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Remote hull reps

Author
Cade Windstalker
#21 - 2017-02-07 18:11:40 UTC
Serendipity Lost wrote:
OR it means that logi will no longer be able to kite fights and would actually have to get in point/neut range to do their thing. Think of all the risk averse doctrines that would immediately go in the waste bin. Glorious!


Or, more likely, the number of fights that wouldn't happen because suddenly you need an overwhelming advantage in order for the fight to not be a slaughter...

People will always gravitate to the least risky seeming option, Logi have range bonuses not because it puts them completely out of ewar range (it doesn't for bonused ships) but because they need that range to make fights anything more than wrecking ball vs wrecking ball since even if you point/neut/jam/scram/ect the Logi having them and being in range of them will *always* be better than not.

Alternatively we'll see a return to spider-tanking BSes since slower distributed reps beats no reps.

The one thing I can guarantee you is that this won't stop risk averse play, which means it won't get you the result you want.
Deckel
Island Paradise
#22 - 2017-02-07 18:13:56 UTC
Deckel wrote:

Some ways of making it viable could be:
-Make remote Hull reps act like Polarized, removing resists on the repping ship or have the dedicated ship start with zero initial resists
-Make remote hull reps competitively efficient to armor/shield but increase cycle time (double over armor?)
-Or instead of a bulk heal have repairs act as a slow regeneration (Like shields? maybe percentage based?)
-Keep range of remote hull reps short, or have cap usage scale to target distance
-Keep the average repair amount smaller than shield or armor
-Bonus Hull repping only to frigates
-Keep the Hull repping ship expensive (special modules/pirate hull)
-Or keep the Hull repping ship cheap and easily destroyed
-Make overheating of rep modules the only way to compete with other forms


BTW, of these I really like the option of making structure repair a regeneration mechanic rather than a base iteration.

It could maybe even be done with a single module group rather than small/medium/large etc. Maybe make it percentage based regeneration and cap usage directly dependent upon actual amount of structure healed, with higher tiered modules being faster/more efficient. Only allow a single installed structure repairer, and only one active remote structure repairer to be active at one time, bringing repair amount to 0.5% a second? 1% a second? where ever it makes the system balanced.

With this system large structure tanked ships may become very powerful but the cap required to keep the regeneration active would be massive.
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