These forums have been archived and are now read-only.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

Shield Converter => deactivates own shields and does... something

Author
Bruder Deranius
Scrapmetal Unleashed
#1 - 2014-09-25 03:20:59 UTC
The "Shield Converter" would be a module or rig that completely deactivates the shields of a ship by just fitting it, giving a bonus in exchange to... well something. Got some ideas though.


1) Reduction in signature radius, because shieldrigs usually give more radius. Blink

2) Bonus to capacitor recharge or amount, thus giving much more survivability to active armor tanks. Might be bad idea in terms of balancing though.

3) Hard Shields: reduce a fixed number of dmg of every hit, thus making small, fast ROF weapons more useless but leaving big hitters in shape. (e.g. ship with 5 guns dealing 10dmg each would get a reduction of 5dmg on every shot, doing 25dmg in all, whilst a ship with 1 gun doing 50dmg would still do 45dmg)

4) Power Shields: 10s of indestructable shields with high cooldown. Let the Titan hit your frigate with the doomsday and stay alive. Lol

5) Explosive/Feedback/Reflective Shields: reflecting all or just some amount of damage back to the attacker, maybe just for some seconds and maybe only in close proximity (aka smart smartbomb). Total amount could be capped.

6) Rechargeable Cap Booster: Working just like a cap booster module but without charges and recharges very slow or by incoming damage, thus not as good as usual (i.e. reliable) cap boosters in PvP.


Some ideas might work as both module and rig.

The shieldies might want something similar, but armor is no energy. Maybe expel some armorplates as countermeasures? Chaff anyone? P

Discuss.
Zan Shiro
Doomheim
#2 - 2014-09-25 05:24:21 UTC
Bit early for this...we don't see crap like this till the weekend.


CCP gave you stats for a reason. Balance the reason why. Then they have mods and such too. Don't like your cap charge rates...put on a damn cap flux coil.

rest of this crap....you are trying to hard. a good troll should look effortless and have that slight hint of doubt as to whether a troll or not. The DD proof frigate and invul shields.....please admit to the troll. The other option is admitting you ride/drode the short bus to school on that idea. Admitting to former the lesser of the 2 imo.





Bruder Deranius
Scrapmetal Unleashed
#3 - 2014-09-25 05:58:12 UTC  |  Edited by: Bruder Deranius
Quote:
CCP gave you stats for a reason. Balance the reason why. Then they have mods and such too. Don't like your cap charge rates...put on a damn cap flux coil.

True. This is why I referred to balancing issues myself in the original post and wrote, that it would probably be a bad idea to give a bonus to cap recharge or amount. And I would fit a Capacitor Power Relay. It would drain shields too, as this was the idea behind all this. Blink

Quote:

rest of this crap....you are trying to hard. a good troll should look effortless and have that slight hint of doubt as to whether a troll or not. The DD proof frigate and invul shields.....please admit to the troll. The other option is admitting you ride/drode the short bus to school on that idea. Admitting to former the lesser of the 2 imo.

I'm sorry that you didn't understand the not-so-serious idea of a DD-Invulnerable frigate.

Whatsoever, I wonder if you could give me some more... constructive feedback why the other options aren't viable. Or you may come up with some ideas on your own related to intentionally switching off shields?

Edit: You might consider reading this aswell, as it is related (just found): https://forums.eveonline.com/default.aspx?g=posts&t=257415
Maurice Doom
Bloody Baguette Connection
#4 - 2014-09-25 20:32:38 UTC
Hello, the idea sounds great! I want that as mod with sig radius reduction for mah pew pew frigate. who needs sheilds anyways?

the hard shields would be good to, they make battleships far more realistic, they will withstand more small fire as they should. ever seen a real tank shot by handguns? moi, i did not
Iain Cariaba
#5 - 2014-09-25 22:11:42 UTC
Wow, OP did it right for starting an F&I discussion. All the relevant points are there with options, inquiry into opinions, and not a whine to be seen about how unfair [idea] is to his play style.

As a recent armor tanking convert, I can see where this idea could be interesting. After all, what are shields to an armor tanker besides that brief period of time between when you start getting shot and when you actually need to turn your tank on.

The main issue I see would be in balance. How do you make this so that it doesn't become the only way to fit an armor tanked ship? Maybe an EANM like module that will funnel what was shield energy into resists.

Shield version strips armor hp to reduce mass? After all, without any armor you're going to be a lot lighter.

Maybe OP really wants to discuss this. Only time will tell, and I'll give him the chance.
Bruder Deranius
Scrapmetal Unleashed
#6 - 2014-09-27 05:59:28 UTC
Quote:
As a recent armor tanking convert, I can see where this idea could be interesting. After all, what are shields to an armor tanker besides that brief period of time between when you start getting shot and when you actually need to turn your tank on.

The main issue I see would be in balance. How do you make this so that it doesn't become the only way to fit an armor tanked ship? Maybe an EANM like module that will funnel what was shield energy into resists.


True. I am flying armor myself most of the time and the only point I do see in shields with those hulls is in PvP as a small regenerating bonus buffer, at least if you go full passive tank. Thats both reason for and against this whole idea though. If you'd do the module to heighten the overall tank by raising resists, repair amount, capacitor, quite anything that has to do with tank, you will drive this module to be mandatory, as you stated.

