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Ghostwarden
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Posted - 2007.07.18 01:23:00 -
[1]
Disclamer: This is not intended as a "We must have this NOW!" thread. Its simply some musings I've had and I would like to see what you think. I also realize that some or all of these ideas could take a great deal of extra codding and server usage and so could be beyond the developers ability to implement.
1. Insta-hit weapons. Hybrid, Laser and Projectile weapons are all insta-hit weapons in eve. I would like to see this change somewhat because its silly that any weapon other that a Laser would be able to hit instantly. So I was wondering what would happen to combat tactics if you had a time delay for both Hybrid and Projectile weapons based on range to target.
2. Missiles, and Torpedos. These weapons have great explosive special affects with expanding waves of energy. But they only affect a single target. How much would it affect combat to give them a sphere of damage to match their graphics. Also, Missiles are targeted weapons and thus are controled by the ship fireing them. When a target goes pop why couldn't you at least have a chance of redirecting the missile to your next target. If you have to make it yet another skill to train up (say a x5 to x8 training multiplier). This could at least make missile boats a little more effective in fleet combat.
3. Decoy missiles. Ok I have to admit that I got this idea from the Honor Harrington book series but I thought that It could be well used here as well. The general idea is this. Take a missile and cram it with electronics so that it can mimic your ship and possibly draw fire from your enemys. It had a flight duration of course and once again you could create a new skill to govern the useage of this missile type. Frankly I would say that you would have to fit it to a torp launcher but....
The Decoy probably has the most potential to change combat tactics and in my opinion the most chance of unballancing the game. All of the ideas here could cause more load on the servers and so might not be viable. but I'd like to hear you thoughts anyway.
Ok......flame away!!!!
Ghost
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Richard Aiel
Caldari MicroFunks
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Posted - 2007.07.18 01:26:00 -
[2]
I think they HAD area damage for torps an such but it was removed to reduce lag...
just what ive heard... >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Yay! I can come up with good ideas too! http://oldforums.eveonline.com/?a=topic&threadID=548436&page=2 |

MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2007.07.18 01:26:00 -
[3]
cool maybe one of the devs will pull something out of this maybe. good job shutting up the trolls with the line at the top :P ----------------------------------- I'm working my way through college target CCP |

Atius Tirawa
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.07.18 01:29:00 -
[4]
I like the ideas, and have seen similar things proposed here before. However, I am of the opinion that some more basic bugs should be adressed before we implement more mechanics - I will say this however - your ideas put heat to shame. Heat will go through some major changes before it is commonly used.
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Ampoliros
Phantom Knights
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Posted - 2007.07.18 01:32:00 -
[5]
Originally by: Richard Aiel I think they HAD area damage for torps an such but it was removed to reduce lag...
just what ive heard...
They had area damage for torps, but it was removed because it was way too easy to get CONCORD to blast your ship apart with them in highsec. ------------------------------------
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Frug
Zenithal Harvest
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Posted - 2007.07.18 01:35:00 -
[6]
Torpedos are lame.
When they hit it's like BOOOOOOM this explosion the size of a small moon, and the damage is like pffft. So what? Almost the same as a cruise missile, which is 1/1000th as big.
I think somewhere along the line they nerfed the damage or kept making ships bigger until torps just don't make sense anymore. It's a big peeve of mine. If I smack you with something that explodes that big, you should probably notice it.
- - - - - - - - - Do not use dotted lines - - - - - - - If you think I'm awesome, say BOOO BOOO!! - Ductoris Neat look what I found - Kreul Hey, my marbles |

Ghostwarden
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Posted - 2007.07.18 01:35:00 -
[7]
Atius: I COMPLETELY agree that the Devs need to fix the preexisting bugs first. These are just some of my own personal musings and honestly I think that they could all cause more problems in the long run so I dont even know if they are workable.
Thanks for the complement though!
Ghost
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DubanFP
Caldari Four Rings D-L
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Posted - 2007.07.18 01:38:00 -
[8]
I really mean nothing personal, but this is why newbies shouldn't make suggestions. _______________
DubanFP> Feigning "honor" is just a way to get the other guy to screw himself over. Hopefully to your benifit. |

