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Should damage done effect how much loot survives a kill.

Author
Sugar Kyle
Middle Ground
#21 - 2012-07-03 04:11:27 UTC
I think the items dropped should be damage, maybe. It would suggest players tone down their dps when pewing? Only use two guns on that rifter Sir Tornado pilot.

Member of CSM9 and CSM10.

Tippia
Sunshine and Lollipops
#22 - 2012-07-03 04:16:49 UTC  |  Edited by: Tippia
Doesn't really work with EVE's combat system. Things are only ever “slightly” killed because the relationship between the final shot and the amount of HP a ship has will always be rather tiny.

Maybe if you manage to alpha-strike a newbie frigate with a dreadnought (or, ok… any frigate with any full rack of large weapons and above), but that's such an edge case that it's not really worth the effort.

It's a fun idea, but thoroughly incompatible with the current mechanics and would encourage rather silly behaviour.
Sam Ruger
Imperial Academy
Amarr Empire
#23 - 2012-07-03 04:25:01 UTC
Tippia wrote:
Doesn't really work with EVE's combat system. Things are only ever “slightly” killed because the relationship between the final shot and the amount of HP a ship has will always be rather tiny.

Maybe if you manage to alpha-strike a newbie frigate with a dreadnought (or, ok… any frigate with any full rack of large weapons and above), but that's such an edge case that it's not really worth the effort.

It's a fun idea, but thoroughly incompatible with the current mechanics and would encourage rather silly behaviour.




Now that is good example of a reason against it. I will admit to not being up on the exact nuts and bolts of how things work.
Abel Merkabah
Caldari Provisions
Caldari State
#24 - 2012-07-03 04:32:32 UTC
I like the idea, although Tippia has a great point that unless it is Alpha, overkill is determined by the last volley. Too bad, would be a neat feature.

James315 for CSM 8!

Abel Merkabah
Caldari Provisions
Caldari State
#25 - 2012-07-03 04:57:36 UTC
Actually, I thought of how this could work.

The game tracks the volley's during a battle that score a hit. The average of all the Volleys is calculated. The ratio of the average volley to the HP of the ship dictates how much of an overkill it was. It could even be simplified by using the Maximum volley, instead of the average. Closer this ratio is to 1 (assume ratio greater then 1 is equal to 1) the less loot drops.

So it would work like this.

Assume a Ship with 100 HP.

Fight 1.

First Volley: 30 damage
Second Volley: 40 Damage
Third Volley: Miss
Fourth Volley: 60 Damage

Average Calculation
Average Volley: 130 (Total Damage) / 3 (Number of Volleys that hit) = 43.33
Ratio to HP would be 43.33 / 100 or .4333

Maximum Calculation
Maximum Damage per Volley = 60
Ratio of HP would be 60 /100 or .6

Fight 2
First Volley: 110 Damage

Average Calculation
Average Volley: 110 / 1 = 110
Ratio to HP would be 110 / 100 or 1.10

Maximum Calculation
Maximum Damage per Volley = 110
Ratio to HP would be 110 / 100 or 1.10

Fight 2 would drop less loot then Fight 1, because the ship was sustaining much larger hits.

Essentially, this system, using either maximum or average, would mean using a ship with Large guns versus a Frig or Alpha Striking a ship would destory more modules then a fight between 2 similar sized ships duking it out over an extended period of time. Granted, using the Maximum in the above example would be a less drastic difference between Alpha Strike and just using powerful weapons that take a few hits. Additionally, Glancing (meaning reduced because of range or whatever reason) shots would lower the average, which kind of makes sense, less damage done because of range would mean fewer modules outright destroyed.

Other advantages:

1. Resistance would also retain loot, since it effectively reduces damage per volley. This is a double edged sword now, it means you may leave more for your enemy (not good), but if you can recover your wreck, you could also get more of it back.

2. Signature Radius and the Speed Calculation for missiles both will reduce damage to make these calculations not completely off the wall for Large ships vs smaller ships.

3. Calculating an average is not processor intensive, although I could see in a large fleet battle storing and calculating all these averages may be the straw that breaks the camels back, so to speak.

What do you think? Pick it appart. Critize it, abuse it, send it through the flames of this board...perhaps when done, the idea will be tempered and feasible.

James315 for CSM 8!

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