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Tanking Repair Redux

Author
Nikk Narrel
Moonlit Bonsai
#21 - 2013-09-13 22:43:05 UTC
Oswaldos wrote:
I think their are a few difference between PVE and PVP; sustained tank vers burst tanking, cap recharger vers tackle and the mindset of predator vers pray. I don't think repping specific damage types would solve the issue of PVPing in a PVE ship. A redesign on the PVE sites to promote people to fit for PVP might help. Not to get away from your topic but something as simple as having rats attempt to warp away when they get to 25% structure would require PVEers to fit points to get their bounties would help. You could also have rats do higher dps but have weaker tanks requiring more burst tanking in PVE activities, and compensate PVEers for the extra effort accordingly. Its an interesting idea though.

My 2 Cents

A good point. A tanking version that could fit either game play interest is simply a benefit of this.

Ideally, it could supercede either passive or active tanking, but intentionally it simply makes it less obvious how a ship is fitted.

More options, more possible ways to consider how your opponent may be vulnerable.
Lucas Kell
Solitude Trading
S.N.O.T.
#22 - 2013-09-13 22:51:59 UTC  |  Edited by: Lucas Kell
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
Could you possibly elaborate?

You asked a question, and the answer seems illogical to judge in a right / wrong context.

No time to explain!

I appreciate your taking time from your busy schedule to respond, in that case.

Please keep in mind I would be very interested in a more detailed explanation of your views, when you do find the time.

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Ssoraszh Tzarszh
Mellivora Nulla Irrumabo
#23 - 2013-09-13 22:53:07 UTC
Nikk Narrel wrote:

But, by changing over to a system of this nature, it unifies passive and active tanking, which is one of the primarily quoted differences between PvP and PvE fitted ships.

I see a benefit with that alone, worthy of consideration.



I don't know who quoted that active/passive tank is the difference between pvp and pve, but they are wrong. There is a lot of variety in fittings in pvp and speed, passive, active and buffer on shield, armor and hull are used to tank incoming damage.

There is no one solution to pvp and to create something that would push to a more uniform way of fitting ships is a bad thing, as it takes some of the mystery away from the game.

In PVE, there exists a different problem where the race to most effective setup and the predictability of the content are the real issue.

Part of what makes Eve online so awesome is the total chaos when it comes to the fitting creativity both for comedy kill-mails and out of the box solutions for combat.
Nikk Narrel
Moonlit Bonsai
#24 - 2013-09-14 02:58:58 UTC
Ssoraszh Tzarszh wrote:
Nikk Narrel wrote:

But, by changing over to a system of this nature, it unifies passive and active tanking, which is one of the primarily quoted differences between PvP and PvE fitted ships.

I see a benefit with that alone, worthy of consideration.



I don't know who quoted that active/passive tank is the difference between pvp and pve, but they are wrong. There is a lot of variety in fittings in pvp and speed, passive, active and buffer on shield, armor and hull are used to tank incoming damage.

There is no one solution to pvp and to create something that would push to a more uniform way of fitting ships is a bad thing, as it takes some of the mystery away from the game.

In PVE, there exists a different problem where the race to most effective setup and the predictability of the content are the real issue.

Part of what makes Eve online so awesome is the total chaos when it comes to the fitting creativity both for comedy kill-mails and out of the box solutions for combat.

Oh please, I never implied it would solve the whole difference, I said it was one (1) of the primary differences.
Obviously there is far more to it.

But this is a start.
iownuall123
Caldari Provisions
Caldari State
#25 - 2013-09-14 05:13:18 UTC  |  Edited by: iownuall123
The thing is, you want to change the core mechanics of the game, but the current mechanics are working just fine, and have been since the game launched. This would WAY over-simplify the game, as well as make armor vs shield tanked ships pointless, everyone would just flock to the best ship of the class and stick with it. It's not just about passive and active, each method of tanking has other things factored into it.

If you go shield, your ship goes faster, your mass is lower, but extenders blow up your signature radius so larger guns can hit you harder and people can lock you faster, you can fit more damage and tracking mods, but it uses midslots that could be used for utility. If you go armor, you have more EHP, but plates make your mass larger so you go slower, making it easier to track you, it frees up midslots for utilities, but has less lows to accommidate damage and tracking mods. There are always different fits for different situations, all based off of what tank you're using. Removing this would severely impact the ability to use different fitting tactics.This also removed any need for logistics ships at all, making all logistics based pilots pointless, as well as triage carriers, and carriers in general unless you're ratting with them or using them for damaging ships in pvp.

