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Wormholes

 
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sounding board

First post
Author
Rek Seven
University of Caille
Gallente Federation
#81 - 2014-10-31 09:27:15 UTC
Sleeper active hardeners, energy destabilizers and remote armour reps.
Lloyd Roses
Artificial Memories
#82 - 2014-10-31 09:30:38 UTC
Sleeper Heavy Energy Neutralizer, 70km baserange. Probaly not good for the game, but I still want one.
corbexx
Sebiestor Tribe
Minmatar Republic
#83 - 2014-10-31 09:57:59 UTC
When i say sleeper faction mods the idea I had in mind was same stats as imp navy but they take less heat damage to fit in the the general sleeper theme. so they wouldnt be stupidly op but slightly better
Rek Seven
University of Caille
Gallente Federation
#84 - 2014-10-31 10:26:07 UTC  |  Edited by: Rek Seven
Yeah a heat damage bonus would be good. I especially want to see sleeper large remote reps because there is a gap in the market for them. Also, active hardeners would be well balanced because you can switch them off with neuts.

I would like to see factions/officer sleepers that randomly turn up in sites or at wormholes and there could be multiple variations to make them unpredictable and challenging.
Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#85 - 2014-10-31 10:34:56 UTC
Without intending to get too ahead of this, reppers (local/remote/shield/armor) would probably be the most useful. And tackle and neuts. And prop mods. Ok I want them all.

And I think there is a room for a faction covops cloak, with improved targeting delay. Or maybe a sleeper HIC bubble? Damage Control? There is a bunch of mods without a reasonably usable faction variety.
Nox52
Pterygopalatine
#86 - 2014-10-31 11:20:08 UTC
Axloth Okiah wrote:
Without intending to get too ahead of this, reppers (local/remote/shield/armor) would probably be the most useful. And tackle and neuts. And prop mods. Ok I want them all.

And I think there is a room for a faction covops cloak, with improved targeting delay. Or maybe a sleeper HIC bubble? Damage Control? There is a bunch of mods without a reasonably usable faction variety.


You mean sleeper dreadnaught right? Yes, I definitely read that as sleeper dreadnaught.


I do think that that reduced heat damage for sleeper faction mods coupled with the racial t3 cruiser skill and the heat damage reducing subsystem (and some rebalanced magic)

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#87 - 2014-10-31 18:37:34 UTC
corbexx wrote:
When i say sleeper faction mods the idea I had in mind was same stats as imp navy but they take less heat damage to fit in the the general sleeper theme. so they wouldnt be stupidly op but slightly better


That sounds good, a sleeper mobile depot would be good too, fast deploying and easily destroyed, for ninja refitting while being probed down.

There is one EvE. Many people. Many lifestyles. WE are EvE

forsot
Hard Knocks Inc.
Hard Knocks Citizens
#88 - 2014-10-31 18:47:21 UTC
corbexx wrote:
When i say sleeper faction mods the idea I had in mind was same stats as imp navy but they take less heat damage to fit in the the general sleeper theme. so they wouldnt be stupidly op but slightly better


Give them t2 with stronger overheat buff possibly lower heat damage that way they have their own true niche and would fit more along the lines of asb burst tank. This way your getting a whole line of mods that do something different instead of slightly different armor mod #4. It also might make those horrible overheat subs worth while.
Utari Onzo
Escalated.
OnlyFleets.
#89 - 2014-10-31 18:56:24 UTC
I for one want to see a MWD that is slightly less effective when not heated but when heated is maybe 25% better then a meta MWD of the same size. While this is pretty OP in the initial burn, being a great boom to brawler ships, it's a risky move for kiting situations where you have to OH for longer. It gives armor/t3 gangs a better means of catching up with these 3k m/s ishtar/VNIs that are derping around a lot

"Face the enemy as a solid wall For faith is your armor And through it, the enemy will find no breach Wrap your arms around the enemy For faith is your fire And with it, burn away his evil"

