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Player Features and Ideas Discussion

 
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New Tech 3 tech: Talocan, Takmahl, and Yan Jung

Author
Reaver Glitterstim
The Scope
Gallente Federation
#1 - 2014-11-25 08:48:06 UTC
I think it'd be interesting to have some game expansions revolve around meeting with relics left behind by the three remaining ancients, similar to the Apocrypha expansion in which we met with Sleeper relics. Each race could offer a completely new dimension to tech 3 ship or module styles, allowing for a greater variety in the tech 3 field.

Talocan technology could provide methods for long range travel, such as movable player-built stargates or hyper-dense haulers that are bigger on the inside. Another possibility would be inventory devices that can be accessed remotely, potentially from multiple locations. Of course there would need to be strong restrictions on these functions to prevent them from becoming overpowered and eliminating the force projection nerfs.

Takmahl technology could provide ship-size implants which offer pre-set skillpoints based on the ship in addition to any that the pilot already possesses. This could allow younger pilots to get past some of the disadvantages that come from having low skillpoints, or would allow older pilots trained along a different path to experience something new that they don't have the SP for. The skillpoints would be attached to the ship, so if you exit it or lose it, they go away.

Yan Jung technology could provide strong remote effects that can either be used to boost friendly ships or dampen enemies.



I don't know what all the details would be, but I just think it would be cool to explore new avenues of tech 3 technology, and find some way to get those races out into the light so we can explore what they have to offer.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Samillian
Angry Mustellid
#2 - 2014-11-25 08:57:01 UTC
I'm not adverse to new ships or content but considering the complete train wreck T3 cruisers have been wouldn't it be better to wait and see if T3 destroyers actually work as a concept first?

NBSI shall be the whole of the Law

Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#3 - 2014-11-25 10:52:16 UTC
With the talk of player built stargates, maybe Talocan tech could be required to build gates that access certain areas (after all if it were easy to build gates to these systems, they'd already be there wouldn't they?) Of course how well that works out for supply and demand depends on how much gates get blown up.

The suggestion for Takmahl sounds very intriguing, though I do question how effective that would be given it would likely be very costly which would end up locking out new, low SP players anyway.


I do love that you are thinking outside just new ships. That's a refershing change of pace, and T3 equipment would be great. The main theme of T3 tends to be adaptability, T3 cruisers can change bonuses by swapping subsytems and supposedly the destroyers coming up can change some stats on the fly. Modules with similar adaptability would be cool, Maybe a module that can switch functions between MWD and AB or EWAR that can change functions without scripts and/or has more than 2 scripts. Obviously a downside would be in order to not make it the 100% obvious choice to take these.

For my own side, I had thought that subsystems for non T3 ships as optional items you could install to modify the function could be a thing, but I haven't though yet, of how that could be properly balanced, so I haven't brought it up.
Brutalis Furia
Hammer and Anvil Industries
#4 - 2014-11-26 06:59:37 UTC
Xindi Kraid wrote:
...The main theme of T3 tends to be adaptability...Modules with similar adaptability would be cool...


Something like a T3 DCU that boosts one of armor hull OR shields at a time for 150% of DCU2, but has an activation cost equivalent to a Adaptive Invuln 2?
Uther Mckay
Center for Advanced Studies
Gallente Federation
#5 - 2014-11-26 07:58:55 UTC
Brutalis Furia wrote:
Xindi Kraid wrote:
...The main theme of T3 tends to be adaptability...Modules with similar adaptability would be cool...


Something like a T3 DCU that boosts one of armor hull OR shields at a time for 150% of DCU2, but has an activation cost equivalent to a Adaptive Invuln 2?

90% HULL?? SWEET JESUS YES!!!!

When backed against a wall, we show what monsters we really are.

Reaver Glitterstim
The Scope
Gallente Federation
#6 - 2014-11-26 19:43:00 UTC  |  Edited by: Reaver Glitterstim
Uther Mckay wrote:
Brutalis Furia wrote:
Xindi Kraid wrote:
...The main theme of T3 tends to be adaptability...Modules with similar adaptability would be cool...


Something like a T3 DCU that boosts one of armor hull OR shields at a time for 150% of DCU2, but has an activation cost equivalent to a Adaptive Invuln 2?

90% HULL?? SWEET JESUS YES!!!!

Anyone good at math would realize that 150% of T2 DC for hull resist is 73.33%.

edit: CCP is clearly good at math. That's why +50% web bonus makes T2 webs slow target by 73.33%.
/end sarcastic rant

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Anhenka
The New Federation
Sigma Grindset
#7 - 2014-11-26 20:21:25 UTC
Reaver Glitterstim wrote:

edit: CCP is clearly good at math. That's why +50% web bonus makes T2 webs slow target by 73.33%.
/end sarcastic rant


When did this happen? Last I knew they were full 90% webs on the few web strength bonused ships.
Reaver Glitterstim
The Scope
Gallente Federation
#8 - 2014-11-26 21:03:57 UTC  |  Edited by: Reaver Glitterstim
They are. I was being sarcastic when I said it was 73.33% and also was being sarcastic when I said CCP are good at math.

edit: but I wasn't being sarcastic when I said that 73.33% is 50% more than 60%. That causes the resistance increase to increase the hull EHP by 50% over the 60% resist. If t2 webs with +50% bonus slowed ships by 73.33%, that would make them 50% more effective than unbonused t2 web, in that they would be slowing the target's final velocity by a factor of 1/1.5.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."