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Module swop so PVErs can fight back.

Author
Jenshae Chiroptera
#1 - 2011-12-27 14:04:54 UTC  |  Edited by: Jenshae Chiroptera
Anyone else getting tired of the disparity between the fits?
When some weak mined individual comes along and wants to attack you, the only option is to warp away if you can. As a group, they can warp out any time they like if they are in trouble, so they will take you down.

My suggestion is that we have two fits per ship and I know it doesn't make much sense in terms of story but at least when you get attacked, you can hit the emergency button and fight back a bit. You would drop more loot but at least you might take one of them down with you.

Obviously there would need to be some penalties for this, such as maybe you can't switch back for an hour or you have to go back to a station and take everything off again. Maybe it destroys your PVE rigs too?

All I want is the opportunity to fight back instead of being slaughtered or having to run away.

Jenshae Chiroptera wrote:
Jenshae Chiroptera wrote:
Make a case function then so that only some modules can do it.... brb shooting something, damn fleet warps.


...
Edit: i.e. not complete two fits but only one or two modules (in total) that can be swopped and you can only swop certain modules for other ones, such as ...
- shield passive resist can be swopped for a scrambler or a web,
- amplifier can be swopped for a disruptor
- armour repairs can be swopped for a plate

However, extenders, boosters, hardeners and propulsion modules can't be swopped at all nor would any of those that do swop, work in reverse.

*(Examples are not suggestions for actual changes, just to help describe the idea.)

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Epofhis
Amped.
Goonswarm Federation
#2 - 2011-12-27 14:32:10 UTC
Personally, if I rat in null, I do so in a fully pvp ready ship (or one with a point at the very least).
You' be surprised how nobody looking for easy ganks expects this.
As for mining barges et al, that's what a support fleet is for. Or concord. You can survive, you just might have to sacrifice being at the "top of your game" to do so.
Again, risk vs reward. You're at risk every time you undock, so what are YOU doing to mitigate or manage that risk?

Adding new mechanics to combat player laxity will not change anything.

-1. Not supported.

Before posting in Features and Ideas, please remember that Eve is in no way obligated to change based on your stupidity, ineptitude, or well honed sense of personal butthurt.

Jenshae Chiroptera
#3 - 2011-12-27 15:04:03 UTC
Ever tried doing Sleepers in a PVP ship? Smile

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Fidelium Mortis
Minor Major Miners LLC
#4 - 2011-12-27 17:09:00 UTC
I would not support this. It essentially removes a large component of the strategy associated with fitting a ship – weighing the tradeoffs of a particular fit. Other MMOs have implemented multiple-spec options and while it’s convenient I believe it also dilutes the gameplay by making it less strategically interesting.


Jenshae Chiroptera wrote:
Ever tried doing Sleepers in a PVP ship? Smile


It can be done with either multiple ships or with logi support. Also you don't have to go with a full PvP fit, there are a bunch of hybrid options that are still viable.

ICRS - Intergalactic Certified Rocket Surgeon

Elindreal
Planetary Interactors
#5 - 2011-12-27 17:31:20 UTC
3 ships running sleepers
1 fits point
1 fits web
1 fits ______ ecm/painter/moar web

if you're running sleepers solo and yet still want the option to have an emergency pvp fit switch button, you've missed part of the game's core concept.
Petrus Blackshell
Rifterlings
#6 - 2011-12-27 17:39:02 UTC
Jenshae Chiroptera wrote:
Anyone else getting tired of the disparity between the fits?
When some weak mined individual comes along and wants to attack you, the only option is to warp away if you can. As a group, they can warp out any time they like if they are in trouble, so they will take you down.

My suggestion is that we have two fits per ship and I know it doesn't make much sense in terms of story but at least when you get attacked, you can hit the emergency button and fight back a bit. You would drop more loot but at least you might take one of them down with you.

Obviously there would need to be some penalties for this, such as maybe you can't switch back for an hour or you have to go back to a station and take everything off again. Maybe it destroys your PVE rigs too?

All I want is the opportunity to fight back instead of being slaughtered or having to run away.


The differences between a PvE and a PvP fit are:


  1. presence of scram/disruptor. If you want to fight back when people ambush you, fit one. Or don't, but they can warp away then.

  2. active/passive tank vs buffer tank. Against NPCs, the largest possible active/passive tank is the best. Against other players, a hybrid buffer/active tank (for armor) or just plain buffer is better. Consider this when making your fits and your PvE ships will be better for PvP too.


Regardless, even if you were in a PvP-fit ship, there is not much to do if you get ganked by multiple people. It comes down to choosing your engagements, and choosing not to be there for a fight you won't win.

As for your idea: heard of the Pantheon Carrier setup, Where 2+ carriers swap fits off each other to best fit who the enemy picked as primary? It is gimmicky, weird, and perhaps a little bit game-breaking. We don't need to facilitate that across all ships.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Jafit McJafitson
Viziam
Amarr Empire
#7 - 2011-12-27 18:07:49 UTC  |  Edited by: Jafit McJafitson
I don't like the disparity between PvP and PvE ship setups. A combat ship should be a combat ship. But I think the main problem is the disparity between PvP and PvE playstyles. If you want PvE and PvP ship setups to be similar then you have to make a flavour of PvE that is more like PvP.

