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Make missiles reduce target speed when impacting

Author
FlinchingNinja Kishunuba
Crunchy Crunchy
#1 - 2013-10-17 12:08:14 UTC
So I couldn't find anything on search for this, if you have one link it up please :)

After watching the Eve Origins trailer I noticed an awesome effect, check it out at around 1:50 on the below link.

http://www.youtube.com/watch?v=FZPCiqBLPM8

See the Domi and the Thorax get thrown around a bit by the impacts? See how the Domi kinda stalls slightly but the Thorax is deflected down?

Missiles should do this!

You would need to balance each size missile to target mass or some other variable for size and also include quality of impact to dictate perhaps velocity/agility change, with the best hits also impacting the heading of the ship. I would also recommend having a max value for percentage reduction and also decrease change with volleys that are in quick succession.

You could put the rockets, assault and torpedoes up at the high end of velocity change to differentiate them from the longer range missiles as well.

This would allow fleets to use the missiles in a support role to turrets allowing fleets to suppress enemy mobility on the grid and also reduce warp out capability.

What do you think?

Nero Avioras
Doomheim
#2 - 2013-10-17 12:26:56 UTC
Are you high?
Electrique Wizard
Mutually Lucrative Business Proposals
#3 - 2013-10-17 12:31:35 UTC
Could be fun, but this would be abused to hell and back.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Yolo
Unknown Nation
#4 - 2013-10-17 12:41:15 UTC
There used to be somthing this in EVE, made Guristas real nasty and made it pretty much impossible to warp out.

- since 2003, bitches

Meditril
Hoplite Brigade
Ushra'Khan
#5 - 2013-10-17 12:43:28 UTC
Missiles are already close to being overpowered (especially the small ones)... no thank you.
Naomi Anthar
#6 - 2013-10-17 12:44:44 UTC
Where is downvote button when we need it ?
Vrenth
Federal Navy Academy
Gallente Federation
#7 - 2013-10-17 21:41:11 UTC
Only if we can speed ships up by shooting them in the ass, 50 rocket kestrels in back of a ragnarok = go time!
Octoven
Stellar Production
#8 - 2013-10-17 21:43:30 UTC
This would be kinda fun to mess about with on sisi but not worth the development time. If say a navy drake were to fire all 8 missiles at you staggered. You would have no way to counter that. making them severely overpowered compared to guns.
FlinchingNinja Kishunuba
Crunchy Crunchy
#9 - 2013-10-17 21:58:45 UTC
Octoven wrote:
This would be kinda fun to mess about with on sisi but not worth the development time. If say a navy drake were to fire all 8 missiles at you staggered. You would have no way to counter that. making them severely overpowered compared to guns.


It would be pretty easy to have a max velocity change part, where they can only bring it down by a certain percentage of the targets current max speed and not dip below.
Octoven
Stellar Production
#10 - 2013-10-17 22:03:14 UTC
FlinchingNinja Kishunuba wrote:
Octoven wrote:
This would be kinda fun to mess about with on sisi but not worth the development time. If say a navy drake were to fire all 8 missiles at you staggered. You would have no way to counter that. making them severely overpowered compared to guns.


It would be pretty easy to have a max velocity change part, where they can only bring it down by a certain percentage of the targets current max speed and not dip below.


Sooo you want to turn missiles into launchable webs?
FlinchingNinja Kishunuba
Crunchy Crunchy
#11 - 2013-10-17 22:11:26 UTC
Octoven wrote:
FlinchingNinja Kishunuba wrote:
Octoven wrote:
This would be kinda fun to mess about with on sisi but not worth the development time. If say a navy drake were to fire all 8 missiles at you staggered. You would have no way to counter that. making them severely overpowered compared to guns.


It would be pretty easy to have a max velocity change part, where they can only bring it down by a certain percentage of the targets current max speed and not dip below.


Sooo you want to turn missiles into launchable webs?


In a way, yep.
Octoven
Stellar Production
#12 - 2013-10-17 22:34:24 UTC
Hmm what about guns then would you approach the balance issue by applying the same function to them as well?
FlinchingNinja Kishunuba
Crunchy Crunchy
#13 - 2013-10-17 22:43:28 UTC
Octoven wrote:
Hmm what about guns then would you approach the balance issue by applying the same function to them as well?


No, this is to make missiles more viable in PvP. Turrets do instant damage that's advantage enough and if they fix defenders, missiles would drop down inline with turrets if this buffs too far.

You could go with just doing this on rockets, hams and torps and reduce their DPS slightly.
Octoven
Stellar Production
#14 - 2013-10-17 22:52:19 UTC
FlinchingNinja Kishunuba wrote:
Octoven wrote:
Hmm what about guns then would you approach the balance issue by applying the same function to them as well?


