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Player Features and Ideas Discussion

 
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To: The Developers (Ability To make our ships more unique)

Author
Fifty Three
Doomheim
#1 - 2017-04-20 05:41:26 UTC  |  Edited by: Fifty Three
This request is different, slightly different, from my other suggestions having to do with enlarging of ships and structures if one has the resources. I see it will be unbalanced.

What I am suggesting is to, for each ship/structure class, find the percentage ratio of each component based off their "Mass" and allow us players to customize them within those limits to have more variety of ships personalization( strength+weaknesses).

Base Things(what comes with the ship standard), somewhat touched on in one of my other recent post, can be changed are:...
Power Grid capacity
Capacitor Recharge Rate
Capacitor Capacity
CPU Output
Reactor output
Shield Recharge Rate
Shield Capacity
Armour amount
Structure amount
Speed
Agility
etc.

Note: Modules' slots will not be affected, just talking about the vital systems of the ships

i.e. So we can increase our base speed, but will have to take away from(a percentage/%) from one or more other systems to do so based off the Mass of the ship.. Each ship/structure ratio will be different as they have different features+Mass(i.e. Armour to Mass ratio, Recharge rate to Mass ratio, etc.).
Merin Ryskin
Peregrine Industries
#2 - 2017-04-20 05:59:11 UTC
No. What part of "open-ended customization is terrible for balance" is so hard for you to understand? Ships are balanced around having strengths and weaknesses, and this is yet another proposal to remove that balancing factor in favor of min/maxing designs until you find something that breaks the game. For example, every Caldari ship I fly will now have all of its armor and structure HP removed in favor of more shields, giving me free EHP because my shield buffs now apply to a greater percentage of my total HP. And all that extra grid/CPU I have after fitting everything I want? Let's convert that to even more tank. Or maybe I'll just strip down all the extra stuff I'm not using and buff my speed, until I have a battleship with the speed and agility of an interceptor.
Fifty Three
Doomheim
#3 - 2017-04-20 06:27:03 UTC
It would depend on the Mass of the ship. So there is no way you can have a fast interceptor battleship like what you are saying+ something else or more(i.e. reduction capacitor recharge rate by itself or with other stuff), in percentage, will have to be taken away to give more speed, and/or agility.
Sterling Blades
Windstalker Security Corp
United Neopian Federation
#4 - 2017-04-20 06:52:03 UTC
As much as I like the idea of direct(yet minor) ship attribute tuning, the issue still comes back to game balance. While it would make sense from a lore perspective(as we see several specific pirates with modified ships even compared to other pirate vessels,) , even minor retuning could lead to vastly broken setups.

Again, while I like it, its unlikely to ever happen simply because of how the devs try to balance the game.

On another note, if it were to actually happen, I have a friend who would be pleased she could make her 'cargo exeqouror' design more viable.

The gods are out there. They watch us. They guide, they manipulate. We rally behind the ones we adore, and rain fire against those who rally behind the ones we hate. The question now is, to whom does your allegiance fall behind, dear Empyreans?

Fifty Three
Doomheim
#5 - 2017-04-20 07:08:00 UTC  |  Edited by: Fifty Three
Yes, it would be minor shifting of the attributes, simply because of the need to take away from other vital systems.

Secondly, the developers could implement it like how we do "remap" of our character's attributes with a certain base that cannot be changed(i.e. Base amount of a capacitor capacity, capacitor recharge rate, armour capacity etc. cannot go below a certain percentage or even up to a certain percentage if you want even tighter control).
Wander Prian
Nosferatu Security Foundation
#6 - 2017-04-20 08:21:07 UTC
Fifty Three wrote:
Yes, it would be minor shifting of the attributes, simply because of the need to take away from other vital systems.

Secondly, the developers could implement it like how we do "remap" of our character's attributes with a certain base that cannot be changed(i.e. Base amount of a capacitor capacity, capacitor recharge rate, armour capacity etc. cannot go below a certain percentage or even up to a certain percentage if you want even tighter control).



This is horribly overpowered, nightmare to balance and would require a significant amount of dev-work for a very small return.