Agrippa Arkaral
Blackwater USA Inc.
Pandemic Horde
#90 - 2014-10-31 19:02:16 UTC
Don't forget the sleeper AoE doomsday.
corbexx
Sebiestor Tribe
Minmatar Republic
#91 - 2014-10-31 19:24:05 UTC
people probably looking at it in to much detail but will have some stuff up for you after the next weekend.
Phoenix Jones
Small-Arms Fire
#92 - 2014-10-31 20:59:33 UTC
Wormhole Incentives can come in two ways, one is by loot drops, the other is by creation. Now while it has been suggested to have sleeper equipment drops, I do believe that basing equipment has to come from an industrial standpoint. As much as we may hate it, there are a lot of industrialists in wormhole space. They should be the main backbone of any wormhole based production. So if wormhole space is to get "loot", it should be based on constructing it. While I just said this, I do believe that both loot drops and equipment construction should come in simultaneously. Ones an incentive to get people trekking into wormhole space for loot, incentivizing day tripping, nomading, and general exploration with the hopes of finding that amazingly rare item. the other is the incentive to live in wspace and create a business and foundation in it by constructing sleeper equipment for the player base.

The main core of virtually all our requirement is t2 based. If there is to be a new commodity, it should be something that can be built from beginning to end, in wormhole space, without theoretically importing anything, and comparable to t2 equipment (comparable, not identical). Meaning that to create a industrial business, everything would have to be built solely out of salvage, gas, and minerals. I advocated something like this before.

You build a t1 module out of a basic blueprint (minerals). You modify it by adding sleeper salvage and components (salvage and gas, the cheap stuff not nanoribbons), and turn it into a sleeper module (I originally called this an overclocked module). The module would have two stances of performance. Unheated state, would act as well as its t1 counterpart it was built from (yes it would be a t1 gun). Heated state, would outperform a t2 module when it is overheated (to what degree can be determined, it could be very small, it could be very large).

What you create is a method of burst defense or burst offense that is temporary as it is directly linked to that module being heated. You have temporary significant boost, but will underperform in a sustained engagement, and run the risk of melting your equipment if you do not monitor your own thermal dynamics.

As the base module itself is t1, skills needed to equip it would be minimal (which is the opposite of most t3 ships). Also as it is still essentially t1, it would and could only use t1 ammo or faction ammo.

You differentiate the modules not by how good it is vs another, but how it functions in its core. You influence industry by creating a commodity that comes from active player interaction instead of coalition moon resources.

You create something anybody and everybody would consider using. You also create a manufacturing option in w-space. With that said, if something like that were to happen, there would have to be something along the lines of the thukker factory in w-space in order for people to actually build it in wspace, rather than export it to kspace or lowsec to produce it.

I do love the idea of actual loot, and I would not want to take away from that, but I would definetely want something to be implemented in order to jump start industry inside wormhole space itself.

This is probably a huge undertaking, but for the long term health of wormhole space, something like this may need to be considered.

Yaay!!!!

MooMooDachshundCow
University of Caille
Gallente Federation
#93 - 2014-10-31 21:15:34 UTC
Phoenix, your comments about things made in WH space got me thinking. CCP has shown willingness to make certain areas better for certain projects. I'm talking specifically about the Thukker capital component arrays being more efficient and only usable in losec.

Wouldn't it make sense for there to be a WH-only module that produces tech3 products slightly more efficiently? Perhaps this POS module would be the only place we could make your "overclocked" modules?

This would be a cool way to encourage/reward industrialists who are willing to go through to trouble of wormholing.

I would also suppost the Thukker mod being able to be anchored in wormholes, b/c who's going to stop you? CONCORD? plz

Wormholes are "lawless uncharted space" and all that, you shouldn't have to follow the rules of no slimy k-space dwelling pubbie bureaucrats.

Yeah, well, it's just like my opinion, man.

Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#94 - 2014-10-31 22:03:40 UTC
forsot wrote:
corbexx wrote:
When i say sleeper faction mods the idea I had in mind was same stats as imp navy but they take less heat damage to fit in the the general sleeper theme. so they wouldnt be stupidly op but slightly better


Give them t2 with stronger overheat buff possibly lower heat damage that way they have their own true niche and would fit more along the lines of asb burst tank. This way your getting a whole line of mods that do something different instead of slightly different armor mod #4. It also might make those horrible overheat subs worth while.
I actually like the sound of T2 + stronger and longer overheat even better than faction + longer overheat. Makes them more distinct and fun.
Phoenix Jones
Small-Arms Fire
#95 - 2014-11-01 01:51:50 UTC  |  Edited by: Phoenix Jones
To encourage industry to grow in wormhole space their has to be a benefit for doing it. Currently the only benefit is that you do not run the risk of 100 dreads dropping on you. Anybody in lowsec at a non money moon has no fear of that though.

Wormholes runs a huge negative, that being logistics. There is no easy way of getting materials. We cannot contract out to black frog to deliver materials to a system as generally our r trance will be gone by that time. The recent industrial changes to the dst made a significant difference in moving stuff, but there has to be a reason to build it in wormhole space, than build it in lowsec. Moving the thukker factory into wormhole space won't make a difference because it would still be more beneficial to do it in lowsec.

You would have to change how either the experimental spaceship assembly array of the component assembly array functions in wormhole space itself. Something like that would have to happen in order for people to commit to being dedicated industrialists in wormhole space vs lowsec and nullsec. Wormholes just have a different set of hurdles.

This maybe going beyond the scope of this thread though.

Axloth Okiah wrote:
forsot wrote:
corbexx wrote:
When i say sleeper faction mods the idea I had in mind was same stats as imp navy but they take less heat damage to fit in the the general sleeper theme. so they wouldnt be stupidly op but slightly better


Give them t2 with stronger overheat buff possibly lower heat damage that way they have their own true niche and would fit more along the lines of asb burst tank. This way your getting a whole line of mods that do something different instead of slightly different armor mod #4. It also might make those horrible overheat subs worth while.
I actually like the sound of T2 + stronger and longer overheat even better than faction + longer overheat. Makes them more distinct and fun.


You run into a possible balancing issue of them being flat out better than T2 at that point. It all depends what it is suppose to be balanced against. T2, Faction, Story, Deadspace? If its to be balanced off faction/story/deadspace, you then run into issues of pure cost of the module. Who would buy it if its 1/2 of a billion isk a piece.

Yaay!!!!

Paul Vashar
CTHS
#96 - 2014-11-01 23:50:52 UTC
Phoenix Jones wrote:
-snipperdoodle-...Who would buy it if its 1/2 of a billion isk a piece.

Wormholers, Super pilots, Incursion peeps.
Phoenix Jones
Small-Arms Fire
#97 - 2014-11-02 18:37:35 UTC
We're talking about two or three different levels of items. If it's a drop off some super rare sleeper, sure, let the market determine it's worth in multi millions. If it's something that can be built by the player, it has to be cheap and relative to other weapons around it's potential.

I would love a sleeper based version of every t2 item available, though that would be a pretty massive underpinning. That and there would be a market war between kspace moongoop and wormhole sleeper salvage and gas.

Yaay!!!!

Blake Nosferatu
Phoenix of the Black Sun
#98 - 2014-11-05 10:54:55 UTC  |  Edited by: Blake Nosferatu
Turning the currently worthless non blue/nano sleeper salvage into components needed into making faction sleeper mods sounds awsome. Also the super rare drops sound good too +1
Wander Prian
Nosferatu Security Foundation
#99 - 2014-11-08 11:57:57 UTC
Just wanted to remind everybody that this is TODAY

Wormholer for life.

Shilalasar
Dead Sky Inc.
#100 - 2014-11-08 17:50:42 UTC
Is it? With all the done and announced changes and the townhall soon.