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Player Features and Ideas Discussion

 
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[Rebalance] The Wrecks

First post First post
Author
Netan MalDoran
Cathedral.
Shadow Cartel
#21 - 2015-06-24 07:58:25 UTC
+1

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Infrequent
Center for Advanced Studies
Gallente Federation
#22 - 2015-06-24 09:22:52 UTC
We've been needing this for quite a while, it's always made sense, it still makes sense now. +1
Zibru Povens
Caldari Provisions
Caldari State
#23 - 2015-06-24 10:18:48 UTC
someone's mad their lewd got #AMT'd

also no.
Anthar Thebess
#24 - 2015-06-24 10:29:52 UTC
Zibru Povens wrote:
someone's mad their lewd got #AMT'd

also no.

Huh? Lol
Nene Ryuseika
The Ryuseika Group
#25 - 2015-06-24 10:40:16 UTC
+1

Imagine it also doesn't act like a can or can be salvaged in one go

you actually have to salvage it a bit by bit and the EHP and mass gets smaller,

while you're doing it your randomly extracting the modules and cargo as well as part of the salvage bit by bit, cycle by cycle
Cpt Patrick Archer
I HAVE THE POWER OF GOD AND ANIME ON MY SIDE
Blue Eyes and Exodia Toon Duelist Kingdom Duelers
#26 - 2015-06-24 10:59:01 UTC
+1

Although I think the actual EHP needs some work. From my point of view it should be considerably more than what it is when a ship is still 'alive'.

1.5k Is not really a challenge to kill, so that sort of defeats the purpose.
Nyalnara
Marauder Initiative
#27 - 2015-06-24 11:16:01 UTC
Nene Ryuseika wrote:
+1

Imagine it also doesn't act like a can or can be salvaged in one go

you actually have to salvage it a bit by bit and the EHP and mass gets smaller,

while you're doing it your randomly extracting the modules and cargo as well as part of the salvage bit by bit, cycle by cycle


No for the "randomly extract the loot", as gankers need to be mobile to stay alive (in a non-HighSec context), and looting would require the skill salvaging, which should not be forced onto player. Or salvaging 1 given to all new player and retroactively to all non-new players. (Random loot would mostly be annoying because the loot fairy would most likely feed you all those worthless cap charges anyway...)

Why not for the "salvage during multiple cycles", would be more logical lore-wise, especially with capital wrecks.

French half-noob.

Non, je ne suis pas gentil.

Anthar Thebess
#28 - 2015-06-24 11:27:32 UTC
This is not about the salvaging changes, but about boosting wrecks EHP.
Nyalnara
Marauder Initiative
#29 - 2015-06-24 11:48:54 UTC  |  Edited by: Nyalnara
Well, we're speaking about making sure a wreck stay on grid longer, am i right? Then speaking about multi-cycle salvaging count in. Because 1 cycling a titan wreck will make it pop, even if 1B EHP.

Augmenting wrecks EHP will bring back the old dessies salvaging fits. So, making sure you can't one cycle salvage is relevant.

EDIT: Salvager Dessie:

  • Instalock wrecks&cans;
  • If following the anchor, is most of the time in range of everything;
  • tractor & pop all T1 wrecks in 1 to 2 cycles, pop T2 wrecks in 3 to 4. (Since it has 4 salvagers, unless you're really unlucky, it will only be the duration of 1 cycle.)
  • Also include salvage drones for out of range wrecks (salvage drones go 1.5km/sec), and warriors to pop cans (including spare for both set).


[Algos, Big Bad Salvager of Doom]

Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

5MN Y-T8 Compact Microwarpdrive
F-90 Positional Sensor Subroutines, Scan Resolution Script
[Empty Med slot]

Salvager II
Salvager II
Small Tractor Beam I
Small Tractor Beam I
Salvager II
Salvager II

Small Salvage Tackle II
Small Salvage Tackle II
Small Salvage Tackle II


Salvage Drone I x5
Salvage Drone I x1
Warrior II x5
Warrior II x1

French half-noob.

Non, je ne suis pas gentil.

Nene Ryuseika
The Ryuseika Group
#30 - 2015-06-24 12:13:15 UTC
So you don't really propose developing wrecks into more-rounded content creators

You just want to nullify the cheap tactic of popping the wreck people use to counter your equally cheap tactic of grab and dash

okey then

Anthar Thebess
#31 - 2015-06-24 12:24:28 UTC
Nene Ryuseika wrote:
So you don't really propose developing wrecks into more-rounded content creators

You just want to nullify the cheap tactic of popping the wreck people use to counter your equally cheap tactic of grab and dash

okey then



I think it is quite easy to boost EHP of a wreck , and creating new mechanic around it is totally different thing.
We need wrecks for warpins after fleet warp changes.