No, this is to make missiles more viable in PvP. Turrets do instant damage that's advantage enough and if they fix defenders, missiles would drop down inline with turrets if this buffs too far.

You could go with just doing this on rockets, hams and torps and reduce their DPS slightly.


What? Missiles have SIGNIFICANTLY been improved for pvp. They travel faster hit harder and to boot missiles now cause damage halfway to impact. You shoot a heavy missile at 50km it causes damage at 25 bloody km. I consider that a major improvement. Smaller missiles really got nice buffs, and now they are about to introduce a rapid heavy missile for battleships to fire faster but do the same amount of damage thus raising total damage overall.

This serves as a means for missile pilots to web at extreme ranges and you have not provided any type of mitigation factor to that unless you also wish to slow the ship that launched the missiles by the same amount.
FlinchingNinja Kishunuba
Crunchy Crunchy
#15 - 2013-10-17 22:57:42 UTC
Missiles cause damage at half what? When did that get done?
Octoven
Stellar Production
#16 - 2013-10-17 23:03:11 UTC
FlinchingNinja Kishunuba wrote:
Missiles cause damage at half what? When did that get done?


If you notice missiles will indeed register a hit before they reach their target. My issue with this is that the missile pilot isnt giving anything up for such a feature. Take a web for instance you use a slot which can be used for tank or prop mod...ect. Web drones are the same you sacrifice something to use them, you can't launch 5 web drones and 5 dps at the same time from the same ship (subcaps ofc).

The only way I think this would fly is to use those as a tactical missile. So for instance a Tactical Cruise Missile OR Missile Launcher that will cause reduction of target speed upon impact BUT a reduction in overall damage compared to a standard Cruise Missile OR Launcher.

This will give the pilot the option to aid their fleet tactiful or just be DPS. I think this would give missiles a bit more sun to shine in while also keeping some level of balance in play. Of course this is just an idea.
Psychoactive Stimulant
#17 - 2013-10-17 23:10:01 UTC
The server calculates the best it can. If your computer isn't showing the animation for the damage, that's your computer being slow and incompetent, not a missile hitting halfway to its target.

And still... the time delay between each missile to their targets would be the same interval as it would if you saw it the same way.

On topic: biomass yourself.
FlinchingNinja Kishunuba
Crunchy Crunchy
#18 - 2013-10-17 23:11:11 UTC  |  Edited by: FlinchingNinja Kishunuba
I think as a rocket.. Etc launcher type ability with reduced range this could work. Maybe just as an ammo type.

For balance how about lasers which can increase module heat, auto cannons which deflect vector (maybe not have this on missiles) and hybrids that do... Something too.

Edit: tech 3 weapons and ammo perhaps?
FlinchingNinja Kishunuba
Crunchy Crunchy
#19 - 2013-10-17 23:15:16 UTC
Psychoactive Stimulant wrote:
The server calculates the best it can. If your computer isn't showing the animation for the damage, that's your computer being slow and incompetent, not a missile hitting halfway to its target.

And still... the time delay between each missile to their targets would be the same interval as it would if you saw it the same way.

On topic: biomass yourself.


So total distance is still the variable for time to impact?
Octoven
Stellar Production
#20 - 2013-10-17 23:24:09 UTC
Psychoactive Stimulant wrote:
The server calculates the best it can. If your computer isn't showing the animation for the damage, that's your computer being slow and incompetent, not a missile hitting halfway to its target.

And still... the time delay between each missile to their targets would be the same interval as it would if you saw it the same way.

On topic: biomass yourself.


Hmm I can understand about lag and traffic between my computer and server being an issue but when im hearing this from people in the UK who are right by the server with top notch computers I fail to see that it is my computers fault.

As a side note, this forum is for proposing and discussing ideas and possible features. Shooting something down out right by saying go biomass yourself is nothing more than displaying ignorance at its best. I would rather see you post feedback or nothing at all.

FlinchingNinja Kishunuba wrote:


I think as a rocket.. Etc launcher type ability with reduced range this could work. Maybe just as an ammo type.

For balance how about lasers which can increase module heat, auto cannons which deflect vector (maybe not have this on missiles) and hybrids that do... Something too.


Indeed, range could also be a penalty. However, I hope you see my point that there should be a trade off here for such functionality, even when they re-balance ships and buff them, there is always a slight nerf somewhere on them. Have to keep things in check P

I think that if you have a type of secondary option on effects for missiles you would want to at least consider the same for guns though.
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