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Player Features and Ideas Discussion

 
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Faction & storyline weapon & ammo overhaul

Author
Catherine Laartii
Doomheim
#1 - 2016-02-19 20:37:36 UTC  |  Edited by: Catherine Laartii
So i was thinking the other day looking at the LP store, and wondering what compels people to buy faction weapons over t2, other than the apparent SP reqs. Granted, it makes sense for some weapon systems like missiles where the extra firing rate is advantageous due to the range advantage its t1 and faction ammo has over t2, and projectile weapons, due to the enormous variety of giant bullets you can fire with ship mounted machine guns and howitzers.
Anyway, apart from a few outliers, there isn't a clear and present reason to make the expense of fitting multiple faction weapons over t2 weapons, and i had a few ideas i'd like to throw around for discussion to suggest ways to help change that.


  • Unique graphics: In addition to adding a few minor (or major) model differences to empire and pirate faction weapons to give them a more interesting look (sensor spikes on caldari and guristas weapons, shiny, flowing armor plates on amarr/khanid), another possible avenue for the art department would be to bring back legacy weapon models with updated shaders on storyline gun turrets. I was a huge fan of how they looked on frigates back in the day (especially lasers on the slicer), so it would be cool to have the option for a special class of weapons to be 'classic' flavor. Storyline missile launchers would remain the same, or receive very unique models to reflect their backround from being reverse-engineered from ancient tech.


  • Faction bonuses with faction ammo: Something simple like application bonuses for empire ammo married with empire weapons, and damage bonuses from pirate weapons with pirate ammo. This 'racial tech efficiency' could extend to other faction modules being used on their respective faction ships, with something simple like a cap usage bonus, or fitting efficiency.
  • Also, an interesting direction it could take would be to have certain minor factions, like the Khanid, Thukker, Intaki, and Ammatar have their faction weapons and modules apply integration bonuses to fitting or capacitor to each races respective t2 ship manufacturers. As an example, Khanid faction mods and weapons could receive fitting and/or capacitor reductions when fit to a t2 amarr vessel. This would provide a good niche market for their LP, which has historically suffered in value compared to empire and pirate faction LP.


  • Increased ammo options: In addition to making empire XL weapons and weapon ammo available from navy and FW LP stores, I'd like to see them add new and unique faction ammunition to the game that gives people another reason to pick faction over t2, with the addendum that their high level of sophistication causes faster weapon burnout. I'll list them out (with descriptions and stats because zomg lore) as follows:

  • -Imperial Navy Tachyon Lens: 60% EM, 40% Kin. dmg. -50% bonus to capacitor. Damage comparable to faction Gamma crystal.
    Used by elite amarrian forces, these crystals are altered on the quantum level to focus photons and subatomic particles into harder packets, making an effective particle beam. This weapon has been used for centuries to pound both the faithless and the unworthy into submission.

    -Republic Fleet Shredder: 25% EM, 25% therm, 25% kin., 25% exp. dmg. 20% bonus to tracking speed -50% bonus to optimal range. Damage comparable to faction EMP.
    Cluster munitions are usually reserved for planet-based skirmishes, but the republic fleet's MR-74 'Shredder' cluster warhead contains multiple charge types all gathered together in the most well-crafted ordinance on the battlefield. Guaranteed to wreck moderate to severe chaos.

    -Federation Navy Morphite Charge: 40% therm, 60% explosive dmg. 25% bonus to tracking speed, -50% bonus optimal range and capacitor usage. Damage comparable to faction Antimatter Charge.
    Morphite-enhanced weapons have been around for a scant few years, but have taken the arms market by storm. Federation hybrid weapon technology has taken well to these changes, with Duvolle producing these specialty charges exclusively for the Federation's armed forces.

    -Caldari Navy Meson Warhead: (long range missiles only): 100% kin. dmg. 25% bonus to explosion velocity and missile velocity over t1 ammo. Same damage as faction ammo.
    The Caldari X-T51 Prototype missile is an extremely compact piece of equipment, designed for precision hits during a siege. Rather than relying on on-board guidance, the missile's warhead has an on-board quantum transponder that links with the ship's targeting computers, allowing for more accurate tracking and leaving room for stronger engines.

