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Expanding Deadspace Modules

Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#21 - 2014-12-01 11:07:37 UTC
Aliventi wrote:
By this I mean currently we have five dead-space factions - Serpentis, Gurrista, Sansha, Angel, Blood Raider - it isn't too far of a stretch to figure out which races would drop shield modules etc, but what about things like harvesting equipment - would you have Gistii class gas harvesters, or just have a universal dead-space name for harvesting modules that all factions drop. EDIT: Oops. Hadn't read to the very bottom of your post. Whatever.


Nariya Kentaya wrote:
Perhaps the Harvesting Equipment could be a new type of deadspace site that only spawns in Outer Ring (actual mining) and Syndicate (Gas mining/drug production). Or if that is too much then have them drop in Serpentis sites. Before you ask... Yes. I want to see the ALOD for the fully A-type fit Hulk that was ganked in highsec.


Gas Harvesting modules in particular can drop from Serpentis sites, as Serpentis are the prime booster producers in EVE. That's at least an easy pick. Other mining modules could certainly drop from new exploration sites in particular regions or in the particular gas constellations/regions. More PVE and more varied exploration content is always welcome.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Syrias Bizniz
some random local shitlords
#22 - 2014-12-01 11:14:41 UTC
While on the one hand I'd love to see more deadspace mods, there is also the threat of certain modules being so icnredibly powerful they become mandatory on some ships and improve them in such a way it overshadows anything else, while being balanced with old metrics in mind.

For example, Dead-Space Capacitor Modules could increase the Capacitorlife of, let's say Triage Archons, to a degree where they become neut-immune. Or they allow them to free up so many other mods that their EHP go through the roof and become almost unkillable, as well.

Deadspace webs could be abused on Web-Bonused hulls and just ridicule everything we know right now.


As such, the Bonuses over Tech 2 / Faction have to be in a way that isn't just the WoW-Approach of 'Higher Item Level = same stats, higher numbers'.

For example, Deadspace Webs could come in 2 flavours, Gist and Core, where Gist has increased Base-Range, but lower Base-Modifier. For example, 30km Web at 30% strength.
While Core has Tech 2 range but higher velocity modifier. Now, there's not much room between Tech 2 and 'so op it burns' in regards of the velocity modifier, but that's something that could be tweaked overall, or via the Serp Web Bonus on their ships tuned down to 5% per level.


Armor Layering Membranes on Deadspace level could get out of hand very quickly, too, so maybe the DED Bonus could be a flat amount of Hitpoints accompanied by the Tech 2 % increase.

For example, A-Type gives +750 flat Armor HP + 15% Armor HP, thus really strong on subcaps and a waste of ISK on capitals.
Ix Method
Doomheim
#23 - 2014-12-01 11:14:44 UTC  |  Edited by: Ix Method
Aliventi wrote:
Perhaps the Harvesting Equipment could be a new type of deadspace site that only spawns in Outer Ring (actual mining) and Syndicate (Gas mining/drug production). Or if that is too much then have them drop in Serpentis sites. Before you ask... Yes. I want to see the ALOD for the fully A-type fit Hulk that was ganked in highsec.

If this were to happen I'd rather see Ladar/Grav escalations and have them dropped there, there's too much shiny PVE **** shoved up in a fairly narrow bit of a nullsec.

+1 to all these things, we all want to see Full Blue losses.

Travelling at the speed of love.

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#24 - 2014-12-01 17:27:37 UTC
Syrias Bizniz wrote:
For example, Dead-Space Capacitor Modules could increase the Capacitorlife of, let's say Triage Archons, to a degree where they become neut-immune. Or they allow them to free up so many other mods that their EHP go through the roof and become almost unkillable, as well.

Deadspace webs could be abused on Web-Bonused hulls and just ridicule everything we know right now.

As such, the Bonuses over Tech 2 / Faction have to be in a way that isn't just the WoW-Approach of 'Higher Item Level = same stats, higher numbers'.

For example, Deadspace Webs could come in 2 flavours, Gist and Core, where Gist has increased Base-Range, but lower Base-Modifier. For example, 30km Web at 30% strength.
While Core has Tech 2 range but higher velocity modifier. Now, there's not much room between Tech 2 and 'so op it burns' in regards of the velocity modifier, but that's something that could be tweaked overall, or via the Serp Web Bonus on their ships tuned down to 5% per level.


Armor Layering Membranes on Deadspace level could get out of hand very quickly, too, so maybe the DED Bonus could be a flat amount of Hitpoints accompanied by the Tech 2 % increase.

For example, A-Type gives +750 flat Armor HP + 15% Armor HP, thus really strong on subcaps and a waste of ISK on capitals.

Deadspace capacitor mods already exist as officer capacitor mods. The demand for those types of mods at the supercap level would likely make them very expensive to fit to a triage carrier. I agree. It would be very powerful on a triage carrier. I wouldn't expect them to be fit on a triage carrier outside of WH space though. Deadspace triage carriers will die like any other triage carrier to a DD. Especially now that DDs can be fired in lowsec. In WH space... It's a toss up. Two dreads will certainly still kill a triage carrier. WH space is filled with neuting PvP ships. I don't imagine it will be that big of an issue.