Ghostwarden
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Posted - 2007.07.18 01:48:00 -
[9]
DubanFP: No offense taken. However, part of the reason I posted this topic the way I did was to get FEEDBACK.... You know, a discussion. I give a suggestion, you reply back on why you think its good or bad and I can do the same, and maybe somewhere along the way some good ideas might be formed and friends made (you know that whole community thing that everyone likes to talk about).
All sarcasim aside though. You obviously think that my ideas are lame or useless....how about you tell me why and maybe I can learn something.
Ghost
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Tovarishch
Caldari Body Count Inc. Mercenary Coalition
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Posted - 2007.07.18 01:50:00 -
[10]
Originally by: Ghostwarden 1. Insta-hit weapons. Hybrid, Laser and Projectile weapons are all insta-hit weapons in eve. I would like to see this change somewhat because its silly that any weapon other that a Laser would be able to hit instantly. So I was wondering what would happen to combat tactics if you had a time delay for both Hybrid and Projectile weapons based on range to target.
'Tracking' the shot takes a lot of CPU usage. Insta-hit weapons are a major load reducer. Not to mention... the game is balanced upon this concept already.
Originally by: Ghostwarden 2. Missiles, and Torpedos. These weapons have great explosive special affects with expanding waves of energy. But they only affect a single target. How much would it affect combat to give them a sphere of damage to match their graphics. Also, Missiles are targeted weapons and thus are controled by the ship fireing them. When a target goes pop why couldn't you at least have a chance of redirecting the missile to your next target. If you have to make it yet another skill to train up (say a x5 to x8 training multiplier). This could at least make missile boats a little more effective in fleet combat.
Torpedoes were once AOE weapons. It was a total mess in empire... particularly during empire wars.
Originally by: Ghostwarden 3. Decoy missiles. Ok I have to admit that I got this idea from the Honor Harrington book series but I thought that It could be well used here as well. The general idea is this. Take a missile and cram it with electronics so that it can mimic your ship and possibly draw fire from your enemys. It had a flight duration of course and once again you could create a new skill to govern the useage of this missile type. Frankly I would say that you would have to fit it to a torp launcher but....
The Decoy probably has the most potential to change combat tactics and in my opinion the most chance of unballancing the game. All of the ideas here could cause more load on the servers and so might not be viable. but I'd like to hear you thoughts anyway.
Huge balance issues with this idea. This is what missiles need.
Also, there is a forum for 'Features and Ideas'.
All life is sacred... until the client says otherwise. |

Rooker
Lysian Enterprises
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Posted - 2007.07.18 01:52:00 -
[11]
I don't know the theory behind the projectile weapons, but railguns (real life and I assume in Eve) throw their ammo out at relativistic speed. At a range of 150KM, it doesn't really matter if a bolt of iron is moving at light speed or 50% of light speed. It's going to hit without any noticeable delay either way.
-- Forum Rules: 1) Do Not post while angry 2) Do Not post while drunk 3) Never, ever break rule #1 and #2 at the same time <== Guilty |

DubanFP
Caldari Four Rings D-L
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Posted - 2007.07.18 01:56:00 -
[12]
Originally by: Ghostwarden DubanFP: No offense taken. However, part of the reason I posted this topic the way I did was to get FEEDBACK.... You know, a discussion. I give a suggestion, you reply back on why you think its good or bad and I can do the same, and maybe somewhere along the way some good ideas might be formed and friends made (you know that whole community thing that everyone likes to talk about).
All sarcasim aside though. You obviously think that my ideas are lame or useless....how about you tell me why and maybe I can learn something.
Ghost
I usually try to be constructive i really do. but every once in a while a post comes up that's just not even worth trying to save. ______________________
DubanFP> I stopped capitalizing the g in goonswarm a little while back. I find they no longer deserved the little bit of extra effort required to press the shift key. |

Ghostwarden
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Posted - 2007.07.18 02:40:00 -
[13]
Originally by: Tovarishch'Tracking' the shot takes a lot of CPU usage. Insta-hit weapons are a major load reducer. Not to mention... the game is balanced upon this concept already.
Torpedoes were once AOE weapons. It was a total mess in empire... particularly during empire wars.
Huge balance issues with this idea. [url="http://oldforums.eveonline.com/?a=topic&threadID=541598" This[/url] is what missiles need.
Also, there is a forum for 'Features and Ideas'.
Thank you Tovarishch. Its refreshing to get good replys here on the forums and I appreciate you input.
So the general reason that the first two ideas are wonky is due to server load, lag and aggression problems in empire. Ok. I was pretty sure that I was going to hear that but I wanted to confirm my suspicions.
On the topic of fixing missiles....I wasn't really tying to fix them so much as bat around some ideas to see if any of them might be viable before I posted them on the suggestions forum. For the most part I think that missiles are fine the way they are. I'm ok with them being less effective in Fleet engagements. I do wish that they were more effective in small scale PVP but what are they going to do that wouldn't unballance them in other areas. I was going more for that aspect than anything else.
I also agree that the Decoy could have some serious balance issues but it might be useful in Fleet engagements as long as there were some serious restrictions in place as to how many, duration, range (up close they wouldn't work as well) that sort of thing.
Ghost
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Illistar DeathWing
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Posted - 2007.07.18 03:09:00 -
[14]
As for the torp doing aoe damage it's a very easy fix.
Make it only damage ships that you have targeted and nothing else. That way when you have 3 ships targeted, and two are close together, they can take damage from a single torp, but the npc player orbiting them would not. That sounds like an easy fix to the old problem torp splash damage had.
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tartrus
Templars of Space Sparta Alliance
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Posted - 2007.07.18 03:14:00 -
[15]
Originally by: Ghostwarden Disclamer: This is not intended as a "We must have this NOW!" thread. Its simply some musings I've had and I would like to see what you think. I also realize that some or all of these ideas could take a great deal of extra codding and server usage and so could be beyond the developers ability to implement.
1. Insta-hit weapons. Hybrid, Laser and Projectile weapons are all insta-hit weapons in eve. I would like to see this change somewhat because its silly that any weapon other that a Laser would be able to hit instantly. So I was wondering what would happen to combat tactics if you had a time delay for both Hybrid and Projectile weapons based on range to target.
2. Missiles, and Torpedos. These weapons have great explosive special affects with expanding waves of energy. But they only affect a single target. How much would it affect combat to give them a sphere of damage to match their graphics. Also, Missiles are targeted weapons and thus are controled by the ship fireing them. When a target goes pop why couldn't you at least have a chance of redirecting the missile to your next target. If you have to make it yet another skill to train up (say a x5 to x8 training multiplier). This could at least make missile boats a little more effective in fleet combat.
3. Decoy missiles. Ok I have to admit that I got this idea from the Honor Harrington book series but I thought that It could be well used here as well. The general idea is this. Take a missile and cram it with electronics so that it can mimic your ship and possibly draw fire from your enemys. It had a flight duration of course and once again you could create a new skill to govern the useage of this missile type. Frankly I would say that you would have to fit it to a torp launcher but....
The Decoy probably has the most potential to change combat tactics and in my opinion the most chance of unballancing the game. All of the ideas here could cause more load on the servers and so might not be viable. but I'd like to hear you thoughts anyway.
Ok......flame away!!!!
Ghost
imo the idea on insta hit guns has alrdy been dealt with. with chance to hit, yes there is no flight time but a bullet would be shoot in front of the target, lead the target. there fore depending on teh size of teh target there is a chance u mis lead there direction. there fore bullet reaches it destination but target is elsewhere. but as i said imo that how i think they work it.
i like the idea of missle finding its next target. there would be some funny play there though. like how far into its travlings cant it be redirected the server would hav to work that out wich = more lag but i like the idea and it would stop me picking on peeps who bring ravens to fleet battles.
decoy missle i dont like it, it is unfair to amarr and gall who dotn usally hav missle slots. also heavly unbalanced. also when u can see the target why would u get ur guns to follow somthing else when u can see em.
as i stated imo a could be wrong here or could be right.
"HEY! Lee were is that t2 duct tape mate my vaga's in hull" |

Richard Aiel
Caldari MicroFunks
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Posted - 2007.07.18 03:16:00 -
[16]
Originally by: Ghostwarden DubanFP: No offense taken. However, part of the reason I posted this topic the way I did was to get FEEDBACK.... You know, a discussion. I give a suggestion, you reply back on why you think its good or bad and I can do the same, and maybe somewhere along the way some good ideas might be formed and friends made (you know that whole community thing that everyone likes to talk about).
All sarcasim aside though. You obviously think that my ideas are lame or useless....how about you tell me why and maybe I can learn something.
Ghost
See, this is why we can tell you are new... You still think this is possible on EVE-O
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Yay! I can come up with good ideas too! http://oldforums.eveonline.com/?a=topic&threadID=548436&page=2 |

Neuromandis
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Posted - 2007.07.18 09:27:00 -
[17]
Edited by: Neuromandis on 18/07/2007 09:27:39
Originally by: Illistar DeathWing As for the torp doing aoe damage it's a very easy fix.
Make it only damage ships that you have targeted and nothing else. That way when you have 3 ships targeted, and two are close together, they can take damage from a single torp, but the npc player orbiting them would not. That sounds like an easy fix to the old problem torp splash damage had.
But then it would not really be an explosion area, it would be the effect a MIRV warhead has(a missile splitting up). Hmmm... --- If someone else from my Corporation or Alliance agrees with me, he will say so. Assume nobody does :) --- WTB: Scorpion wing (left)
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Rodj Blake
Amarr PIE Inc.
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Posted - 2007.07.18 09:33:00 -
[18]
Originally by: Ampoliros
Originally by: Richard Aiel I think they HAD area damage for torps an such but it was removed to reduce lag...
just what ive heard...
They had area damage for torps, but it was removed because it was way too easy to get CONCORD to blast your ship apart with them in highsec.
Actually, all missiles had splash damage at one point, it's just that torpedoes had a far greater radius than the others.
At that time, the Torpedoes skill increased the splash radius rather than damage.
Nobody trained that skill past level 1, and I think that indicates just how loathed the concept of splash was at that time..
Dulce et decorum est pro imperium mori. |

Chainsaw Plankton
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Posted - 2007.07.18 09:42:00 -
[19]
the splash damage is great, just not near a gate/station/neutrals
as for the op 1) just another calculation that would increase lag, that and i think that the tracking/sig radius works that part out 2) going after a new target would be nice, hate seeing a salvo or two go flying though a group of npcs 3) think sensor damps/tracking disruptors/jammers work fine for this
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