In PvE you've got hoards of stupid and pathetically weak enemies filing into your guns for you. You know what you're going to be up against, there's the eve-survival website which documents in great detail every possible PvE situation and what you need to fit to deal with it, because they're all predetermined and predictable. So you set up your cap-stable officer fit golem with the hardeners you need to deal with the rats you know you'll be facing, and you undock.

it's really pathetic to even call PvE in this game combat, I'd rather reclassify ratting as a form of mining.

Then there's PvP, where you are facing an unknown enemy, committed (tackled) in a situation that can rapidly change, and you're going to need to use good judgement, skill, and 100% of your (replacable) ship's resources to come out on top.

Instead of sending the player to singlehandedly destroy a pirate deadspace superfortress and invasion fleet consisting of utterly pathetic enemies, send them into feasible situations that might actually arise in PvP. "A pirate has been spotted in this system, go find him and kill him, he's in a cruiser" then you get there and you have a fight with an NPC that is as close to player strength as possible... or you get hotdropped by NPC stealth bombers and get completely ****** up, which to be fair can happen.

Aggressive sleeper/incursion AI is a step in the right direction, but it's still not enough to fix the differences between PvP and PvE setups.
Jenshae Chiroptera
#8 - 2011-12-27 18:12:45 UTC
There was a thread on here about how to fix active tanking. I think that would be one step.

The second would be more AI changes so that NPCs behaved more like players.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Cearain
Plus 10 NV
#9 - 2011-12-27 18:33:22 UTC
Jenshae Chiroptera wrote:
There was a thread on here about how to fix active tanking. I think that would be one step.

The second would be more AI changes so that NPCs behaved more like players.


Your idea is creative but I'm doubt it would help much.

I think you would find people using 2 pvp fits. One pvp fit and one gtfo fit when things go bad.

The other problem is you would still have all the npcs doing damage to you. So even if you switch out to a fit that for example is not tanked for their damage you are still screwed.

Pve and pvp just do not mix in this game. CCP has tried to force this mix several times and everytime it fails. We should just accept this.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Tenris Anis
Schattenengel Clan
#10 - 2011-12-27 20:36:06 UTC
Elindreal wrote:
3 ships running sleepers
1 fits point
1 fits web
1 fits ______ ecm/painter/moar web

if you're running sleepers solo and yet still want the option to have an emergency pvp fit switch button, you've missed part of the game's core concept.


Furthermore sleepers are a bad example has they will switch target anyway, so those attackers have to be cable as well to deal with those sleepers.

Remove insurance.

Xorv
Questionable Acquisitions
#11 - 2011-12-27 20:46:19 UTC
I think the idea of two fits in one is terrible.

I would not be against some other ideas of making NPCs more like players so that a PvP ship isn't really different from a PvE one in most cases. AI should change in strategy, and choices... Run away when their losing for instance. It's also always bothered me in particular that Pirate NPCs will attack anyone equally, when really those that have good standings with them and don't do anything hostile should be treated as allies.
Jenshae Chiroptera
#12 - 2011-12-27 20:52:25 UTC
Hmm how about a one or two module swop that destroys the original module?

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Petrus Blackshell
Rifterlings
#13 - 2011-12-27 21:01:45 UTC
Jenshae Chiroptera wrote:
Hmm how about a one or two module swop that destroys the original module?


Instant abuse: on a frigate, hotswap a 1MN Afterburner II for the original mod of a Catalyzed Cold-Gas Arcjet Thrusters after getting the tackle. You give up a 30k ISK mod, and overall you gain the advantage of having a dual-prop fit. This would break every single close-range frigate; in particular, ships that already use dualprop to great efficiency: Dramiel, Daredevil, Taranis, Firetail.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Jenshae Chiroptera
#14 - 2011-12-27 21:27:30 UTC
Make a case function then so that only some modules can do it.... brb shooting something, damn fleet warps.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Nestara Aldent
Citimatics
#15 - 2011-12-29 08:27:14 UTC
Cearain wrote:
Jenshae Chiroptera wrote:
There was a thread on here about how to fix active tanking. I think that would be one step.

The second would be more AI changes so that NPCs behaved more like players.


Your idea is creative but I'm doubt it would help much.

I think you would find people using 2 pvp fits. One pvp fit and one gtfo fit when things go bad.

The other problem is you would still have all the npcs doing damage to you. So even if you switch out to a fit that for example is not tanked for their damage you are still screwed.

Pve and pvp just do not mix in this game. CCP has tried to force this mix several times and everytime it fails. We should just accept this.