Ideas about creating wrecks creating more content are good, but if we ask CCP to give us to much , we will never get it.
Nene Ryuseika
The Ryuseika Group
#32 - 2015-06-24 12:33:25 UTC
IMO if wrecks can't be cleared quickly they should definitely NOT be warp-to anymore
Tiddle Jr
Brutor Tribe
Minmatar Republic
#33 - 2015-06-24 12:37:42 UTC
Could anyone remind me how long does wreck exist in space? Two hours? Do we need to consider a buff for this part as well?

"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

Anthar Thebess
#34 - 2015-06-24 13:07:21 UTC
Tiddle Jr wrote:
Could anyone remind me how long does wreck exist in space? Two hours? Do we need to consider a buff for this part as well?

The problem is about instant killing of wreck using a frigate, so you are killing them as fast as you can lock and cycle single gun.

In a combat situation , you are clearing wrecks around you and in the middle of your fleet to remove all possible warpins for enemy fleet.

Currently we will have fleet warp changes inbound and when FC cannot warp fleet , people waping to wrecks are very important thing, that we need to have.
Nyalnara
Marauder Initiative
#35 - 2015-06-24 13:23:33 UTC
Anthar Thebess wrote:
Currently we will have fleet warp changes inbound and when FC cannot warp fleet , people waping to wrecks are very important thing, that we need to have.


Which is exactly why we proposed wreck to need potentially more than one salvager cycle to clear.

French half-noob.

Non, je ne suis pas gentil.

Rafe Collins
Multiplex Gaming
Tactical Narcotics Team
#36 - 2015-06-24 13:29:23 UTC
You can warp to fleet members so you don't need wrecks for warp ins. You just want white knights to stop shooting your hisec gaked wrecks. Quit acting like you are trying to make fleet fights better you scrub.
Anthar Thebess
#37 - 2015-06-24 13:35:32 UTC
I killed my last freighter long time ago, if you care to check my killboard you will see i go for smaller stuff.
In my first post i stated that this will also change way how the higsec ganking works , but it will change much more in fleet engagements.

Guess what happens if a guy warp into the middle of enemy fleet, or in the optimal range of guns.
He will die fast, but he leave wreck that could still provide a warpin.
Daichi Yamato
Jabbersnarks and Wonderglass
#38 - 2015-06-24 13:54:05 UTC
+1

Rafe Collins wrote:
You just want white knights to stop shooting your hisec gaked wrecks.


White knights can still shoot whatever ship loots the wreck.

Oh wait...risk Roll

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Sarah Flynt
Red Cross Mercenaries
Silent Infinity
#39 - 2015-06-24 13:57:27 UTC
Anthar Thebess wrote:
- more dead freighters : after ganking a freighter , common thing is to kill the wreck. If this wreck could be left alive , someone will try to pick this stuff up in another freighter , gaining suspect timer

Nonsense. Thanks to risk free looting by laundering the loot using fleet hangars on DST's and Orcas, the only thing that's going suspect is a noobship or a shuttle. You'll only see a suspect freighter in the rare case that single very valuable items are bigger than 50k m³ (size of a DST fleet hangar).

Sick of High-Sec gankers? Join the public channel Anti-ganking and the dedicated intel channel Gank-Intel !

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#40 - 2015-06-24 14:11:45 UTC
Anthar Thebess wrote:
Bronson Hughes wrote:
I like the idea in principle. I think your proposed EHP values are a bit high, but the idea is sound.

+1


HIgh?
Cruiser - battlecruiser can have from few to few dozen thousand EHP, so 1.5k ehp wreck is not much.
Battleship ehp start from frew dozen thousands , so 5k is small compared to this.
Capitals , they tend to have from few hundred thousands to few milion sometimes , again just 20k ehp
Supers , well those can go to few dozen milion ehp , and we have only 50k ehp on wreck ( 1 shoot to fighter bombers , or 2 shoots for dread)

Balance that EHP level with the time it takes for a ship that size to lock a wreck and destroy it.

My concern is that granting battleship wrecks much higher EHP, thus making them harder to kill, will further discourage battleship fleets because there will be a greater window of opportunity for hostiles to warp to wrecks.

Maybe if the signature radius of the wrecks also increased in size as well so that, for example, battleships could lock battleship-sized wrecks almost instantly and I could get behind EHP values that high. That way, if your battleship fleet is awake and popping wrecks, there still won't be much warp-in opportunity, but if they're relying on their support, which has lower overall DPS, they'll be vulnerable longer.

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