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SponkSponkSponk
The Southern Legion
203
|
Posted - 2013.08.15 11:28:00 -
[1] - Quote
Some of the major gripes about dropsuit armor is that it's so slow to repair, and that the 'repair under fire' aspect is really a non-issue because you'll still burn through your buffer under fire, even with wildly ridiculous amounts of self-repping.
The solution may be found in a game mechanic in Eve Online.
In Eve, repairers can be overheated, which increases their repping power, but causes damage to the module until you are forced to stop overheating or risk burning it out entirely.
The same game mechanic can be used in Dust. Imagine, if you will:
Quote:When an armour repairer kicks in to repair damage, it has a short period of time when it overloads itself to repair faster than normal:
Two seconds at triple efficiency
Three seconds at double efficiency
and after that it returns to normal.
The caveat is that you only get the three seconds of efficiency a second time once you've been at full armour for twelve seconds. Similarly, you only get the two seconds at triple efficiency once you've been at full armor for twenty seconds.
How would it work?
Say you're in a fight with someone with an assault rifle. You get shot, as you do, and take 200 armour damage from your total of 400. You're both badly hurt but you think you can finish him before he reloads.
You have a complex repairer, so under normal circumstances you'll be repairing 6HP per second.
Hmm,
206 (+6) 212 (+6) 218 (+6) 224 (+6)
doesn't seem like a lot of armor to take someone on after 4 seconds.
Luckily, you have Sponk's Patented Auto-Overheating Repairers, so instead your armour repairs like so:
218 (+18) 236 (+18) 248 (+12) 260 (+12)
Hmm, a lot more margin to take that redberry on. Sadly, you'll be stuck with +6hp/second after that so some friendly logistics team mates are still incredibly appreciated, but at least you have some front-loaded repairs to match the back-loaded shield regeneration of the shield suits.
In summary, this change still keeps the low sustained repairing power + high buffer of the current system, which I consider a unique game design decision, but increases the benefit of "repairs under fire" that is meant to differentiate armour over shields but in reality doesn't do much at the moment. |
KGB Sleep
Ikomari-Onu Enforcement Caldari State
49
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Posted - 2013.08.15 11:31:00 -
[2] - Quote
"Oshi I'm overheated?"
Players catching fire like tanks, that would be hilarious |
BL4CKST4R
WarRavens League of Infamy
1075
|
Posted - 2013.08.15 11:42:00 -
[3] - Quote
SponkSponkSponk wrote:Some of the major gripes about dropsuit armor is that it's so slow to repair, and that the 'repair under fire' aspect is really a non-issue because you'll still burn through your buffer under fire, even with wildly ridiculous amounts of self-repping. The solution may be found in a game mechanic in Eve Online. In Eve, repairers can be overheated, which increases their repping power, but causes damage to the module until you are forced to stop overheating or risk burning it out entirely. The same game mechanic can be used in Dust. Imagine, if you will: Quote:When an armour repairer kicks in to repair damage, it has a short period of time when it overloads itself to repair faster than normal:
Two seconds at triple efficiency
Three seconds at double efficiency
and after that it returns to normal.
The caveat is that you only get the three seconds of efficiency a second time once you've been at full armour for twelve seconds. Similarly, you only get the two seconds at triple efficiency once you've been at full armor for twenty seconds. How would it work?Say you're in a fight with someone with an assault rifle. You get shot, as you do, and take 200 armour damage from your total of 400. You're both badly hurt but you think you can finish him before he reloads. You have a complex repairer, so under normal circumstances you'll be repairing 6HP per second. Hmm, 206 (+6) 212 (+6) 218 (+6) 224 (+6) doesn't seem like a lot of armor to take someone on after 4 seconds. Luckily, you have Sponk's Patented Auto-Overheating Repairers, so instead your armour repairs like so: 218 (+18) 236 (+18) 248 (+12) 260 (+12) Hmm, a lot more margin to take that redberry on. Sadly, you'll be stuck with +6hp/second after that so some friendly logistics team mates are still incredibly appreciated, but at least you have some front-loaded repairs to match the back-loaded shield regeneration of the shield suits. In summary, this change still keeps the low sustained repairing power + high buffer of the current system, which I consider a unique game design decision, but increases the benefit of "repairs under fire" that is meant to differentiate armour over shields but in reality doesn't do much at the moment.
