Stop

the trap is our venue pussy is on the menu

McChicken Combo HalfMayo
The Happy Meal
#10 - 2015-03-22 22:08:41 UTC  |  Edited by: McChicken Combo HalfMayo
Mechanical Infidel wrote:
The AB pod gives your a chance in null sec to escape while being OK everywhere else, which might push more implants to be risked in null sec instead of waiting 20h to swap clone. (Note: Should capsules be locked to clones?)

No problem with this one. Burning out of bubbles more quickly.

Quote:
The warp scrambler pod is a death sentence anyway, but I didn't add in a drawback so it might come the default low sec pod due to the EHP buff. Maybe scrap the EHP buff and increase sig radius a bit. When you die you may get the opportunity to hold the target down to an extra 3-10secs, it might be worth it one day in low sec.

Warp scrambling right now requires a module. It eats capacitor and it requires fitting room. These things don't apply to capsules. Capsules aren't designed or balanced to affect other ships. The design philosophy is once your ship is dead, you are out of the fight.

Quote:
I already gave the bubble nullification capsule some massive drawbacks as anyone preempting your pod in a frigate will get you and it's not pirate set implant compatible as it would become the default capsule for supers. You would be hoping the fight is chaotic enough to escape in the nullification pod and it wouldn't even be used in low sec/high sec.

It still steps on the toes of bubbles too much. Part of the use of bubbles is to trap pods. This would force you to have your frigates lock and kill those pods immediately in the heat of a fight. In fact without a frigate or sebo'd cruiser you'd be unable to catch them with a bubble up. I find that is too overpowered. Your first idea addresses the bubble issue fine. You can burn out more quickly but it's hit and miss.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Mechanical Infidel
Republic Military School
Minmatar Republic
#11 - 2015-03-22 23:29:37 UTC
So scrap the idea of any offensive capability's then, fair enough. Kinda leaves us with these possible capsule themes to build upon:

Evasion (Velocity/Warp Speed/Warp Core Strength/Nullifier)
Defensive (EHP)
Attribute and Skill Boosting

With Attribute and Skill Boosting Capsule you can have thematic effects with much more actual risk by tweaking capsule sig radius and warp time. Probably to much power creep but it should be ok as long as it comes with added risk or implant handicaps.

Example of a Skill capsule:

Reinforced Electronics Capsule (10% Scan Resolution, 10% Targeting Range, 10% SS)
Example Cost: 60-120m
Penalty: 3 Second to warp
joecuster
Iron Inquisition
Brotherhood of Spacers
#12 - 2015-03-22 23:32:35 UTC
Mechanical Infidel wrote:
So scrap the idea of any offensive capability's then, fair enough. Kinda leaves us with these possible capsule themes to build upon:

Evasion (Velocity/Warp Speed/Warp Core Strength/Nullifier)
Defensive (EHP)
Attribute and Skill Boosting

With Attribute and Skill Boosting Capsule you can have thematic effects with much more actual risk by tweaking capsule sig radius and warp time. Probably to much power creep but it should be ok as long as it comes with added risk or implant handicaps.

Example of a Skill capsule:

Reinforced Electronics Capsule (10% Scan Resolution, 10% Targeting Range, 10% SS)
Example Cost: 60-120m
Penalty: 3 Second to warp



A pod is a pod it shouldn't have any capabilities besides life support and basic propulsion.
Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#13 - 2015-03-23 02:08:24 UTC
Can I put a doomsday on mine
McChicken Combo HalfMayo
The Happy Meal
#14 - 2015-03-24 06:18:33 UTC  |  Edited by: McChicken Combo HalfMayo
Murkar Omaristos wrote:
Can I put a doomsday on mine

Yes, the Armageddon Capsule has you covered.