So my idea was to provide something useful, fun to use (e.g. you gotta activate it for some effect), but that has not nessecarily to do with tankability. So I came up with the idea for out-of-the-line modules like those already existing like the Reactive Armor Hardener, Target Spectrum Breaker, and so on, some of them used in other games of some sort for sure. The 3) Hard Shields (flat low damage reduction per shot) I like most at the moment, but they would be a too good counter against frigates and small drones if made only a little too strong, might even get mandatory because of that. The bonus to Signature Radius is the second option I see a real possibility as it provides nearly no benefit for battleships, some for med hulls like cruisers and installed on the right frigate with Halo-Set Implants could be overpowered again (<20m Sig Radius anyone?).

No matter what the module does, the questions stay the same:
- would I fit it (is it useful of some sort)
- I shouldn't have to fit it though (shouldn't be mandatory)
- is it in line with the "drawback" (no shields as supposedly armor tank)
- does it provide the possibility to do something that shouldn't be possible (like tanking doomsday with subcaps, even this has been done though...)

Some more ideas:

8) Energy Barrage Module: Provides XX% of total (actual?) shields as untargeted shot at the ship's heading, CD depends on shields recharge time. Would be strong against immobile targets, but you can't hit frigates unless you are one yourself, but then you lack the shields to do much damage. Could be too strong in PvP against capitals, POS and alphastriking at all. As focus fire is usual in fleet engagements and targets die one ofter one anyways, chance is that it wouldn't be viable in these areas, hard to say.

9) Negative Gravimetric Force Field: Repulsor, provides mass and much bigger collision radius for some seconds/as one burst like smartbombs, thus pushing all ships away from your own position. Would be interesting to push those nasty frigates out of their close orbit, but could be also be used to scatter fleets all over the grid, push them out of grid, destroy the tracking of snipers by getting them into motion and so on.

10) Positive Gravimetric Force Field: Retractor, like above, it just pulls ships to your own one with some force. Might be useful if you like smartbombs, can be used to retract a retreating ship you can't get a fast lock on to web.

11) EM Field: Incapacitates Drones in close proximity for some seconds (like they stand around when the host ship pops). Could give some more seconds to kill that Ishtar, or get rid of nasty web drones, but is prone to high balancing issues again.

12) Scan reflect coating: Reflects ship and/or cargo scanners, just like Blockade Runners do. Can provide some protection against highsec gatecamps if flying in expensive hulls like maurauders, but does also make ships you're flying look very suspicious (hey, what's in there that he uses a scan reflect module?). The fact that you lower your shields do really matter in this case, as it makes suicideganking the ship far more easy due to reduced buffer.

13) Sensorcoating: Scanning for the ship with Combat Probes gets harder or impossible while not being cloaked. I know that ECCM has the same effect (as the calc goes sig radius divided by sensorstrength or something like that), but would be interesting for ships that have a low base sensorstrength. If scanning for the ship would be impossible, I fear this could get mandatory out of highsec though.

14) Holofield: Lets Combat Probes aswell as D-Scan determine the shipclass (i.e. Battleship), but not the actual hull. Could become mandatory in other-than-highsec though.

15) Emergency Inertia Field: Provides a short but high bonus to Inertia, thus making hard turns possible. Well, as I think about it... let's say it just pulls the handbrake thus bringing the ship to a near immediate stop, as we don't want any more instawarp, do we? Gives even big hulls the possibility to slingshot frigates, aswell frigates to get more agile by instantly turning with MWD active.


Quote:
Shield version strips armor hp to reduce mass? After all, without any armor you're going to be a lot lighter.


Was my thought too, but if you strip the armor to leave just the paint and thus strip a lot of mass too, you get ships with that high inertia (or low mass ie.) that they might instawarp. More base speed is already available by Overdrives or Nanofibers and as i mentioned above, i'd like to see something new and maybe fun to activate. I'd say some of the ideas here might work with an Armorconverter too, but i want to let that open for discussion.

Quote:
Maybe OP really wants to discuss this. Only time will tell, and I'll give him the chance.


Yes please. It's getting late here, so on to you guys!
Arya Regnar
Darwins Right Hand
#7 - 2014-09-27 10:22:46 UTC
Only if we can dump armor to the rock bottom to get equivalent of these effects for shield ships.

Armor was so overbuffed it's already disgusting.

EvE-Mail me if you need anything.

Austrene Kanenald
Doomheim
#8 - 2014-09-27 12:14:40 UTC  |  Edited by: Austrene Kanenald
Arya Regnar wrote:
Only if we can dump armor to the rock bottom to get equivalent of these effects for shield ships.

Armor was so overbuffed it's already disgusting.

How is armor overbuffed?
Also, figure out a not ridiculous method to turn armor (a solid) into shields (energy)
Bruder Deranius
Scrapmetal Unleashed
#9 - 2014-09-28 04:48:06 UTC
Austrene Kanenald wrote:
Arya Regnar wrote:
Only if we can dump armor to the rock bottom to get equivalent of these effects for shield ships.

Armor was so overbuffed it's already disgusting.

How is armor overbuffed?
Also, figure out a not ridiculous method to turn armor (a solid) into shields (energy)


I'd really appreciate if you wouldn't turn this thread into a discussion if or why armor in general is overpowered or not.

As I did mention above, I'd like to see a similar module for shieldtanks aswell, as I do also see the possibility to use one of the ideas here for that.

But the main goal should be to figure out what to do with the stripped shieldpower and how to not overpower such thing. If that works out, we will still be able to talk about the armorstripper.