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Player Features and Ideas Discussion

 
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Nerf reinforcement of small deployables

Author
Reaver Glitterstim
The Scope
Gallente Federation
#1 - 2016-05-06 05:29:17 UTC
Mobile depots will enter reinforcement after being shot enough, making them invulnerable for a period of time. I suggest altering this reinforcement for mobile depots and any other small deployable structure to make the structure tough, but not invincible. The reinforcement timer should discourage players from shooting it down, but only larger and more expensive structures such as starbases and citadels should have complete invulnerability. This improved-defense reinforcement could be given to mobile tractor units and other small deployables as well, such as secure containers and mobile warp disruptors. Anyone who wants the thing to cease operating in their space can shoot it for a while till it enters reinforcement, which will shut it off, but they must put up a bit more of an effort to actually remove it from the field completely--or wait out the timer.



Suggested stats for improved-defense reinforcement:

A mobile depot has 5000 shields and armor, 7500 structure, and no resistances. Upon depletion of shields, it enters reinforcement which raises its armor resists to 80% and structure resists to 90%, and it repairs 1000 armor every 5 seconds. This means you must deal 1000 DPS just to balance with its sustained repair, and the structure will have 25,000 effective hit points in armor and 75,000 in structure during this reinforcement. Should an attacking party get past the armor and then later give up before destroying the depot, the owner may have a hefty repair bill to pay.

A single player attacking with a 1500 DPS battleship could take the structure down in 2 minutes and 40 seconds.
A small group with a combined 3000 DPS could take the structure down in 50 seconds.

Other deployables could have similar reinforcements, adjusted higher or lower based on various factors.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Ben Ishikela
#2 - 2016-05-06 07:01:45 UTC
Isnt the Timer "supposed" to be an arranged date between agressor and defender. so they can pew.
however, the timer on mobiles isnt really adjustable like POSs.
With new Citadel-Structure-Code it might actually be possible to improve on this issue.

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Reaver Glitterstim
The Scope
Gallente Federation
#3 - 2016-05-06 07:13:41 UTC
Ben Ishikela wrote:
Isnt the Timer "supposed" to be an arranged date between agressor and defender. so they can pew.

It's supposed to give the owner time to organize a defense strategy. The very cheap deployable structures shouldn't offer that. It's too easy for people to throw them up all over space, and too difficult for others to remove them.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Arya Regnar
Darwins Right Hand
#4 - 2016-05-06 08:10:17 UTC  |  Edited by: Arya Regnar
RF timers on depots are disgusting considering they regen their HP over the reset percentage on their own within hours. Instead of nerfing timers make the regen on depots 7 day long so you can easily clean areas of them.

Assuming anyone wanted to save these things all you need to do is a single cycle on an osprey which would take less than 5 sec with lock align activation and warp.

EvE-Mail me if you need anything.

Reaver Glitterstim
The Scope
Gallente Federation
#5 - 2016-05-06 08:25:07 UTC
They don't have a lot of hit points to regen, so what's the problem? As soon as it comes out of reinforce, just pop it.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Lugh Crow-Slave
#6 - 2016-05-06 09:01:54 UTC
the idea behind the mobile depo was that so long as the owner was using it it could not be killed
Zimmer Jones
Aliastra
Gallente Federation
#7 - 2016-05-06 17:16:34 UTC  |  Edited by: Zimmer Jones
just as a fun idea, i put forward the idea that you could Sov wand a mobile depot and steal it, the number of cycles depending on reinforcement timer.

*edit with appropriate ping to the owner, of course

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Ralph King-Griffin
New Eden Tech Support
#8 - 2016-05-06 19:51:07 UTC
Zimmer Jones wrote:
just as a fun idea, i put forward the idea that you could Sov wand a mobile depot and steal it, the number of cycles depending on reinforcement timer.

*edit with appropriate ping to the owner, of course

Take a suspect flag and then yeah im actually for it, i would definitly rather steal mtu's than **** up my board with the damn things.
Yeah i know we were talking mdepos but still.
Zimmer Jones
Aliastra
Gallente Federation
#9 - 2016-05-06 20:14:05 UTC  |  Edited by: Zimmer Jones
Ralph King-Griffin wrote:
Zimmer Jones wrote:
just as a fun idea, i put forward the idea that you could Sov wand a mobile depot and steal it, the number of cycles depending on reinforcement timer.

*edit with appropriate ping to the owner, of course

Take a suspect flag and then yeah im actually for it, i would definitly rather steal mtu's than **** up my board with the damn things.
Yeah i know we were talking mdepos but still.