    -Khanid Royal Navy Striker Warhead: (short range missiles only) 100% EM dmg. 25% bonus to explosion radius and 100% penalty to missile flight time over t1 ammo. 10% more damage than Rage ammo.
    In order to keep the peace with the Empire and to flex its technological superiority, the Khanid Kingdom's engineers have fine-tuned their missile systems to deal frightening amounts of damage, taking EMP warheads to their technical limits.

    -Syndicate Ghost Charge: 60% therm, 40% kin dmg. 50% bonus to optimal range, 100% bonus to capacitor use. Damage comparable to Lead Charge.
    The ever-thoughtful Intaki have developed a hybrid charge that acts as a capacitor, soaking up local vacuum energy and releasing its energy to fire itself.
    Catherine Laartii
    Doomheim
    #2 - 2016-02-19 22:07:52 UTC  |  Edited by: Catherine Laartii
    -Thukker Mix Gravedigger: 50% exp, 50% EM dmg. 30% bonus to falloff and 20% reduction to turret signature radius. Damage comparable to faction Titanium sabot.
    Thukker Mix's special Gravedigger rounds fire special tracer rounds loaded with a specialized radioactive isotope tuned to the turret's on-board tracking systems. This acts as a crude target painter, allowing for the turret that fires it to hit smaller targets more accurately.

    -Ammatar Hellfire crystal: 100% therm dmg, 50% bonus to optimal range and 50% capacitor penalty. damage comparable to Scorch crystal.
    While the Minmatar don't have the same access to technology as the imperial navy, they also aren't bound by the same technical close-mindedness. Essentially a modified and reinforced Infrared crystal, this crystal takes significant amounts of energy and turns it into an a searing beam as hot as the fires of hell.

    -Sansha's Perfection crystal: 40% therm, 60% EM dmg. 50% bonus to tracking speed, 100% penalty to capacitor usage, 25% penalty to optimal range. Damage is 10% greater than Conflagration crystal.
    The technological and military might of Sansha's Nation has made it a force for it to be reckoned with across the galaxy, feared by everyone not under Kuveki's thrall. This immensely complex modified multifrequency crystal has been modified to act as a huge conductor for immense amounts of energy, channeled through the beam and providing significant power to turret tracking systems, making for a weapon as ferocious and unforgiving as Kuveki himself.

    -Blood Maw crystal: 60% EM, 20% therm, 20% exp dmg. 60% bonus to optimal range, 25% penalty to tracking speed 50% capacitor penalty, 10% of damage is dealt directly to capacitor. Damage comparable to Faction Infrared crystal.
    The Blood Raider's Maw crystal is a terrifying weapon that fires a particle beam of stripped antimatter plasma, dealng ionizing positronic radiation to the enemy ship, disrupting energy flow at range.

    -Serpentis Venom charge: 100% kin. 75% penalty to optimal range, falloff, and capacitor usage. Deals 10% more damage than Void charge.
    While the Angel Cartel controls and funds the majority of the Serpentis military, they do have their own weapons R&D division. The brainchild of Sarpati himself, this weapon forgoes the normal technical limitations of blaster and rail technology by forcing a delivery system of extremely corrosive chemical compounds into the bolt, which becomes charged enough to deal significant amounts of damage to armor and shielding alike.

    -Angel Intervention: 40% exp, 30% kin, 30% EM dmg. 50% penalty to optimal range and falloff, Deals 10% more damage than hail.
    Essentially a small antimatter warhead, these shells deal titanic amounts of damage to anyone who would challenge the Cartel's dominance.

    -Gecko drone:
    Already in-game, but needs to be modified to deal only kinetic and thermal damage. Charge twice as much as a faction heavy drone from guristas LP store.


    NOTE: All unique faction ammo (minus the crystals) costs twice as much as normal faction ammo from the LP store, weighs twice as much, and burns out weapons twice as quickly when overheated. Crystals burn out twice as fast as t2 laser ammo.