I like it, but seems a bit OP they should work as you suggested but your shield delay timer won't start ticking until the overload period ends. |
SponkSponkSponk
The Southern Legion
205
|
Posted - 2013.08.15 12:01:00 -
[4] - Quote
I'm just trying to open a dialog and spark some imaginations :)
I don't think it's necessarily overpowered - although the numbers can obviously be tweaked. |
DildoMcnutz
the Tickle Monsters
161
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Posted - 2013.08.15 12:08:00 -
[5] - Quote
alot of my fits have dual reppers so getting 120 armour back in 4 seconds would be pretty sweet haha. I seem to remember a corp mate watching a dev video while we were playing were there was the idea that dropsuits could have active modules like veichles so this idea could be pretty cool. |
SponkSponkSponk
The Southern Legion
206
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Posted - 2013.08.15 23:19:00 -
[6] - Quote
Thanks for the reply! |
Bittersteel the Bastard
WarRavens League of Infamy
154
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Posted - 2013.08.16 00:05:00 -
[7] - Quote
I like the idea but stacking reppers might make this a bit unbalanced. Maybe only one repper can be overheated at a time? Besides that +1 |
SponkSponkSponk
The Southern Legion
207
|
Posted - 2013.08.16 00:26:00 -
[8] - Quote
Bittersteel the Bastard wrote:I like the idea but stacking reppers might make this a bit unbalanced. Maybe only one repper can be overheated at a time? Besides that +1
In Eve, having multiple things overheated reduces the time before burnout a lot.
e.g. one thing overheated = 40 seconds before burnout two things overheated = 17 seconds before burnout. three things overheated = 10 seconds before burnout
So I can see some sort of behind-the-scenes penalty being applied for multiple reppers. |
SponkSponkSponk
The Southern Legion
209
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Posted - 2013.08.16 03:39:00 -
[9] - Quote
Um, this probably should be moved to a different forum. |
Cy Clone1
Ancient Exiles
204
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Posted - 2013.08.16 03:43:00 -
[10] - Quote
well when 1.4 comes out gall logis can put two complex plates and 3 complex reps and get more than 20hp/s!!! that's like a shield recharge all the time. Combine that with triage nano hives and a rep tool. armor wasn't that bad to begin with. id say the rep mods are pretty sweet already |
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Rogatien Merc
Red Star. EoN.
715
|
Posted - 2013.08.16 03:43:00 -
[11] - Quote
Read title.
Did not read post.
+1ed just to **** with Gallente. |
SponkSponkSponk
The Southern Legion
222
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Posted - 2013.08.19 06:23:00 -
[12] - Quote
Cy Clone1 wrote:well when 1.4 comes out gall logis can put two complex plates and 3 complex reps and get more than 20hp/s!!! that's like a shield recharge all the time. Combine that with triage nano hives and a rep tool. armor wasn't that bad to begin with. id say the rep mods are pretty sweet already
Well, they do give up a lot for those triple reps... |
Xender17
Ahrendee Mercenaries EoN.
466
|
Posted - 2013.08.19 06:27:00 -
[13] - Quote
Have infantry gear over heat? Good idea... I want to see how they like it for a change. |
SponkSponkSponk
The Southern Legion
223
|
Posted - 2013.08.19 06:29:00 -
[14] - Quote
As long as it's slowdown-overheat, not scrambler-rifle-welp-youre-dead-overheat. |
Operative 1171 Aajli
Bragian Order Amarr Empire
143
|
Posted - 2013.08.19 06:53:00 -
[15] - Quote
Tl;dr
Just make active and passive reppers.
Add Capacitor. |
SponkSponkSponk
The Southern Legion
223
|
Posted - 2013.08.19 06:59:00 -
[16] - Quote
Operative 1171 Aajli wrote:Tl;dr
Just make active and passive reppers.
Add Capacitor.
aint nobody got time for turning on an active repper when you're being shot at :) |
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