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Idea For "Fixing" Afterburners

Author
Devil Wears Satin
Doomheim
#1 - 2017-03-26 14:22:32 UTC  |  Edited by: Devil Wears Satin
Okay so after thinking it over a bit, I think it would be really cool if we could use two same-sized afterburners at once on the same ship.

It would be similar to using an oversized afterburner, with the following differences:

1. Easier to fit than an oversized afterburner
2. Sacrifices a mid-slot rather than rigs/lows (which are usually sacrificed on oversized afterburner fits because of fitting limitations)
3. Lower top speed than oversized afterburners

Someone else could do the nerd math stuff and figure out the align time problems, but logically there should be no reason why the align time on these dual-prop fits couldn't be balanced. Use your imagination.
Do Little
Bluenose Trading
#2 - 2017-03-26 15:05:54 UTC
You can get the ridiculous speed boost you are seeking by fitting an oversize afterburner. While the agility penalty is substantial. there are fits where this actually makes sense. You also have the option of fitting a MWD if you want speed albeit with a signature penalty and substantial capacitor load.

2 afterburners would seem to offer the ability to get a modest straight line speed boost without penalty. Run 1 AB and pulse the other when you need it. The agility penalty only applies when it is running. The drawback would be tying up a mid-slot.

I say a modest speed boost on the assumption the laws of physics will apply - you need 4 times as much power to go twice as fast.

It's interesting but I'm not sure it is worth the development effort. Perhaps you can present a use case where it offers useful gameplay options without being overpowered.
Devil Wears Satin
Doomheim
#3 - 2017-03-26 15:52:35 UTC
The only problem is I'm not a mathematician, and in no way do I understand the technical workings of these things. But I do feel that in some ways (not always) afterburners are sub-optimal compared to MWDs - I mean when it really comes down to spaceship combat in the depth of space, MWDs and kiting are superior to ABs (whether kiting or brawling), and I think that this change would help boost ABs a little bit - they still wouldn't be on quite the same level as MWDs, but they would be more competitive, I think.

The reason why ABs can work well in the game currently is due to the "safety nets" provided by things like stations and stargates - AB setups are very susceptible to being disrupted and controlled from afar by a properly flown MWD ship, but AB ships can hang around in the "kiddy pool", so to speak, by staying on grid of stations and stargates where they may dock or jump if they need to.

In open space, AB setups are kind of sitting ducks, UNLESS you're in an uber-oversized-prop setup with long range projection, in which case an MWD-fitted ship of the same class will still be better suited at straight up combat - it would not have the same fitting constraints as the oversized-AB ship, and because of its MWD it would easily be able to chase down and control it, while having superior tank and damage numbers due to the MWD taking up far less fitting space than an oversized-prop.

Oversized-prop setups, therefore, do not shine at all in terms of 1v1s against an MWD fit ship of the same class, but against other ships of different classes, especially when fighting out numbered and solo, because the oversized-AB is great for gate crashing, escaping camps and just general range control because you don't have to worry about scrams.

The ability to fit and use multiple ABs would give them more of an edge. Looking at some basic numbers right now, a single 1mn AB on a Succubus brings the Succubus's align time from 3.2 seconds to 4.8 seconds. I'm assuming that a second AB would multiply this align time by something (again, I'm not sure exactly how it would work), but whether it would double this current align time from 4.8 seconds to 9.6 while running two ABs, or whether it would be more of an exponential increase, I am not entirely sure - but either way I don't see it as a reason not to add this change - whether the align time would be increased to 9.6 seconds or 14 seconds due to some mathematical concept of which I am unaware, I would support the idea either way because I think it would add a lot of possibilities to AB-fit ships, without breaking the game in any way.

Double AB setups would become a thing. Oversized ABs would still be a thing, but double 1mn ABs would become viable and would operate, presumably, somewhere between the efficacy of an MWD-fit ship and an oversized-prop ship - they would probably have less align time problems than oversized-prop, but also less maximum speed boost as well (again I haven't done the math). They would take up less fitting space than oversized-props, but would also take up more module slots. It would be all about trade-offs, just as the game is meant to be and currently is, but it would add more complexity and fitting choices in terms of AB setups.

Someone else would have to do all the math and technical stuff, but as far as I can tell, with perhaps some tweaks here and there, it would not be game breaking in anyway, it would simply make ABs more viable with more fitting options and would broaden the scope of what is possible in terms of combat and propulsion.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#4 - 2017-03-26 20:21:01 UTC
It was before my time,

But i heard from vets older than myself that having multiple prop mods on a ship used to be a thing........Iteron MK V's doing like 5,000 m/s fully loaded kinda of thing.

CCP remove this ability for a reason, i wouldnt expect it back any time soon.
Devil Wears Satin
Doomheim
#5 - 2017-03-26 20:24:07 UTC
Max Deveron wrote:
It was before my time,

But i heard from vets older than myself that having multiple prop mods on a ship used to be a thing........Iteron MK V's doing like 5,000 m/s fully loaded kinda of thing.

