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Proposal - module damage

Author
Kaelie Onren
Native Freshfood
Minmatar Republic
#1 - 2012-01-21 05:09:46 UTC
It's been proposed before but discounted because the direction that ccp was driving the game different. Now that we are back in the business of a spaceship game then how about revisiting the idea of modules getting damaged? They already have damage mechanics due to overheating. Combat these days is a tedious game of dps vs tank rates. Adding an element of chance via critical hits when a ship takes damage with structure that is breached that carries over to the modules makes for more realism and an extra dimension in battles.

A proposed formula per hit could be:

Chance of critical = damage to structure / total structure remaining

If a critical is done a rack will take damage. Which rack depends on the current structure remaining. 2/3 or more, highs, 1/3 to 2/3 mids, less than 1/3 lows. Damage to rack is distributed depending on damage type, explosive and em affect the whole rack evenly, thermal and kinetic applies complete damage to 1 random module on the rack.
Total damage to critical is calculated depending on the total structural damage of the volley ( some skills may be used to reduce the ratio ) and all damage that is redirected to a critical hit is not applied to the structure ( the rack took the damage so the structure doesn't. )
This does mean that taking critical hits reduces the damage done to the structure in a way. But losing modules is a big price to pay for it.
Damage control modules reduce the chance of critical hits.

Just a rough sketch of an idea. Those with the knack for play balance please comment.
Jafit McJafitson
Viziam
Amarr Empire
#2 - 2012-01-21 13:57:34 UTC
If you want to lose a fight on the roll of a dice, just leave their ECM bird on the field instead of calling them primary.
Jalmari Huitsikko
Avanto
Hole Control
#3 - 2012-01-23 12:22:09 UTC
modules have been taking damage when ship is on structure for some time i think.

it is just that when your ship is on structura it's already dead.

there has been talks about targeting ship modules but i see a problem there because in most cases you'd just go after specific ship module and practically disable ship. i.e. ship has local tank enough to tank you -> you just shoot active tank module and win eve. i really dont think it's very good.
Kaelie Onren
Native Freshfood
Minmatar Republic
#4 - 2012-01-24 02:43:25 UTC
Jafit McJafitson wrote:
If you want to lose a fight on the roll of a dice, just leave their ECM bird on the field instead of calling them primary.


Fair point, but that's dodging the main goal, which is not to allow any one to decide whether or not to win/lose with luck, but to enforce it for as a fact of life (ie in the form of game mechanics) for everyone. Think about how many battles have become formulaic. In Null sec its not that bad, but still there are formulas and strategies that are almost getting cookie cutter. But for those in high sec, take, incursions for example, what started out as fun is now just a grind. If say, hybrid rails had a chance of a lucky shot that would take out a ships tank, then that opens up new tactics that favour getting one lucky shot instead of just bringing more tank or dps to the table.

Nariya Kentaya
Ministry of War
Amarr Empire
#5 - 2012-01-25 03:29:31 UTC
Kaelie Onren wrote:
Jafit McJafitson wrote:
If you want to lose a fight on the roll of a dice, just leave their ECM bird on the field instead of calling them primary.


Fair point, but that's dodging the main goal, which is not to allow any one to decide whether or not to win/lose with luck, but to enforce it for as a fact of life (ie in the form of game mechanics) for everyone. Think about how many battles have become formulaic. In Null sec its not that bad, but still there are formulas and strategies that are almost getting cookie cutter. But for those in high sec, take, incursions for example, what started out as fun is now just a grind. If say, hybrid rails had a chance of a lucky shot that would take out a ships tank, then that opens up new tactics that favour getting one lucky shot instead of just bringing more tank or dps to the table.


No, actually it would encourage even MORE numbers, because you would be relying on that lucky shot to guarantee you the win, and the more bullets you shoot, the more likely statistically you are for one to be critical.

honestly, all this does is make all of combat luck based since everyone will just want these, and what about supercaps? get a dozen frigs or so and you could just incap it permanently by burning its modules.

hoenstly, battles become formulaic because THATS HWO BATTLES WORK. why do you think soldiers drill and drill adn drill on formations and maneuvers? because most battlefield scenarios already have a preset trained response that only needs slight modification to adapt to the current situation. thats also how it is in EvE, everyone knows what to do adn only need to change plans when a moron decides to leroy.

EvE is akin to naval or classical warfare, in that everyone just moves into position and starts firing at whatever the admiral/general deems the target, a slugfest of a bunch of dudes sitting halfway stationary until they all fall down.

That is war, that is EvE, please dont even propose turing fleet warfare into a casino game, i like my classical style.
Kaelie Onren
Native Freshfood
Minmatar Republic
#6 - 2012-01-25 09:52:10 UTC
There are many ways to keep this from turning eve into a casino game.
And in real life a lucky shot to a battleships powder stores and the whole thing blows up. If my memory serves the USS Lexington died that way.
Anyway make super caps have a lower critical chance depending on the caliber of round. Simple