Deadspace webs already exist as officer webs. The only thing preventing them from being fit to smaller than a BS hull is they take massive PG (1.8k - 2.2k PG). So you aren't going to see them fit for webbing Lokis, Ashimmus, Vigilants, or Rapier/Huggins. This leaves Bhaalgorns, Vindicators, and capital/supercaps. Everything move so slow and, except for the supers, dies fairly quickly that I don't see it as much of an issue as they would be. I expect the demand from the incursion and AT community to be large enough that prices will stay high.

As always, if the module turns out too powerful CCP can tweak it or decide not to add it.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#25 - 2014-12-01 17:30:05 UTC  |  Edited by: Aliventi
Ix Method wrote:
Aliventi wrote:
Perhaps the Harvesting Equipment could be a new type of deadspace site that only spawns in Outer Ring (actual mining) and Syndicate (Gas mining/drug production). Or if that is too much then have them drop in Serpentis sites. Before you ask... Yes. I want to see the ALOD for the fully A-type fit Hulk that was ganked in highsec.

If this were to happen I'd rather see Ladar/Grav escalations and have them dropped there, there's too much shiny PVE **** shoved up in a fairly narrow bit of a nullsec.

+1 to all these things, we all want to see Full Blue losses.

I would love to see these mods dropped from something other than a Serpentis expedition site. I suggested adding them to the Serpentis loot table because it will probably be quicker to add them to the loot table of Serpentis sites then create a new site entirely. CCP can always add them, then remove them later once CCP has created the new site.
Bullet Therapist
FT Cold Corporation
#26 - 2014-12-01 21:15:11 UTC
I've thought about the OP's suggestion and I have to say I'm not particularly opposed to it. I've always been a fan of increasing the availability and decreasing the cost of faction and deadspace modules as an incentive to get people to use them more often. I like seeing the consequences when people try to push the envelope with bling. Sometimes it's horrible, sometimes its awe inspiring.
Syrias Bizniz
some random local shitlords
#27 - 2014-12-01 23:26:12 UTC
Aliventi wrote:
Syrias Bizniz wrote:
For example, Dead-Space Capacitor Modules could increase the Capacitorlife of, let's say Triage Archons, to a degree where they become neut-immune. Or they allow them to free up so many other mods that their EHP go through the roof and become almost unkillable, as well.

Deadspace webs could be abused on Web-Bonused hulls and just ridicule everything we know right now.

As such, the Bonuses over Tech 2 / Faction have to be in a way that isn't just the WoW-Approach of 'Higher Item Level = same stats, higher numbers'.

For example, Deadspace Webs could come in 2 flavours, Gist and Core, where Gist has increased Base-Range, but lower Base-Modifier. For example, 30km Web at 30% strength.
While Core has Tech 2 range but higher velocity modifier. Now, there's not much room between Tech 2 and 'so op it burns' in regards of the velocity modifier, but that's something that could be tweaked overall, or via the Serp Web Bonus on their ships tuned down to 5% per level.


Armor Layering Membranes on Deadspace level could get out of hand very quickly, too, so maybe the DED Bonus could be a flat amount of Hitpoints accompanied by the Tech 2 % increase.

For example, A-Type gives +750 flat Armor HP + 15% Armor HP, thus really strong on subcaps and a waste of ISK on capitals.

Deadspace capacitor mods already exist as officer capacitor mods. The demand for those types of mods at the supercap level would likely make them very expensive to fit to a triage carrier. I agree. It would be very powerful on a triage carrier. I wouldn't expect them to be fit on a triage carrier outside of WH space though. Deadspace triage carriers will die like any other triage carrier to a DD. Especially now that DDs can be fired in lowsec. In WH space... It's a toss up. Two dreads will certainly still kill a triage carrier. WH space is filled with neuting PvP ships. I don't imagine it will be that big of an issue.

Deadspace webs already exist as officer webs. The only thing preventing them from being fit to smaller than a BS hull is they take massive PG (1.8k - 2.2k PG). So you aren't going to see them fit for webbing Lokis, Ashimmus, Vigilants, or Rapier/Huggins. This leaves Bhaalgorns, Vindicators, and capital/supercaps. Everything move so slow and, except for the supers, dies fairly quickly that I don't see it as much of an issue as they would be. I expect the demand from the incursion and AT community to be large enough that prices will stay high.

As always, if the module turns out too powerful CCP can tweak it or decide not to add it.


The difference between Deadspace and Officer is the availability. The sites with DED Loottables are omnipresent throughout K-Space, Officer spawns however are not.
There's a reason a Estamel's Invul costs ~15 bil, and a Pith A-Type somewhere around 1.5 bil.
So if the high grade Capacitor modules are at 7 bil, some B-Type Caprechargers are more in the range of a few hundred million ISK, which is still tons and tons or a Ship that will probably get doomsdayed, but for WH...

I know you're a wormholer, but when there's 2 dreads, there also might be another carrier with that Triage Archon. And since RnK's videos we all know how powerful refitting can be, and with deadspace capmods at hand you can expect to see some incredible fraps shots.

For the webs, i know there are long-range, BS sized variations, too.
But i just feel like Range shouldn't be all, and especially shouldn't be a straight upgrade. CCP tells us there need to be choices, and consequences attached to these choices, and since there are a lot ofmodules without DED variations yet it can't hurt to propose diversity.
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