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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  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.
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        |  KGB Sleep
 Ikomari-Onu Enforcement
 Caldari State
 
 49
 
 
      | Posted - 2013.08.15 11:31:00 -
          [2] - Quote 
 "Oshi I'm overheated?"
 
 Players catching fire like tanks, that would be hilarious
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        |  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:How would it work?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.
 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.
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        |  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.
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        |  DildoMcnutz
 the Tickle Monsters
 
 161
 
 
      | 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.
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        |  SponkSponkSponk
 The Southern Legion
 
 206
 
 
      | Posted - 2013.08.15 23:19:00 -
          [6] - Quote 
 Thanks for the reply!
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        |  Bittersteel the Bastard
 WarRavens
 League of Infamy
 
 154
 
 
      | 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
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        |  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.
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        |  SponkSponkSponk
 The Southern Legion
 
 209
 
 
      | Posted - 2013.08.16 03:39:00 -
          [9] - Quote 
 Um, this probably should be moved to a different forum.
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        |  Cy Clone1
 Ancient Exiles
 
 204
 
 
      | 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.
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        |  SponkSponkSponk
 The Southern Legion
 
 222
 
 
      | 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...
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        |  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.
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        |  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.
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        |  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.
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        |  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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