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Suggestion for all Siege, triage, indy cores

Author
Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#1 - 2016-12-19 20:32:05 UTC
Give the option to all siege mods, to "burn" them out.
like overheat, but can be applied any time during the cycle. This will then take approx 20 seconds to Completely Destroy the modual, and burn out any other mods on that rack.

there wont be any repairing the siege mod. it will have to be replaced.

Gfx wise, there could be a red glow build up on a section of the capitals hull before an explosion, which then burns out the entire high slot rack.


i would say can be canceld during the first 10 seconds only, after that its gonna pop.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2016-12-19 20:51:14 UTC
Why?

Pretty sure this is a 'burn out your siege mod and escape your inevitable death 99% of the time' option. Why is less dead caps a good thing?

(Or can you apply points to people in siege? I honestly can't remember.)
Nevyn Auscent
Broke Sauce
#3 - 2016-12-19 22:59:01 UTC  |  Edited by: Nevyn Auscent
What they actually need is the immobility removed.
Points & Webs apply even when in Siege/etc now, so the whole reasoning behind them needing to be immobile to prevent them instantly warping when it finishes cycle is no longer true as you can have them pointed.
This then allows battlefields to actually move rather than being tied to immobile clumps of ships.
Sonya Corvinus
Grant Village
#4 - 2016-12-19 23:21:37 UTC
Nevyn Auscent wrote:
What they actually need is the immobility removed.
Points & Webs apply even when in Siege/etc now, so the whole reasoning behind them needing to be immobile to prevent them instantly warping when it finishes cycle is no longer true as you can have them pointed.
This then allows battlefields to actually move rather than being tied to immobile clumps of ships.


So I could rat with them active in null/WHs and have no risk of being caught mid-cycle?
Nevyn Auscent
Broke Sauce
#5 - 2016-12-19 23:28:35 UTC
Sonya Corvinus wrote:


So I could rat with them active in null/WHs and have no risk of being caught mid-cycle?

Uh, you totally could be caught with them mid cycle. You still couldn't warp, and any Inty/HIC worth it's salt could catch up with you. You just wouldn't be stuck at 0m/s which was a fix to force you to have to align after it ended because it stopped Points from applying.
Now with the varying types of resistance it no longer stops points (At least last I checked) & webs, so that problem no longer exists since they can have you pointed and webbed mid cycle, so you can't warp when it ends anyway.
Kenrailae
Center for Advanced Studies
Gallente Federation
#6 - 2016-12-20 00:09:26 UTC
Nevyn Auscent wrote:
What they actually need is the immobility removed.
Points & Webs apply even when in Siege/etc now, so the whole reasoning behind them needing to be immobile to prevent them instantly warping when it finishes cycle is no longer true as you can have them pointed.
This then allows battlefields to actually move rather than being tied to immobile clumps of ships.




Problem with this is CCP has balanced the guns based pretty much entirely on the concept of being super heavy and and difficult to bump, so they 'only hit while stationary against stationary targets' etc.

If they were given tracking back maybe... but I am not fussed about immobility.

The Law is a point of View

The NPE IS a big deal

PopeUrban
El Expedicion
Flames of Exile
#7 - 2016-12-20 00:22:16 UTC
Okay.

But only if you add that option to every other overheatable module in the game as well so I can counter your burning out of siege by burning out my guns, EWAR, enhancers, and point.
Sonya Corvinus
Grant Village
#8 - 2016-12-20 00:39:31 UTC
Nevyn Auscent wrote:
Uh, you totally could be caught with them mid cycle. You still couldn't warp, and any Inty/HIC worth it's salt could catch up with you. You just wouldn't be stuck at 0m/s which was a fix to force you to have to align after it ended because it stopped Points from applying.
Now with the varying types of resistance it no longer stops points (At least last I checked) & webs, so that problem no longer exists since they can have you pointed and webbed mid cycle, so you can't warp when it ends anyway.


So the idea here is that you can move, but still not warp with the modules active? I am OK with that
Lugh Crow-Slave
#9 - 2016-12-20 03:02:27 UTC
hey this thing that gives you huge advantages with the only draw back being commitment... lets remove the commitment part
Lugh Crow-Slave
#10 - 2016-12-20 03:04:17 UTC
Nevyn Auscent wrote:
What they actually need is the immobility removed.
Points & Webs apply even when in Siege/etc now, so the whole reasoning behind them needing to be immobile to prevent them instantly warping when it finishes cycle is no longer true as you can have them pointed.
This then allows battlefields to actually move rather than being tied to immobile clumps of ships.



you want a mobile cap use a carrier or an MWD dread. the not moving thing was not to prevent warp but to force them to fully commit to a position.
Nevyn Auscent
Broke Sauce
#11 - 2016-12-20 04:02:49 UTC
Lugh Crow-Slave wrote:

you want a mobile cap use a carrier or an MWD dread. the not moving thing was not to prevent warp but to force them to fully commit to a position.

No, it was to force them to commit to a FIGHT. Which the inability to warp does.
The inability to move was a necessary artefact of the old immunities, which was immunity to everything including points & webs.
The new immunities don't have that problem so that aspect of them can be changed.

There is no removal of the commitment involved in this proposal (Mine, not the Ops, I agree theirs removes the commitment), just of the terrible static gameplay which removes all need for the player to care about positioning once they are in the fight, and goes against CCP's expressed desire to have more mobile fights when everyone is tied to immobile ships unless they are dropping Titans & don't need FAX because the other guy can't touch the titans.
elitatwo
Zansha Expansion
#12 - 2016-12-20 06:03:58 UTC
Nevyn Auscent wrote:
Lugh Crow-Slave wrote:

you want a mobile cap use a carrier or an MWD dread. the not moving thing was not to prevent warp but to force them to fully commit to a position.

