These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Module Damage / Disruption (Big Idea Maybe?)

Author
Daniel Whateley
#1 - 2013-09-30 09:54:04 UTC
Perhaps there should be some type of way to lock onto modules of a ship, but not directly, for instance locking onto the Engines, Weapons, Electronics Systems, Engineering Systems, or Mechanical systems of a ship.

Locking such a module could inflict damage to it for a percentage based variable to destroy modules on an enemy without them overloading, or there could be "Hitpoints" split up between each module from the ships hitpoints, so for instance a megathron could have 25k EHP in it's propulsion, destroying the propulsion systems hitpoints could just merely damage any propulsion mod by 50% or less, and/or slow the ship's maximum speed by 5-10%.

Attacking the weapons systems would make them do slightly less damage, for instance a 5-10% decrease, and possible damage the guns of a ship.

Locking onto a module shouldn't be anymore difficult than locking the actual ship, and shouldn't have any different resists, and locking such a module shouldn't cause you to unlock said ship, it should just prioritize most or all damage to that certain module.

There should be an event of Neutralizers also affecting modules of similar compatibility, for instance neuting the weapons systems should increase their capacitor usage by however much the neutralizer neutralizes, but it should have a regenerative function, so if you neut it out it will start to regain its stability, so once neuted the rest of the neutralizer effects should then work on the ships capacitor, the ships gunnery systems could also have a specific amount of capacitor split between other systems, once neuted, it will start draining reserve capacitor from other systems, which in turn drains more than usual, large hybrids use roughly 4GJ\s each, a full rack of 8 would be 32GJ/s, so if the weapons systems are neuted out below say 25% it should use double the capacitor usage, firing the weapons doesn't have to effect the capacitor of the weapons systems, such a variable should be the same recharge time as the ships normal capacitor, but a much smaller amount of maximum capacitor amount, megathron usually has 6000 GJ, so if split up between other subsystems it should be about 1,250 GJ, A curse should be able to neut that out in 1-2 cycles, neuting a module should also take away from the ships cap pool.


This type of change would most likely be better suited if all ships were going to face a change in fitting, for instance them having subsystems like tech 3's, Or it could be implemented without such a change, however it's just an idea that popped into my mind, whether or not people would wan
Trii Seo
Goonswarm Federation
#2 - 2013-09-30 10:52:17 UTC
Given most tanks are either focused on shield or armor that prevent exactly that from happening, this is actually impossible.

By the time you're dealing damage to a subsystem, you're dealing damage to the hull. And unless the target is man-tanking, you're better off just overheating and killing him at this point.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2013-09-30 11:16:21 UTC
How are you going to smash my engines without first going through my shields, armour and hull?
Daniel Whateley
#4 - 2013-10-01 09:49:51 UTC  |  Edited by: Daniel Whateley
Trii Seo wrote:
Given most tanks are either focused on shield or armor that prevent exactly that from happening, this is actually impossible.

By the time you're dealing damage to a subsystem, you're dealing damage to the hull. And unless the target is man-tanking, you're better off just overheating and killing him at this point.


It wouldn't be a variable that is not shielded by shields and armor, but would generally be based of the EHP of a ship.

It would be a disrupting effect which would deteriate the shields of a ship at the same time as disrupting the ships system/module, targetting such a system would merely be an extra temporary effect, like damaging the electronics systems of a ship would be the same as capacitors of said ships but instead an electronics status variable, it would be an electrical damage, for instance overloading the shields by excessive fire on a certain point would overload a particular subsystem.

Damaging the systems of a ship would incur the same amount of damage to the shields of a ship or whichever hitpoint is remaining, but the ship will have a hitpoint based electronic's health, which could either regenerate by itself like capacitor or just stay damaged until you repair it.