    P.S. I mostly made these because i thought they'd look/sound cool, and i'm scaling them in strength with t2/faction ships since those seem like a good metric to base things off of. Going to round them out a bit with more severe drawbacks to balance them out.

    Thoughts?
    Celthric Kanerian
    Viziam
    Amarr Empire
    #3 - 2016-02-19 23:53:51 UTC
    Catherine Laartii wrote:
    As an example, Khanid faction mods and weapons could receive fitting and/or capacitor reductions when fit to a t2 amarr vessel.


    Thought about it a couple of times myself, but gives me a bad taste in my mouth as it would be too overpowered in many ways.
    Catherine Laartii
    Doomheim
    #4 - 2016-02-20 00:44:19 UTC  |  Edited by: Catherine Laartii
    Celthric Kanerian wrote:
    Catherine Laartii wrote:
    As an example, Khanid faction mods and weapons could receive fitting and/or capacitor reductions when fit to a t2 amarr vessel.


    Thought about it a couple of times myself, but gives me a bad taste in my mouth as it would be too overpowered in many ways.

    The bonuses wouldn't be very significant; somewhere along implant lines of 5-10% per module; it would basically make it so you're "optimized" with the faction mods, but doesn't really give anything clearly advantageous over deadspace or officer mods other than fitting costs.
    Ncc 1709
    Fusion Enterprises Ltd
    Pandemic Horde
    #5 - 2016-02-20 02:58:06 UTC  |  Edited by: Ncc 1709
    most of these ammos would leave present faction and T2 ammo's in the hanger... i mean T1 missile stats onto a missile that does 10% more damage than rage... thats the equivilent of a 25% applied damage increase...

    and the mixing damage types... it would throw the balance of 90% of the ships in eve out...

    its a nice idea, but no. basically making the perfect ammo for any moment...

    the gecko with just kinetic and thermal allready exsists ingame... its called an
    'augmented' ogre
    Catherine Laartii
    Doomheim
    #6 - 2016-02-20 03:25:05 UTC
    Ncc 1709 wrote:
    most of these ammos would leave present faction and T2 ammo's in the hanger... i mean T1 missile stats onto a missile that does 10% more damage than rage... thats the equivilent of a 25% applied damage increase...

    and the mixing damage types... it would throw the balance of 90% of the ships in eve out...

    its a nice idea, but no. basically making the perfect ammo for any moment...

    the gecko with just kinetic and thermal allready exsists ingame... its called an
    'augmented' ogre

    i was mostly just throwing out some ideas for discussion; balancing them appropriately would obviously take a bit of work, but on a conceptual level i think it has quite a bit of merit. Smile
    Amarisen Gream
    The.Kin.of.Jupiter
    #7 - 2016-02-20 08:57:15 UTC
    Though I agree with the general idea - balance would be a nightmare

    Though I would think, that the developers of the t2 ships would make modules that work better when tied with "their" ships.

    Plus, it then increases the value of those ships which means KM seekers will have nicer stuff to blow up as well be blown up in.

    "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

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    Hultdins
    Doomheim
    #8 - 2016-03-17 19:57:15 UTC
    The idea is very interesting, i would say, remove the faction ammo that we now have, and replace them with the examples you came up with, instead of the plain/boring damage increase they have now to promote different ammo choices and just because having choices/opportunities makes it all the more fun and interesting to customize your loadout. It it ideas like this i would like more of in Eve Online.

    Just my opinion on the subject.
    Corvald Tyrska
    Valknetra
    #9 - 2016-03-17 21:12:55 UTC
    Catherine Laartii wrote:
    So i was thinking the other day looking at the LP store, and wondering what compels people to buy faction weapons over t2, other than the apparent SP reqs. Granted, it makes sense for some weapon systems like missiles where the extra firing rate is advantageous due to the range advantage its t1 and faction ammo has over t2, and projectile weapons, due to the enormous variety of giant bullets you can fire with ship mounted machine guns and howitzers.
    Anyway, apart from a few outliers, there isn't a clear and present reason to make the expense of fitting multiple faction weapons over t2 weapons, and i had a few ideas i'd like to throw around for discussion to suggest ways to help change that.