CCP remove this ability for a reason, i wouldnt expect it back any time soon.

That was multiple MWDs (and probably ABs, too).

I'm talking about bringing back multiple ABs only.
baltec1
Bat Country
Pandemic Horde
#6 - 2017-03-26 20:24:28 UTC
Cavalry raven.

They moved so fast that they would keep up with their missiles. They would end up slamming into a target in a cloud of their own missiles and alpha the target.
elitatwo
Zansha Expansion
#7 - 2017-03-26 20:27:27 UTC
I am sorry but the patchnotes from Revelations 1.0 have [i][mysteriously/i] disappeared from the patchnotes site.

If you can find it, there was a dev-blog with the title "The Need for Speed 2.0" where the why was explained.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Devil Wears Satin
Doomheim
#8 - 2017-03-26 20:34:56 UTC
elitatwo wrote:
I am sorry but the patchnotes from Revelations 1.0 have [i][mysteriously/i] disappeared from the patchnotes site.

If you can find it, there was a dev-blog with the title "The Need for Speed 2.0" where the why was explained.

What "why"? Why they won't allow multiple ABs to run simultaneously?
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#9 - 2017-03-26 20:51:11 UTC
elitatwo wrote:
I am sorry but the patchnotes from Revelations 1.0 have [i][mysteriously/i] disappeared from the patchnotes site.

If you can find it, there was a dev-blog with the title "The Need for Speed 2.0" where the why was explained.



https://community.eveonline.com/news/dev-blogs/need-for-speed/

you mean that devblog?
Moonlit Raid
Doomheim
#10 - 2017-03-27 05:50:07 UTC
Do Little wrote:
You can get the ridiculous speed boost you are seeking by fitting an oversize afterburner. While the agility penalty is substantial. there are fits where this actually makes sense. You also have the option of fitting a MWD if you want speed albeit with a signature penalty and substantial capacitor load.

2 afterburners would seem to offer the ability to get a modest straight line speed boost without penalty. Run 1 AB and pulse the other when you need it. The agility penalty only applies when it is running. The drawback would be tying up a mid-slot.

I say a modest speed boost on the assumption the laws of physics will apply - you need 4 times as much power to go twice as fast.

It's interesting but I'm not sure it is worth the development effort. Perhaps you can present a use case where it offers useful gameplay options without being overpowered.


Are you taking into account wind resistance with your power requirement there? I thought in space you could just accelerate forever? (assuming no gravity)

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Valkin Mordirc
#11 - 2017-03-27 07:45:21 UTC  |  Edited by: Valkin Mordirc
Devil Wears Satin wrote:
elitatwo wrote:
I am sorry but the patchnotes from Revelations 1.0 have [i][mysteriously/i] disappeared from the patchnotes site.

If you can find it, there was a dev-blog with the title "The Need for Speed 2.0" where the why was explained.

What "why"? Why they won't allow multiple ABs to run simultaneously?



Because EVE is suffering from it's own form of Power Creep dubbed Speed-Creep, that was evident in the introduction of the T3D's.

Speed wins a lot of fights, with your idea, small ships would be impossible to kill. They would just orbit you at 10kms and hold point forever. And AB's don't take a whole lot of fitting space, or cap use. Every one would fit AB's, MWD's would become points because the sig bloom would be worth it.
#DeleteTheWeak
Do Little
Bluenose Trading
#12 - 2017-03-27 08:19:23 UTC
Kinetic energy increases as the square of the velocity. Think of it as the energy required to stop the object rather than the energy required to keep it moving.

Friction matters in Eve - turn off your AB or MWD and you slow down. It works more like submarines than space ships.
elitatwo
Zansha Expansion
#13 - 2017-03-27 12:31:09 UTC
Max Deveron wrote:
elitatwo wrote:
I am sorry but the patchnotes from Revelations 1.0 have [i][mysteriously/i] disappeared from the patchnotes site.

If you can find it, there was a dev-blog with the title "The Need for Speed 2.0" where the why was explained.



https://community.eveonline.com/news/dev-blogs/need-for-speed/

you mean that devblog?


That's the one.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

elitatwo
Zansha Expansion
#14 - 2017-03-27 12:35:12 UTC
Do Little wrote:
Kinetic energy increases as the square of the velocity. Think of it as the energy required to stop the object rather than the energy required to keep it moving.

Friction matters in Eve - turn off your AB or MWD and you slow down. It works more like submarines than space ships.


So, are you saying the E=mc² ??

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Cristl
#15 - 2017-03-27 16:24:24 UTC
Do Little wrote:
I say a modest speed boost on the assumption the laws of physics will apply - you need 4 times as much power to go twice as fast.
Physics wrote:
You'd need eight times the power to go twice as fast, assuming the weird submarine physics of Eve apply
Cade Windstalker
#16 - 2017-03-27 17:17:16 UTC
Love some of the responses in this thread xD

And OP, this would be hilariously game breaking. Oversized prop-mods are already pushing it with how dominant they've become on the few ships that can reliably fit one.

Just for a start this would completely break tracking. MWDs trade speed for sig radius and therefore don't have as much of an impact on tracking as their speed might otherwise imply. If you can get MWD speeds on an AB then you're basically impossible to hit for any larger guns and even some same-size guns without multiple webs or something else balancing out your very high transversal. On top of that you can't be shut down by a scram, another major benefit. Oh and no cap penalty, and two same-size ABs generally costs less fitting than one MWD.

So many reasons this is a poor idea.

Oh and you haven't even pointed out a reason ABs need 'fixing', you just assume they do and go from there.
Devil Wears Satin
Doomheim
#17 - 2017-03-27 17:22:00 UTC
Cade Windstalker wrote:
Love some of the responses in this thread xD

And OP, this would be hilariously game breaking. Oversized prop-mods are already pushing it with how dominant they've become on the few ships that can reliably fit one.

Just for a start this would completely break tracking. MWDs trade speed for sig radius and therefore don't have as much of an impact on tracking as their speed might otherwise imply. If you can get MWD speeds on an AB then you're basically impossible to hit for any larger guns and even some same-size guns without multiple webs or something else balancing out your very high transversal. On top of that you can't be shut down by a scram, another major benefit. Oh and no cap penalty, and two same-size ABs generally costs less fitting than one MWD.

So many reasons this is a poor idea.

Oh and you haven't even pointed out a reason ABs need 'fixing', you just assume they do and go from there.

I actually did explain why ABs are inferior to MWDs but maybe you can't read or something.
Devil Wears Satin
Doomheim
#18 - 2017-03-27 17:44:13 UTC
Also two ABs of the same size and meta level actually use more fitting than a single MWD of the same size and meta level, so again, maybe try some simple thinking or investigating before you make BS claims.
Ima Wreckyou
The Conference Elite
The Conference
#19 - 2017-03-27 18:34:53 UTC
Devil Wears Satin wrote:
I actually did explain why ABs are inferior to MWDs but maybe you can't read or something.

You are aware that the MWD has multiple drawbacks like increasing the signature radius significantly and that it can be disabled by a scram? MWDs are often used to get in range, but on small fast ships an AB is usually the better choice if you want to speed tank.
Cade Windstalker
#20 - 2017-03-27 18:42:46 UTC
Devil Wears Satin wrote:
I actually did explain why ABs are inferior to MWDs but maybe you can't read or something.


You didn't in your OP, so I had to go hunting through that wall of text in a reply to find it.

Your reasoning is questionable and seems to be based entirely on how you think things work out in space rather than based on personal experience, especially in the realm of oversized prop fits. An oversized AB has a massive advantage over a same-sized MWD, being almost as fast as a MWD fit but unable to be shut down by a Scram. This means that if an oversized AB fit can scram a MWD fit it pretty much has him at his mercy, and thanks to the fairly short range of webs and scrams in order for the MWD fit to effectively catch the AB fit (who has a better speed tank) they need to get very close to scram range to apply a web.

Combine this with the prevalence of longer scrams on ships that can fit oversized prop mods, and you have a pretty nasty situation for the MWD fits, especially if the MWD is trying to chase down the AB, where the AB has a distinct advantage and can often kill the chasing ship or warp off before they can be pinned down.

You also seem to be sort of missing the point of an AB fit. ABs are fit largely as tank, not to run around and kite, because an AB is generally the better mod for speed tanking. This is why many tackle fits will fit a dual prop, the MWD is for closing range and the AB is for tanking once you're within scram range and the MWD has been shut off to stop the sig bloom.

Also you don't seem to understand how align times work. The increase wouldn't be from 4.8 to 9.6, it would be from 4.8 to slightly above 6.03s, since the increase in align time is only from the mass of the extra activated prop mod with a slight modifier for the extra top speed compared to the thrust provided. You can see this clearly by adding a 400mm Tungsten Plate and a 200mm T2 Steel plate to add another 500,000kg of mass to the ship which equals the mass addition of the prop mod.

Devil Wears Satin wrote:
Also two ABs of the same size and meta level actually use more fitting than a single MWD of the same size and meta level, so again, maybe try some simple thinking or investigating before you make BS claims.


I did, you're incorrect except for T2 Frigate modules

T2 1MN AB: 15tf CPU 11MW PG
T2 5MN MWD: 25tf CPU 17MW PG <- only exception

T2 10MN AB: 25tf CPU 55MW PG
T2 50MN MWD: 50tf CPU 165MW PG <- Double the CPU, more than double the PG

T2 100MN AB: 50tf CPU 688MW PG
T2 500MN MWD: 75tf CPU 1375MW PG <- 1.5 times CPU, double the PG

The only place where the MWD uses less than double is on the Frigate, on the Cruiser (where this would matter most) it's less, and on the Battleship the PG is exactly double, and the CPU is only 1.5, but the difference in CPU is still less than most other mid-slot modules, so if you could fit the MWD you'll easily be able to fit the second AB after swapping out a module for it on almost any fit that can currently run a MWD with the exception of some frigates.
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