Without passive and active armor hardeners, this also presents another issue: Capacitor. These modules would take up way too much capacitor. You would need to fit either cap boosters, which you would run out of very fast in long engagements, or fit lots of cap mods, which would severely gimp your ship's performance in pvp. Your idea not only makes things more simplified at a player level, but at a developer level it makes things MUCH more complicated. They would have to make a whole new system fit work around needing so much capacitor to run repper hardeners, as you describe, either making reppers take next to no cap, which would let you perma-run a booster, which would be very bad, or lots of cap but make cargoholds larger and/or cap charges smaller so engagements can last longer than 5-6 reloads of your cap booster. On a side note, they would have to redo structure mechanics as well since you would need to compensate for the lack of remote repping ships, and waiting for passive recharge just won't cut it.

It would essentially be a new game after all is said and done. The need for different fits gone, logistics gone, spider tanking dead, triage dead, any variation at all between ships would be gone except for ship size and weapons. Tanking isn't just about repairing and mitigating damage, it's how you fly the ship and in what situation. The current system is actually very simple, you fit your ships or fly specific ship/fits in whatever situation you are going into, for whatever role you are playing.

Just my 2 cents.
Nikk Narrel
Moonlit Bonsai
#26 - 2013-09-14 15:13:26 UTC
iownuall123 wrote:
The thing is, you want to change the core mechanics of the game, but the current mechanics are working just fine, and have been since the game launched. This would WAY over-simplify the game, as well as make armor vs shield tanked ships pointless, everyone would just flock to the best ship of the class and stick with it. It's not just about passive and active, each method of tanking has other things factored into it.

If you go shield, your ship goes faster, your mass is lower, but extenders blow up your signature radius so larger guns can hit you harder and people can lock you faster, you can fit more damage and tracking mods, but it uses midslots that could be used for utility. If you go armor, you have more EHP, but plates make your mass larger so you go slower, making it easier to track you, it frees up midslots for utilities, but has less lows to accommidate damage and tracking mods. There are always different fits for different situations, all based off of what tank you're using. Removing this would severely impact the ability to use different fitting tactics.This also removed any need for logistics ships at all, making all logistics based pilots pointless, as well as triage carriers, and carriers in general unless you're ratting with them or using them for damaging ships in pvp.

Without passive and active armor hardeners, this also presents another issue: Capacitor. These modules would take up way too much capacitor. You would need to fit either cap boosters, which you would run out of very fast in long engagements, or fit lots of cap mods, which would severely gimp your ship's performance in pvp. Your idea not only makes things more simplified at a player level, but at a developer level it makes things MUCH more complicated. They would have to make a whole new system fit work around needing so much capacitor to run repper hardeners, as you describe, either making reppers take next to no cap, which would let you perma-run a booster, which would be very bad, or lots of cap but make cargoholds larger and/or cap charges smaller so engagements can last longer than 5-6 reloads of your cap booster. On a side note, they would have to redo structure mechanics as well since you would need to compensate for the lack of remote repping ships, and waiting for passive recharge just won't cut it.

It would essentially be a new game after all is said and done. The need for different fits gone, logistics gone, spider tanking dead, triage dead, any variation at all between ships would be gone except for ship size and weapons. Tanking isn't just about repairing and mitigating damage, it's how you fly the ship and in what situation. The current system is actually very simple, you fit your ships or fly specific ship/fits in whatever situation you are going into, for whatever role you are playing.

Just my 2 cents.

Ok, first this is actually not replacing an existing system, it is an option in addition to these.

The armor repper version still goes in the armor repper slots, (the lows).
If you want to protect against two types of damage, you can use two aspected reppers.

The aspected repper is not as efficient as a t2, with a t2 resist mod. It is a t1 equivalent for damage repair, with the resist mod equivalent to restore damage.
(A t2 version COULD be made, but is not considered here)

You must have the full armor range to absorb the damage coming in, since the damage is not being reduced by resist mods in addition to this, unless you fitted them. If you fitted them instead of armor plates, you eliminate the bonus to the aspected repper by canceling it for the amount the resist mod covers.

This at no point compares to an active hardener, just the resistance plating.
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