I'm with you on the thievery, id rather abscond with some stuff than have it show on a KB, just posted in the wrong thread

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Lugh Crow-Slave
#10 - 2016-05-06 20:22:28 UTC
but how much time would they have b4 you stole it? unlike an alliance or corp it could be days before they come back. would it be the same timer as the rf now?
Arya Regnar
Darwins Right Hand
#11 - 2016-05-06 23:31:53 UTC  |  Edited by: Arya Regnar
Reaver Glitterstim wrote:
They don't have a lot of hit points to regen, so what's the problem? As soon as it comes out of reinforce, just pop it.

Yeah let me just start an alarm clock for 500k isk structure that doesn't drop anything.

I bet you would go pick up t1 drones as well.

EvE-Mail me if you need anything.

Reaver Glitterstim
The Scope
Gallente Federation
#12 - 2016-05-07 03:31:05 UTC
Arya Regnar wrote:
Yeah let me just start an alarm clock for 500k isk structure that doesn't drop anything.

I bet you would go pick up t1 drones as well.

That's why they should be destructible during their reinforce timer.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Lugh Crow-Slave
#13 - 2016-05-07 03:41:11 UTC
Reaver Glitterstim wrote:
Arya Regnar wrote:
Yeah let me just start an alarm clock for 500k isk structure that doesn't drop anything.

I bet you would go pick up t1 drones as well.

That's why they should be destructible during their reinforce timer.


would kind of defeat the purpose of the RF mode
Daniel Ornulf
Grae Universe Enterprise
#14 - 2016-05-08 15:20:56 UTC
Small gang kitchen sink brawls are extremely entertaining, but if everything is either reinforced or can warp off when intel announces a fleet, there's no point to organize a defense.

We need more ways to force out a fight for "loot and pillage" style roams.
Reaver Glitterstim
The Scope
Gallente Federation
#15 - 2016-05-08 22:59:11 UTC
Lugh Crow-Slave wrote:
Reaver Glitterstim wrote:
That's why they should be destructible during their reinforce timer.


would kind of defeat the purpose of the RF mode

Not if it has improved defenses as I outlined in the OP. With 1000 EHP/s armor regeneration, it'll take more than one person to take it down unless that one person wants to sit alone in a battleship shooting at it. If you have put it in some out of the way place, and not in the middle of high-traffic areas where it will píss people off, then a small amount of defense may be all you need to keep it from being popped. On the other hand, if you're throwing them up everywhere like a total jerk, then the throng of angry people you've created just might be willing to destroy your <2 mil structures. I think that's a good thing.

Howabout make the 'Wetu' mobile depot have a higher amount of armor resist, and make the 'Yurt' (the expensive one) actually indestructible during reinforce. The cheap ones should not be indestructible at any time.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Trespasser
S0utherN Comfort
#16 - 2016-05-11 13:11:55 UTC  |  Edited by: Trespasser
No, because firstly its a non-needed feature. Mobile depots work just fine as they are and a 24 hour Ref cycle is perfectly fine.

id be ok if they had the same resist as an anchored pos mod while in RF So give them 25,000 structure at 99.99% resist while they are in reinforced mode.

Id totally be ok if a fleet wants to sit there and shoot it for an hour or 5 but short of that i don't see a good enough reason to change the mechanics we currently have.
Nevyn Auscent
Broke Sauce
#17 - 2016-05-11 21:24:18 UTC
Reaver Glitterstim wrote:

Not if it has improved defenses as I outlined in the OP. With 1000 EHP/s armor regeneration, it'll take more than one person to take it down unless that one person wants to sit alone in a battleship shooting at it. If you have put it in some out of the way place, and not in the middle of high-traffic areas where it will píss people off, then a small amount of defense may be all you need to keep it from being popped. On the other hand, if you're throwing them up everywhere like a total jerk, then the throng of angry people you've created just might be willing to destroy your <2 mil structures. I think that's a good thing.

Howabout make the 'Wetu' mobile depot have a higher amount of armor resist, and make the 'Yurt' (the expensive one) actually indestructible during reinforce. The cheap ones should not be indestructible at any time.

The whole point to the RF timer is that people can't pop it while you are asleep or at work. Changing that the way you suggest would allow them to be popped while people are offline which removes half their intended purpose.
Maldiro Selkurk
Radiation Sickness
#18 - 2016-05-11 23:57:24 UTC
Agree, these things dont have that 'needs a reinforcement timer' feel to them. They seem like something you swap out on the fly and scoop and leave.

If you decide you want to cover the sky with messages you should accept more risk than you have now. If you want to leave them in space for tomorrow when you could just have scooped them then they should be gone when you return.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Reaver Glitterstim
The Scope
Gallente Federation
#19 - 2016-05-12 10:23:08 UTC
Nevyn Auscent wrote:
The whole point to the RF timer is that people can't pop it while you are asleep or at work. Changing that the way you suggest would allow them to be popped while people are offline which removes half their intended purpose.

So pay more for a bigger one.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."