    With regard to the Faction Weapons, I posted a thread a few weeks back about it but the main reason people don't run Faction Weapons is that their cost is way out of proportion to their stats.. To get hold of a single 125mm small autocannon from Faction Warfare Tribal Liberation Force Loyalty Point stores would cost around 65 million ISK if you were to buy all the tags required for the trade in. This gives you a weapon equivalent to a Domination 125mm small autocannon which sells for 7 million. And even that is insane given that it has worse stats than a T2 125mm small autocannon which can be purchased for around 400,000 ISK.

    Faction Weapons don't need a buff, they need a massive cost reduction/drop rate increase. There is absolutely no reason to put them on a ship over T2 weapons other than to inflate the value of your lossmail and no amount of buffs will ever make it viable to fit three or four 65 million ISK autocannons onto an Assault Frigate (unless you can Alpha Battleships with them).

    It's an issue with many modules available in LP stores.

    Here is the original thread I posted: https://forums.eveonline.com/default.aspx?g=posts&m=6365782
    Daichi Yamato
    Jabbersnarks and Wonderglass
    #10 - 2016-03-18 05:58:14 UTC
    - I do like the idea of faction weapons getting their own look.
    - Dislike 'set bonuses' and arbitrary synergy.
    - Skimmed over special ammos. Dislike adding damage types to weapons that don't belong. Its a bit gimmicky and missiles and projectiles have **** poor damage and need that advantage. Otherwise 'meh'.

    My own proposals:
    - Faction weapons are equivilant to T2 but with racial tweaks. E.g. Serpentis/gallente gets 5% tracking. Minnie/angel gets 5% fall off. Caldari/gurista get 5% optimal. Amarr/sansha/blood get 5% damage.
    - Faction can use t2 ammo.
    - T1 Projectile ammo affects fall-off rather than optimal.

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    elitatwo
    Zansha Expansion
    #11 - 2016-03-18 12:15:16 UTC
    Daichi Yamato wrote:
    - I do like the idea of faction weapons getting their own look.
    - Dislike 'set bonuses' and arbitrary synergy.
    - Skimmed over special ammos. Dislike adding damage types to weapons that don't belong. Its a bit gimmicky and missiles and projectiles have **** poor damage and need that advantage. Otherwise 'meh'.

    My own proposals:
    - Faction weapons are equivilant to T2 but with racial tweaks. E.g. Serpentis/gallente gets 5% tracking. Minnie/angel gets 5% fall off. Caldari/gurista get 5% optimal. Amarr/sansha/blood get 5% damage.
    - Faction can use t2 ammo.
    - T1 Projectile ammo affects fall-off rather than optimal.


    And if we remove those silly tags from the LP stores we would finally have a viable choice.

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    Catherine Laartii
    Doomheim
    #12 - 2016-04-21 18:50:44 UTC
    elitatwo wrote:
    Daichi Yamato wrote:
    - I do like the idea of faction weapons getting their own look.
    - Dislike 'set bonuses' and arbitrary synergy.
    - Skimmed over special ammos. Dislike adding damage types to weapons that don't belong. Its a bit gimmicky and missiles and projectiles have **** poor damage and need that advantage. Otherwise 'meh'.

    My own proposals:
    - Faction weapons are equivilant to T2 but with racial tweaks. E.g. Serpentis/gallente gets 5% tracking. Minnie/angel gets 5% fall off. Caldari/gurista get 5% optimal. Amarr/sansha/blood get 5% damage.
    - Faction can use t2 ammo.
    - T1 Projectile ammo affects fall-off rather than optimal.


    And if we remove those silly tags from the LP stores we would finally have a viable choice.

    Seconded enthusasitcally. @_@
    Catherine Laartii
    Doomheim
    #13 - 2016-04-21 18:52:27 UTC  |  Edited by: Catherine Laartii
    Daichi Yamato wrote:
    - I do like the idea of faction weapons getting their own look.
    - Dislike 'set bonuses' and arbitrary synergy.
    - Skimmed over special ammos. Dislike adding damage types to weapons that don't belong. Its a bit gimmicky and missiles and projectiles have **** poor damage and need that advantage. Otherwise 'meh'.