There are easy ways around that, like making rats do omni-damage and be omni-tanked. And pvp and pve mix actually well, as in low/null you have to pve in pvp capable ship.
el alasar
The Scope
Gallente Federation
#16 - 2012-01-01 16:51:06 UTC
while i agree completely with the symptom, 2 exchangable fits would be the wrong way to treat it. the root cause is
a) the nature of pve content and
b) which fits work good for pvp.
pve and pvp both need to blend.
give active fits a larger chance if pvp compared to buffer fits.

to consider:
- make basic web + scram functionality built-in to the ship (no more module required)
- make scrambling chance-based (like ECM)
- overall increase of HP of ALL ships, mostly to hull HP.

otherwise this is a great summary:
Jafit McJafitson wrote:
I don't like the disparity between PvP and PvE ship setups. A combat ship should be a combat ship. But I think the main problem is the disparity between PvP and PvE playstyles. If you want PvE and PvP ship setups to be similar then you have to make a flavour of PvE that is more like PvP.

In PvE you've got hoards of stupid and pathetically weak enemies filing into your guns for you. You know what you're going to be up against, there's the eve-survival website which documents in great detail every possible PvE situation and what you need to fit to deal with it, because they're all predetermined and predictable. So you set up your cap-stable officer fit golem with the hardeners you need to deal with the rats you know you'll be facing, and you undock.

it's really pathetic to even call PvE in this game combat, I'd rather reclassify ratting as a form of mining.

Then there's PvP, where you are facing an unknown enemy, committed (tackled) in a situation that can rapidly change, and you're going to need to use good judgement, skill, and 100% of your (replacable) ship's resources to come out on top.

Instead of sending the player to singlehandedly destroy a pirate deadspace superfortress and invasion fleet consisting of utterly pathetic enemies, send them into feasible situations that might actually arise in PvP. "A pirate has been spotted in this system, go find him and kill him, he's in a cruiser" then you get there and you have a fight with an NPC that is as close to player strength as possible... or you get hotdropped by NPC stealth bombers and get completely ****** up, which to be fair can happen.

Aggressive sleeper/incursion AI is a step in the right direction, but it's still not enough to fix the differences between PvP and PvE setups.

check the moderated 10000 papercuts evelopedia page! http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts comment, bump(!) and like what you like

Nestara Aldent
Citimatics
#17 - 2012-01-01 17:30:50 UTC  |  Edited by: Nestara Aldent
Jenshae Chiroptera wrote:
There was a thread on here about how to fix active tanking. I think that would be one step.

The second would be more AI changes so that NPCs behaved more like players.


Nothing will fix active tanking, it cant counter the alpha. Just deluded think its fixable at all, just like bounty hunting. And even with ehp increase solution would be just more alpha.

I think a hundred man strong welpfleet will destroy a titan in few minutes, so without supercap amount of HP active tanking just isnt viable, and just by mentioning it you lose your credibility. And artillery alphafleet will do even more damage.

Two fits per ship, no. It just ruins the game immersion, dumbs the game down and makes player choice less relevant.
el alasar
The Scope
Gallente Federation
#18 - 2012-01-01 17:37:52 UTC  |  Edited by: el alasar
Nestara Aldent wrote:
Nothing will fix active tanking, it cant counter the alpha.

very true. thats why i would like to see a new first counter to alpha. 2 ideas which need refinement are here:

https://forums.eveonline.com/default.aspx?g=posts&m=257094#post257094 new logistics: provide remote resistances

https://forums.eveonline.com/default.aspx?g=posts&m=264835#post264835 Chaff (reducing signature radius)

Nestara Aldent wrote:
Just deluded think its fixable at all, just like bounty hunting.

actually bounty hunting could be fixed - key point is that you must not pay out more than what got destroyed. there have been lots of threads with several good ideas. in time i will post on it.

check the moderated 10000 papercuts evelopedia page! http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts comment, bump(!) and like what you like

Jenshae Chiroptera
#19 - 2012-01-03 14:28:43 UTC  |  Edited by: Jenshae Chiroptera
Jenshae Chiroptera wrote:
Make a case function then so that only some modules can do it.... brb shooting something, damn fleet warps.


...
Edit: i.e. not complete two fits but only one or two modules (in total) that can be swopped and you can only swop certain modules for other ones, such as ...
- shield passive resist can be swopped for a scrambler or a web,
- amplifier can be swopped for a disruptor
- armour repairs can be swopped for a plate

However, extenders, boosters, hardeners and propulsion modules can't be swopped at all nor would any of those that do swop, work in reverse.

*(Examples are not suggestions for actual changes, just to help describe the idea.)

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Danika Princip
GoonWaffe
Goonswarm Federation
#20 - 2012-01-03 15:12:19 UTC
Jenshae Chiroptera wrote:
Jenshae Chiroptera wrote:
Make a case function then so that only some modules can do it.... brb shooting something, damn fleet warps.


...
Edit: i.e. not complete two fits but only one or two modules (in total) that can be swopped and you can only swop certain modules for other ones, such as ...
- shield passive resist can be swopped for a scrambler or a web,
- amplifier can be swopped for a disruptor
- armour repairs can be swopped for a plate

However, extenders, boosters, hardeners and propulsion modules can't be swopped at all nor would any of those that do swop, work in reverse.

*(Examples are not suggestions for actual changes, just to help describe the idea.)



if you have to put a ton of conditions on something like this, odds are it was a bad idea in the first place and cannot be saved.
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