No, it was to force them to commit to a FIGHT. Which the inability to warp does.
The inability to move was a necessary artefact of the old immunities, which was immunity to everything including points & webs.
The new immunities don't have that problem so that aspect of them can be changed.

There is no removal of the commitment involved in this proposal (Mine, not the Ops, I agree theirs removes the commitment), just of the terrible static gameplay which removes all need for the player to care about positioning once they are in the fight, and goes against CCP's expressed desire to have more mobile fights when everyone is tied to immobile ships unless they are dropping Titans & don't need FAX because the other guy can't touch the titans.


I like your concept, please keep going.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Kenrailae
Center for Advanced Studies
Gallente Federation
#13 - 2016-12-20 08:24:25 UTC  |  Edited by: Kenrailae
@Nevyn


Still not answering the tracking part of the problem though. Current dread balances for capital guns are balanced around stationary targets. This is in part due to the mechanics, ofc, but also in part due to blap dreads. Siege imparts a huge mass multiplier, making it very difficult to really bump a sieged dread. Take that away.... well you've seen what stabbers and machariels do to freighters and JF's, and the mass between a Freighter and dread isn't so very far apart on the scales Eve deals in. That's well in the category of being possible to just bump dreads so they can't track anything.


Give them the tracking to deal with that, then you invite blap dreads back. I don't have an issue with that, but CCP changed it because they did. Continuing to apply that mass multiplier to siege but allowing mobility would render the effects of an MWD or AB kinda pointless though. Siege doesn't just anchor fights for no good reason, it provides a mid ground for capital weapons to be balanced to only really apply all that damage to other really big, really slow/stationary targets, and there's a limit to how much you can justify application penalties to smaller ship classes.



How does that get balanced?


The only advantage I would see to moving in siege/triage would be if you finish the fight/objective and still have half your cycle left. Otherwise it's really just a massive capacitor drain for triage and a liability for damage application/capacitor for dreads. I don't see enough benefit to outweigh the problems caused by removing the immobility penalty, nor enough problems caused by the immobility penalty to warrant removing it with the huge bonuses the siege and triage modules give.

The Law is a point of View

The NPE IS a big deal

Tabyll Altol
Viziam
Amarr Empire
#14 - 2016-12-20 09:51:48 UTC
Sonya Corvinus wrote:
Nevyn Auscent wrote:
What they actually need is the immobility removed.
Points & Webs apply even when in Siege/etc now, so the whole reasoning behind them needing to be immobile to prevent them instantly warping when it finishes cycle is no longer true as you can have them pointed.
This then allows battlefields to actually move rather than being tied to immobile clumps of ships.


So I could rat with them active in null/WHs and have no risk of being caught mid-cycle?


You could let the warp disabled like after a doomsday on a titan.
Rowells
Blackwater USA Inc.
Pandemic Horde
#15 - 2016-12-20 22:32:20 UTC  |  Edited by: Rowells
Lugh Crow-Slave wrote:
hey this thing that gives you huge advantages with the only draw back being commitment... lets remove the commitment part

Saying the only drawback is commitment leaves out quite a few other factors that are equally if not more important. And it goes without saying that the pilot of the ship in question is definitely not the only person who has a say in whether or not they commit.

And considering the downside to the proposal is that you permanently become a glorified damage sponge, is also quite a big deal.

The real balance point here is going to be how long the time to burnout is. 20s seems quite low to me, especially considering that the EHE cycles around that fast. It may be best to simply give it a cycle reduction bonus like HICs.

For example if overheating reduced remaining time by 80%, that leaves a difference in choice on when to actually use it. If you use it at the beginning of a cycle, you have a time of 1 minute until you are clear. Use it with one minute remaining, you have a 12s time. Smaller time for longer initial commitment.

But considering that every dread/FAX that gets 'saved' by dropping out, the whole fleet is still down the power of that ship. Which still effects the balance of the fight, but allows a less binary option than the current one, which is better imo.
Rowells
Blackwater USA Inc.
Pandemic Horde
#16 - 2016-12-20 22:37:50 UTC
Danika Princip wrote:
Why?

Pretty sure this is a 'burn out your siege mod and escape your inevitable death 99% of the time' option. Why is less dead caps a good thing?

(Or can you apply points to people in siege? I honestly can't remember.)

Yes you can apply points. All ewar except jams work (with some reductions).

And before we try to equivilate dead cap ships = good, we really need to consider quite a few other factors.
Jonathon Silence
Caldari Provisions
Caldari State
#17 - 2016-12-20 23:48:38 UTC
I was thinking about these modules the other day and while I like the fact that I must commit to the duration of the 'cycle' I find that the experience with them depends too much on luck as to where in the cycle you get hit.

I would like to see all of them moved to a 10s cycle time but a 5 or 6 minute shutdown timer (With a skill to reduce this timer). Bonuses from the module still apply, as to penalties while in shutdown mode.

This means that it is always going to take me the same amount of time to shutdown the module once I hit the button. This will also mean that hunting such ships also now gives me a better chance of engagement as it is no longer about chance as to when on the cycle I encounter them.

Not sure about burning out the rack this just seems to me to be as much about 'F-U' you will not get these modules as it is about a combat technique but I could just be reading that people will do with it more.

Personally I know that if I am going down and have the chance to deny my attackers more loot by burning out the top rack then ... woohoo .. sounds good to me. :D
Lugh Crow-Slave
#18 - 2016-12-21 00:14:13 UTC
Rowells wrote:
[but allows a less binary option than the current one, which is better imo.



it's still binary

a. ship dies

b. ship don't die