Go play the game for a year and then come back with suggestions. You have no idea how the current game mechanics work or why they are set up the way they are.

Wormholer for life.

Do Little
Bluenose Trading
#7 - 2017-04-20 08:25:33 UTC
It isn't just balance - how will the market work? If you can come up with a scheme that achieves your goal using rigs, modules and subsystems, allowing the ship to be disassembled, repackaged and sold, you may get some traction. I wouldn't mind seeing the subsystem concept extended but recognize that it creates a balance nightmare.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#8 - 2017-04-20 08:58:12 UTC
reported for redundacy
mkint
#9 - 2017-04-20 11:46:40 UTC
Next time you have a bundle of ideas, write them down in your journal and give them to your mom. And that's it. Let it end there. (14 likes? Total? Have a think about that. I've opened maybe 2 threads ever, and refuse to touch any like-farming threads because that's both sad and stupid. You've opened dozens of threads. Sad.)

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Serendipity Lost
Repo Industries
#10 - 2017-04-20 12:05:31 UTC
Merin Ryskin wrote:
No. What part of "open-ended customization is terrible for balance" is so hard for you to understand? Ships are balanced around having strengths and weaknesses, and this is yet another proposal to remove that balancing factor in favor of min/maxing designs until you find something that breaks the game. For example, every Caldari ship I fly will now have all of its armor and structure HP removed in favor of more shields, giving me free EHP because my shield buffs now apply to a greater percentage of my total HP. And all that extra grid/CPU I have after fitting everything I want? Let's convert that to even more tank. Or maybe I'll just strip down all the extra stuff I'm not using and buff my speed, until I have a battleship with the speed and agility of an interceptor.



You need to type slower so it sinks in.
Serendipity Lost
Repo Industries
#11 - 2017-04-20 12:06:48 UTC
Max Deveron wrote:
reported for redundacy



I am truly sorry redundancy was your best option.
Serendipity Lost
Repo Industries
#12 - 2017-04-20 12:18:15 UTC
Beyond all that has been said I'd like to point out another aspect your idea would completely ruin. I'll walk you through it in steps.

Eve is a pvp game.
PVP is based on fights from the solo matchup to massive fleet fights with over 100 ships on each side.
The hook for Eve pvp is that you pit the wits, skill, cunning and so on of one human being against another and if you lose - you don't get your stuff back.


Now that you understand some of the basics as to WHY Eve's been around for over a decade you need to understand what your idea would do. It would make all the pvp that keeps the game going mostly meaningless. You would take away the hook that makes Eve pvp so engaging. I would no longer be engaging another players brains, cunning and abilities in pvp. We'd both be warping pretty much blindly into a fight and will only know the possible outcomes after it's too late. Customizable ships take the balance out of pvp.

Players will quickly tire of losing fights based on custom ship configurations and go play a game they can have success based on their skills and abilities instead of random luck.
Cade Windstalker
#13 - 2017-04-20 13:36:12 UTC
OP, this would still be hilariously imbalanced.

Just for a start mass is not in any way the determining factor for any of a ship's stats beyond some minutia of the orbit speed formula.

So, for your idea, Mass would have to become a balance parameter and each ship would have to have their mass tweaked based on their capabilities. This would adversely affect Wormholes, where jump capability is based on mass, and would essentially turn Mass into another point-buy system, which brings us back around to exactly the same problem your other idea had.

This wouldn't be balanced, it would just be a vehicle for min-maxing of stats by tanking stats you don't need or want on a ship to boost stats you do beyond what is currently allowed in the game.

Stop trying to make free-form Ship Customization happen OP, it's not going to happen.
Old Pervert
Perkone
Caldari State
#14 - 2017-04-20 15:17:28 UTC
OP, go fly a tengu.

That's about as much customization as you're ever going to get. Better hurry though, the devs are realizing just how bad an idea customizable ships actually were and they're consolidating (ie removing) a big chunk of that customization.

Regarding your original suggestion... the others have already said enough. It's a terrible idea and it would forever see balance thrown out the window.