Mechanical Infidel wrote:
So scrap the idea of any offensive capability's then, fair enough. Kinda leaves us with these possible capsule themes to build upon:

Evasion (Velocity/Warp Speed/Warp Core Strength/Nullifier)
Defensive (EHP)
Attribute and Skill Boosting

EHP buffed capsule has merit. A counter to the cloaky T3 smartbombers. It would need a drawback such as the align time addition you've mentioned.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#15 - 2015-03-24 13:37:32 UTC
Mechanical Infidel wrote:
Now that clone grades are gone lets bounce ideas of the replacement. Post ideas for new capsule types and try maintain some kind of balance. Cost can be decided and argued afterwords.

Skipper Capsule - Capsule with an inbuilt Afterburner with top speed of 1200ms, all head-wire compatible.
Defy Capsule - Capsule with inbuilt warp scrambler, small EHP buff, all head-wire compatible.
Slipper Capsule - Warp Nullified Capsule, less EHP, 3 sec warp time, slot 6 and over head-wires only active.

Post your own.

skipper= I can kind of see a use for this but then gets out done by the slipper, the only idea I think of is if you find a unpiloted ship and you cant get in a warp into it and don't want to leave a ship behind.

defy= really do we need a warp scramble on a capsule? no one would use that because itll equal death, I slaughted some poor ganker in my mission raven the other day as she was on a gate and unable to jump.

slipper= this I can see for wormhole and null sec guys, having been in both and lost ships to bubbles, friendlies being idiots "its the only thing I can do in my dictor" and scouts/scanners not doing their jobs and a dictor fleet jumping in on the mining fleet in a whole

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

Reina Xyaer
Tha Lench Mob
#16 - 2015-03-24 14:09:55 UTC
Danika Princip wrote:
Bad Ideas capsule - flies directly into the sun and explodes. Given out freely t people who make terrible threads in f&id.


Danika: fishing for likes by sh*tting on people's ideas in F&I with sarcastic, nasty comments... as always.

Nice to hear someone call you out though... at least justify why you think it's a bad idea.
ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#17 - 2015-03-24 19:55:55 UTC
Removed a spam post.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department

Dailar Toralen
Toralen Industries
#18 - 2015-03-24 22:17:39 UTC
It sounds like a fairly good idea for Defensive Capsules, but not offensive capsules. Maybe have Capsule Grades? Like a regular Tier 1 Capsule, a Tier 2 which gives more advanced armor, Tier 3 which gives more advanced armor and faster warp drive spin-up? Just a theory. Also, why do you people poop on this idea? It's kinda've smart, although I'm glad they removed the Clone Grades. So annoying. Now I can buy those Drones I've been scouting out instead of a new Clone so I can keep my skills to pilot said drones, or ships, or so on.

We are Toralen Industries. It doesn't matter if you fight for money, idealogies, or because it's what you are good at and it doesn't matter if you fight threw trade, combat, or diplomacy. No matter what or how you fight, there's a place for you.

Mechanical Infidel
Republic Military School
Minmatar Republic
#19 - 2015-03-25 00:28:50 UTC
Since we are using a Jovian capsule design(I think anyway) the feature could even be tied into the current storyline, items salvaged and invented. capsules could then be manufactured by players. Beats simple bpc drops or LP store buyouts but then it would probably be to much feature creep now.

For Attribute and Skill Boosting capsules, I thought that you could explain it in the lore that enhanced connectivity to the ships systems has drawbacks and give similar penaltys like boosters have but on ship loss instead. Example being; You could suffer the reverse of the listed skill bonuses for the day on ship loss.

You could have pirate implant abilitys but you suffer on ship loss instead of the isk loss from capsule death, which rarely happens in low sec. The duration of the penalty should be additive with a maximum possible duration but I think the skill penalty shouldn't stack with itself if you lose ships multiple times. Maybe when the penalty is reaching max duration threshold you can start increasing the severity of penalty to force them to switch out capsules and cool off for awhile.

Tiddle Jr
MOONFIRE SERVICE PROVIDER
#20 - 2015-03-25 02:52:00 UTC
Murkar Omaristos wrote:
Can I put a doomsday on mine



Just like those fits from SiSi... Yeah i like it.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP