Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Good Sir
Gallente The Accursed
|
Posted - 2008.10.14 07:25:00 -
[1]
I just was thinking, why go through all this rigamarole changing so many aspects to ships and modules to slow ships down, when we can just make changes to the two biggest speed enhancers in the game? The afterburner and micro warpdrive. In their current states, an afterburner is pretty much useless.
Here is what I propose:
For afterburners, instead of it being about a 150% velocity boost, make it around 250% You can also up the cap requirement a little bit to take the speed gain into account. Everything else about them, cycle time and whatnot, will remain the same.
Now for microwarpdrives, as this is where the fundamental issue lies, needs the large change. Instead of them giving around 600% speed boost, make them give around 1500%. Keep the 25% cap reduction penalty, make microwarpdrives use a lot more cap, approx half of your average capacitor, and the biggest change is have your agility drop, kind of like when you are moving a lot faster than your max velocity and try to turn, and you turn far slower than when you are under your max velocity. This allows people to traverse a good chunk of distance quickly in a strait line, but prevents anyone from running these modules for an extended period and having any kind of maneuverability. Now acceleration should be about the same as it is now.
What does this mean? With these two changes, we can keep other speed modifying modules, rigs, ship masses, webs, and all the other needless changes just the way they are. Blaster boats, and anyone else who needs to get in range of a distant target fast, still can use a micro warpdrive, interceptors and nano fittings can use the afterburner to move quickly, but it will be brought down a notch to the realm of sanity. Of course the speed boost percentages will have to be worked on and tested to see where that brings things, and snakes may still need to be looked into, but my goal here is to see if just those two changes alone can bring the end to ridiculous speeds and not rework a huge number of modules and ship stats just to get crazy speeds more inline.
|
Good Sir
Gallente The Accursed
|
Posted - 2008.10.14 19:18:00 -
[2]
Is my idea that bad? Not one peep from anyone else...
|
Chi Quan
Perkone
|
Posted - 2008.10.14 19:40:00 -
[3]
you can not have a slow turn and a good acceleration. the physics engine does not allow this. for trinity, acceleration=change of velocity = agility ---- You don't have to like it - I don't blame you for not liking it. |
Murina
The Scope
|
Posted - 2008.10.14 19:51:00 -
[4]
Edited by: Murina on 14/10/2008 19:54:40 1.Mwd killing scram.
2. Scripts for webs like ammo.
10km = 90% script 12km = 80% script 14km = 70% script 16km = 60% script 18km = 50% script 20km = 40% script
With overheat the 20km/40% web will slow tacklers that stay at close to the 24km point range.
No need to mess with modules or speed just implement these and leave killing nano ships to the players as it should be.
|
fazeley
Empire Assault Corp The Firm.
|
Posted - 2008.10.14 21:12:00 -
[5]
The simple answer to the speed issue is to bring polycarbs in line with other rigs. That is the only module that is breaking things.
The solution in place is hideously over the top. Instead of minor surgery we've had an amputation with boiling pitch poured on the wound
|
doctorstupid2
The Accursed
|
Posted - 2008.10.14 23:08:00 -
[6]
Steps to not ruining eve:
1) Fix afterburners 2) Fix polycarbons 3) Fix the speeds of specific ships that are "too fast" 4) Leave everything else the **** alone
Abusive | Deadspace | Deadspace2 |
Allen Ramses
Caldari Typo Corp
|
Posted - 2008.10.14 23:40:00 -
[7]
The simple way to fix nano? That's easy.
REMOVE RIGS!
Everything (yes, EVERYTHING) was working just fine before the introduction of rigs. Now we have passive tanked drakes dealing more damage and taking more damage than a cap stable active tanked raven. We also have curses that outright refuse to run out of cap. Not to mention the fact that ships now move too fast for the engine to keep up with.
And we owe it all to the dumbass idea that people should be able to bypass their ships' respective slot layout limitations. Brilliant one with that. ____________________ Pimped out Raven to run level 4 missions quickly: 210 Mil ISK. Realizing your 120 Mil ISK Drake gets the job done faster: Priceless. |
Opertone
Caldari SIEGE. United Legion
|
Posted - 2008.10.15 01:02:00 -
[8]
good idea, i like it, MWD for getting in and out
|
Good Sir
Gallente The Accursed
|
Posted - 2008.10.15 21:19:00 -
[9]
Originally by: Chi Quan you can not have a slow turn and a good acceleration. the physics engine does not allow this. for trinity, acceleration=change of velocity = agility
A way around this I think is to have the micro warpdrive have a massive acceleration for about 5 seconds, then a 10 second cool down, putting your ship into that 'overspeed' type situation. So even if you were turning for the initial 5 seconds of thrust, once the thrust is gone, you just move tangential to the curve you were moving along. This gives micros a total cycle time of 15 seconds (timing of course would need to be tested), but the idea remains. This of course prevents any sustained high speed high agility type situations, and keeps the micro warpdrive operating as it really should, a linear distance travel time minimizer.
|
Ryuga VonRhaiden
Caldari Insurgent New Eden Tribe Systematic-Chaos
|
Posted - 2008.10.16 01:23:00 -
[10]
Originally by: Good Sir
Originally by: Chi Quan you can not have a slow turn and a good acceleration. the physics engine does not allow this. for trinity, acceleration=change of velocity = agility
A way around this I think is to have the micro warpdrive have a massive acceleration for about 5 seconds, then a 10 second cool down, putting your ship into that 'overspeed' type situation. So even if you were turning for the initial 5 seconds of thrust, once the thrust is gone, you just move tangential to the curve you were moving along. This gives micros a total cycle time of 15 seconds (timing of course would need to be tested), but the idea remains. This of course prevents any sustained high speed high agility type situations, and keeps the micro warpdrive operating as it really should, a linear distance travel time minimizer.
Nice idea... you have 5 seconds HUGE agility to achieve monstruous speed, then you continue for 10-15 seconds with crappy agility and enormous speed. That should be what's MWD for, not a kind of "uberfast and uberagile supership", but something meant to escape a bubble or run for your life as an extreme solution, rather than a "standard" module. I'd even suggest it was implemented as an extra slot specific for MWD, maybe as a kind of special rig, so every ship (except capitals) would have one as high speeds for short amounts of time are unavoidable (you'll never want to be caught slowboating for 10 minutes in a large bubble).
Do not try and find the signature... that's impossible. Instead only try to realize the truth... There is no signature. |
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |