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Jaz Antollare
Deadly Loneliness
103
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Posted - 2014.06.01 21:37:00 -
[1] - Quote
Hello everyone, here is my concept idea about a new fancy gameplay mechanic that could be implemented in the game. Its in a way similar to the bastion and siedge module but is meant for more of an action gameplay.
Imo the concept is rather simple, but its not a simple task to put into life and balance. The idea is about sacrifice large amounts of defense for a burst of damage, and and vice versa, a burst of uber tank for your damage.
So about the "sword/lance" concept, you get extra damage for a short period of time (like x10-20 dmg) and a big boost to tracking. The first idea was to just critically multiply the damage for the first shot firing in the offensive mode. But the different weapon systems make tis part tricky. For the penalties - i think that there must be at least three of them: resistance drop, signature increase and no insta-warpoff after the shot. I see it like the Micro Jump Drive mechanic, after the activation there goes an activation timer, in that time limit you must shoot with your gunz to deal that extra dmg, after the shot starts the cooldown effect, also the penalties are applied on the cooldown time too.
The "Shield" concept is easy, works simmilar to the first one, just gives massive tanking capabilities for a short time, for the sacrifice of firepower, something like for 8-12 sec your resistances and active tanking go up, signature goes down. For penalties - drops the damage, and tracking of guns dramatically for the time of cooldown.
I would like to see such feature on something like t2 BC.
What do you guys think about such concept? (sorry for my poor English btw) |
Arden Elenduil
The League of Extraordinary Mentlegen
78
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Posted - 2014.06.01 21:41:00 -
[2] - Quote
A few quick questions: 1: What would the stats be?
2: What would the gameplay scenarios be in which those modules would be effective or even useable?
3: Would these modules add something to the game, and if so, what? |
Jaz Antollare
Deadly Loneliness
103
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Posted - 2014.06.01 22:24:00 -
[3] - Quote
Arden Elenduil wrote:A few quick questions: 1: What would the stats be?
2: What would the gameplay scenarios be in which those modules would be effective or even useable?
3: Would these modules add something to the game, and if so, what?
1) First of all, there is no real need in imaginary stats right now, because its in a concept of an idea from just a regular player. But approximately, the damage burst must be something that can eat up to 1/2 of a crusers or BC tank. And the defencive system must give a chance to Hero-tank a bunch of angry ppl ^__^ 2) For the damage mod, if solo - its like an fancy finishing move for pvp, for the defense solo - you have a better chance to run to the gate if camped, Im even not talking about fleet-ops, cuz those tricky guys will figure 101 way how to use it. 3) What it could bring to the game, a second class of t2 BC for example, some new gameplay that wasn't seen before, more expensive ships, what could be cooler than that?
And dis are not just MODULES, its like the bastion module that is only for marauders. And the skilled players would get the most fun of it. |
CETA Elitist
The Prometheus Society
77
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Posted - 2014.06.01 22:58:00 -
[4] - Quote
I'd love to have some high-slot defense modules. |
Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2686
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Posted - 2014.06.01 23:25:00 -
[5] - Quote
Wouldn't the burst damage get absolutely silly on anything with artillery? Like, 100k-200k alpha from a tornado or a maelstrom... |
Jaz Antollare
Deadly Loneliness
104
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Posted - 2014.06.02 10:28:00 -
[6] - Quote
Danika Princip wrote:Wouldn't the burst damage get absolutely silly on anything with artillery? Like, 100k-200k alpha from a tornado or a maelstrom...
I think that it would be broken too, so i think that it should calculate the DPS of guns and not just alfa. And btw i thought about a platform that uses medium guns, not large. |
Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2686
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Posted - 2014.06.02 11:06:00 -
[7] - Quote
Jaz Antollare wrote:Danika Princip wrote:Wouldn't the burst damage get absolutely silly on anything with artillery? Like, 100k-200k alpha from a tornado or a maelstrom... I think that it would be broken too, so i think that it should calculate the DPS of guns and not just alfa. And btw i thought about a platform that uses medium guns, not large.
But that's not how guns work. Artillery is a high alpha, low DPS weapon. Blasters are a low alpha, high DPS weapon. Even if your idea only messes with the DPS, you're still looking at 10k DPS out of a blasterboat without too much trouble. |
Debora Tsung
The Investment Bankers Guild
1093
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Posted - 2014.06.02 12:10:00 -
[8] - Quote
That thread title made me think that I want my Drake to ride a Machariel war carraige into battle... I would most likely feel totally awesome doing that. Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |
Major Trant
CTRL-Q Iron Oxide.
732
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Posted - 2014.06.02 12:23:00 -
[9] - Quote
Came, thinking this was a thread about the Incursus Frigate, left disappointed. CTRL-Q - Minmatar FW - Low Sec PvP - Euro TZ - New Player Friendly Contact: Major Trant In game channel: FeO Public Recruitment thread: CTRL-Q |
Tchulen
Trumpets and Bookmarks The Volition Cult
770
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Posted - 2014.06.02 12:31:00 -
[10] - Quote
There are two issues with this that I can see immediately:
1) suicide gankers - It would make them WAY too powerful.
2) large fleets - Logi would become obsolete if your fleet could increase their dps by 10 times. Alpha fleet would become the only fleet.
In conclusion, this would be game breaking. |
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Jaz Antollare
Deadly Loneliness
104
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Posted - 2014.06.02 20:16:00 -
[11] - Quote
Tchulen wrote:There are two issues with this that I can see immediately:
1) suicide gankers - It would make them WAY too powerful.
2) large fleets - Logi would become obsolete if your fleet could increase their dps by 10 times. Alpha fleet would become the only fleet.
In conclusion, this would be game breaking.
I disagree on both of your statements, like I said, id prefer to see something like this mechanic on a T2 BC (perfect if its a new line), nothing smaller. So, suicide ganking would be too expensive on this kind of ships.
I dont think that logistic would be unnecessary in fleets of this kind of ships, because first of all, after the burst damage, the ship is vulnerable and cant insta warpoff.
ALSO I FORGOT TO TELL ABOUT ONE NUANCE: After you use one of those two modules, you cant use the other if the first is active or on cooldown. |
Domanique Altares
Rifterlings Point Blank Alliance
2825
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Posted - 2014.06.02 20:24:00 -
[12] - Quote
So you want an even bigger alpha doctrine. Got it. "i advice you to go spit on the back of someone else because you are fall on the wrong horse." - Meio Rayliegh |
Antillie Sa'Kan
Forging Industries Silent Infinity
400
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Posted - 2014.06.02 20:36:00 -
[13] - Quote
Jaz Antollare wrote:So, suicide ganking would be too expensive on this kind of ships. I don't think you understand how suicide ganking works. |
RavenTesio
Liandri Corporation Liandri Covenant
121
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Posted - 2014.06.02 21:18:00 -
[14] - Quote
This entire concept is basically the Assault Battlecruisers and Auxiliary Repair / Boost Mods. I mean the gameplay is already there, it's really up to you to really utilise it.
And yes I know you're saying to "tie this to a module with a Cooldown" ... but the point is, you're not adding more choice or interesting gameplay but rather suggesting a way of giving Surprise Ganking a measure of invulnerability / guaranteed success.
In other words, you just want to introduce OP aspects. |
Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2686
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Posted - 2014.06.02 23:53:00 -
[15] - Quote
Jaz Antollare wrote:Tchulen wrote:There are two issues with this that I can see immediately:
1) suicide gankers - It would make them WAY too powerful.
2) large fleets - Logi would become obsolete if your fleet could increase their dps by 10 times. Alpha fleet would become the only fleet.
In conclusion, this would be game breaking. I disagree on both of your statements, like I said, id prefer to see something like this mechanic on a T2 BC (perfect if its a new line), nothing smaller. So, suicide ganking would be too expensive on this kind of ships. I dont think that logistic would be unnecessary in fleets of this kind of ships, because first of all, after the burst damage, the ship is vulnerable and cant insta warpoff. ALSO I FORGOT TO TELL ABOUT ONE NUANCE: After you use one of those two modules, you cant use the other if the first is active or on cooldown.
~200 million is not much if you're ganking freighters. A talos, which is widely used for this, gets ~1300 DPS with Void. A brutix or an astarte can both break 1k with medium guns, meaning that your module would be looking at ten thousand DPS. Two of them will burn down a freighter in around ten seconds.
This would make suicide ganking cheaper and MUCH easier. But then, you're literally asking for battlecruisers that hit like dreadnoughts, so what did you expect? |
Tchulen
Trumpets and Bookmarks The Volition Cult
770
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Posted - 2014.06.03 09:22:00 -
[16] - Quote
Jaz Antollare wrote:Tchulen wrote:There are two issues with this that I can see immediately:
1) suicide gankers - It would make them WAY too powerful.
2) large fleets - Logi would become obsolete if your fleet could increase their dps by 10 times. Alpha fleet would become the only fleet.
In conclusion, this would be game breaking. I disagree on both of your statements, like I said, id prefer to see something like this mechanic on a T2 BC (perfect if its a new line), nothing smaller. So, suicide ganking would be too expensive on this kind of ships. I dont think that logistic would be unnecessary in fleets of this kind of ships, because first of all, after the burst damage, the ship is vulnerable and cant insta warpoff. ALSO I FORGOT TO TELL ABOUT ONE NUANCE: After you use one of those two modules, you cant use the other if the first is active or on cooldown. You might well disagree but unfortunately that doesn't make me wrong.
As Danika has explained, this would allow less ships to take on a freighter meaning more freighters being ganked. Therefore it would be a buff to suicide ganking.
What I said about large fleet fights stands. If both forces used this doctrine (which they would once they fought against it - see sentry assigning doctrine proliferation before the nerf) the alpha would definitely make logi pointless.
The ONLY point I can see here is if the damage module changed the properties of the guns so that they could only hit capital ships. This would allow sub caps to do enough damage to effectively kill cap ships although that in itself poses all sorts of problems.
In conclusion, this would still be game breaking. |
hmskrecik
TransMine Group German Information Network Alliance
202
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Posted - 2014.06.03 16:34:00 -
[17] - Quote
There is already something like this in the game.
- For burst DPS you have overheating - For burst tank you have overheating and Ancillary Boosters/Reppers.
Adding to already raised points I'd like to note that the game in many areas is quite well balanced around the law of diminishing returns. Which means that for linear increase of effect you have to make exponential investment. And it works. Every time everyone asks themselves if what they want is worth the needed effort.
What you propose is the opposite: for nominal investment you get effect an order of magnitude bigger. Which would mean that there would be no interesting choices to be made. Everyone would have to use it or they will die. |
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