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[Proposal] Fixing active tanking via scripts (and not Ancillary Shield Boosters)

Author
Takeshi Yamato
Ministry of War
Amarr Empire
#1 - 2012-07-11 11:19:32 UTC  |  Edited by: Takeshi Yamato
First let's identify the problem. An active tank in sub-capital ships in PvP is rare because as the number of targets shooting you increases, it quickly stops offering protection. You'll explode before being able to convert a meaningful amount of your capacitor into shield/armor.

I cringe when looking at these new Ancillary Shield Boosters that were obviously intended to provide high shield boosting for short periods of time, because frankly it's a ******* terrible way to approach the problem. Now that I got this off my chest, let me present what I think would be a good solution (at least conceptually):

A series of scripts for Shield boosters and Armor Repairers that greatly increase their output at an even greater cost in efficiency. They allow a ship to tank large amounts of damage but only for short amounts of time. Why scripts though and not new modules? Because they provide the flexibility that's needed.

Here's an example:

2x Output Script: -50% cycle time, +100% activation cost (doubles output and cap cost)
4x Output Script: -75% cycle time, +300% activation cost (quadruples output and cap cost)

This only serves to illustrate the concept, I do not claim that these numbers are balanced or right. I do claim however that this is the correct way to approach the problem.