    My own proposals:
    - Faction weapons are equivilant to T2 but with racial tweaks. E.g. Serpentis/gallente gets 5% tracking. Minnie/angel gets 5% fall off. Caldari/gurista get 5% optimal. Amarr/sansha/blood get 5% damage.
    - Faction can use t2 ammo.
    - T1 Projectile ammo affects fall-off rather than optimal.

    Fair point, and as i said these are suggestions; should probably make a note that i'm not entirely serious about these and i thought they'd just sound cool. Also, i'll pull them back a bit and give them some heavier drawbacks.
    Caleb Seremshur
    Commando Guri
    Guristas Pirates
    #14 - 2016-04-22 02:44:33 UTC
    I have always maintained that acquiring faction mods should just be straight up easier through a reduction in the tag requirements - which haven't been looked at since fw complexes were changed. When it was possible to farm the crap out of npcs back in 2011 or whatever it was a functional if inconvenient system but now getting the tags for some weapins is quasi impossible and not to mention certain weapons provide 5× bpc runs while others are bought 1 at a time at the same grossly inflated price.

    If cost is the main limiting factor then reduce the cost. If supply is the main limiting factor ease the supply. If it is stats... that's what tiericide is for.
    Lugh Crow-Slave
    #15 - 2016-04-22 20:49:18 UTC
    Celthric Kanerian wrote:
    Catherine Laartii wrote:
    As an example, Khanid faction mods and weapons could receive fitting and/or capacitor reductions when fit to a t2 amarr vessel.


    Thought about it a couple of times myself, but gives me a bad taste in my mouth as it would be too overpowered in many ways.



    eve if it wasn't op its similar to the issues with bonuses to fitting blood guns to blood ships


    it reduces the players choice in what they should be fitting and thats not a good thing
    Catherine Laartii
    Doomheim
    #16 - 2016-04-26 22:13:02 UTC  |  Edited by: Catherine Laartii
    Lugh Crow-Slave wrote:
    Celthric Kanerian wrote:
    Catherine Laartii wrote:
    As an example, Khanid faction mods and weapons could receive fitting and/or capacitor reductions when fit to a t2 amarr vessel.


    Thought about it a couple of times myself, but gives me a bad taste in my mouth as it would be too overpowered in many ways.



    eve if it wasn't op its similar to the issues with bonuses to fitting blood guns to blood ships


    it reduces the players choice in what they should be fitting and thats not a good thing

    How does highlighting high-ticket items like faction mods for racial bonuses translate to reducing player choice? From my point of view, all it does is help accent the particular flavor a faction ship has while running the risk of making yourself potentially a juicier killmail if you fit a bunch of them to your ship.

    Now if you framed it as a balance issue in regards to a certain group being outright better when fitting them, i could see that, but that still falls back into the purview of ship balancing, and that still isn't a significant issue since the bonuses the weapons would give would still *at most* be subpar to low-grade faction implants for roughly the same cost as they are currently totaled up on the ship, (siri most pirate faction ships getting reduced turret hardpoints).
    Celthric Kanerian
    Viziam
    Amarr Empire
    #17 - 2016-04-27 13:39:21 UTC
    During fanfest panel "Ships and modules" this year, CCP stated that they are considering allowing faction guns and launchers to use t2 ammo.
    Caleb Seremshur
    Commando Guri
    Guristas Pirates
    #18 - 2016-05-05 14:34:25 UTC
    Celthric Kanerian wrote:
    During fanfest panel "Ships and modules" this year, CCP stated that they are considering allowing faction guns and launchers to use t2 ammo.


    That doesn't solve the problem of them being very hard to come by and prohibitively expensive.

    Maybe CCP should just review LP stores at last.
    Caleb Seremshur
    Commando Guri
    Guristas Pirates
    #19 - 2016-05-06 08:23:25 UTC
    i just had the thought of navy faction exploration sites same as DEDs in some areas of space, dropping navy faction BPCs.