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Vell0cet
Royal Uhlans Amarr Empire
362
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Posted - 2013.10.02 02:45:00 -
[1] - Quote
A.
I posted the same poll here. |
Vell0cet
Royal Uhlans Amarr Empire
364
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Posted - 2013.10.02 02:52:00 -
[2] - Quote
Godin Thekiller wrote:I'd rather not have yet even another way to hinder vehicles even more, unless it's not that bad. Plus, how would you fit repairers and boosters into it? those are the things (other than nitro and afterburners) that take up the most cap, so what would it be? turrets? you want turrets to have ammo, overheat, and then cap? No, that's stupid. Scanners, uplinks, prop mods, remote reps, active hardeners, webs, ewar... there are a ton of things that can be added that use cap. It would help set this game on a level way above the competition, and probably draw in a fair number of EVE pilots too. |
Vell0cet
Royal Uhlans Amarr Empire
364
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Posted - 2013.10.02 03:08:00 -
[3] - Quote
Varjac Theobroma Montenegro wrote:Would someone please explain capacitors to me?
Thanks, Capacitors work like stamina. Think of it like a battery that is constantly recharging itself. Some modules are passive and don't draw down the power, and other modules use power when they're switched on. So if I run the scanner constantly it will drain the battery down to like 80% where the drain and recharge reach an equilibrium. Some modules may completely drain the battery when running non-stop (a powerful armor repper for example), so you have to use it in bursts (like your sprint button and stamina regen). When your cap is empty all active modules are switched off until the cap recharges back enough to turn them on again (just like you can't sprint until some of your stamina recharges back). This allows drivers/pilots to manage which modules they want to run, when they want to run them, instead of having to wait out really long cooldowns. I think it also opens the door for making some of the modules more powerful than they currently are, since there would be a cost to using them. |
Vell0cet
Royal Uhlans Amarr Empire
364
|
Posted - 2013.10.02 03:21:00 -
[4] - Quote
Nguruthos IX wrote:Vell0cet wrote:Varjac Theobroma Montenegro wrote:Would someone please explain capacitors to me?
Thanks, Capacitors work like stamina. Think of it like a battery that is constantly recharging itself. Some modules are passive and don't draw down the power, and other modules use power when they're switched on. So if I run the scanner constantly it will drain the battery down to like 80% where the drain and recharge reach an equilibrium. Some modules may completely drain the battery when running non-stop (a powerful armor repper for example), so you have to use it in bursts (like your sprint button and stamina regen). When your cap is empty all active modules are switched off until the cap recharges back enough to turn them on again (just like you can't sprint until some of your stamina recharges back). This allows drivers/pilots to manage which modules they want to run, when they want to run them, instead of having to wait out really long cooldowns. So depending on what you are doing you may either be recharging toward full cap, keeping it stable (or charging/draining so slowly the difference is not noticeable), OR draining your cap at some rate. Do passives in eve affect cap at all? And aren't there ways to get more or less cap on your ship with some other trade offs. Like using a certain race might have higher recharge rate but lower overall cap, whereas another race might have tons of cap and little recharge? Passive mods don't use cap, but they tend to be weaker than the active versions. So a passive hardener will resist significantly less damage than an active one.
There are several modules that affect cap. There are rechargers that increase your recharge rate, batteries that increase the size of your cap pool, boosters which take a kind of "battery ammo" called cap boosters that instantly inject a certain amount of cap in, and then there are energy vampire modules that suck the power from enemy ships to boost your own cap as well as remote energy transporters that let you give some of your cap to a friendly ship.
There are some differences in cap use for the different races. Amarr ships tend to have very strong cap because lasers will suck them dry.
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Vell0cet
Royal Uhlans Amarr Empire
364
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Posted - 2013.10.02 03:40:00 -
[5] - Quote
Godin Thekiller wrote:Vell0cet wrote:Godin Thekiller wrote:I'd rather not have yet even another way to hinder vehicles even more, unless it's not that bad. Plus, how would you fit repairers and boosters into it? those are the things (other than nitro and afterburners) that take up the most cap, so what would it be? turrets? you want turrets to have ammo, overheat, and then cap? No, that's stupid. Scanners, uplinks, prop mods, remote reps, active hardeners, webs, ewar... there are a ton of things that can be added that use cap. It would help set this game on a level way above the competition, and probably draw in a fair number of EVE pilots too. But they aren't things that would need to use up a lot of cap. A scanner doesn't use much power. a hardener doesn't use that much power. None of those things use that much power (other than the remote repps). So you just want to make them suck up power just cause? That makes no sense. Also, vehicles don't use those silly things called drop uplinks. Active hardeners would probably use a significant amount of cap, and would mean there is a smaller pool for repping, but a higher resistances (at the expense of being more vulnerable to cap warfare). Webbers would probably use significant cap. Mobile CRUs might use a decent amount as well. I could see a pilot start taking fire and turn off his CRU to save more cap for reps for example.
I'd like to see pilots/tankers have more flexibility in how they handle themselves on the battlefield. This should result in a buff for skilled vehicle users. It would also add a level of flexibility in fitting. You could maybe have a fit that supported running a weaker repper full time, at the expense of less buffer/resistances. This means you could tank low level damage constantly, but go down quickly if ganged up on. Or tank high burst damage at the expense of quickly burning through your cap. If supported by a teammate with remote cap transfer vehicle, you could make a nasty team.
The more freedom/flexibility built into the system will make the game more dynamic and interesting. I think it will also open the door for buffing vehicles since there will be cap costs to using the most powerful stuff. It also allows for a pilot/tanker to react more quickly. Right now, if you pop your reps when you first take damage, you burn a long cooldown on potentially just a little bit of damage, wasting most of it. With cap, you could pulse your repper, repair just the damage and still have plenty more cap to react to the next barrage of fire that may come 30 seconds later. |
Vell0cet
Royal Uhlans Amarr Empire
372
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Posted - 2013.10.02 14:21:00 -
[6] - Quote
knight of 6 wrote:B.
the capacitor opens a lot of doors for unique items and weapons
however, is the audience ready for them? I'd say no. you have to remember the new and unfamiliar to eve player base. the capacitor is a very cool and complicated idea but it would need to have a reason to exist beyond pilots. we currently have no active dropsuit modules so adding a capacitor(cap) to them would be pointless.adding a cap to vehicles would be cool and all but it's also one more thing to manage.
combat takes longer in EvE and you aren't burdened by things like aiming or not hitting rock and falling off cliffs. this frees up time to manage your cap and manually fly. in dust you are afforded no such luxury and I wonder how effective it would really be to try and manage a cap for a 20 second kill.
Capacitors work nearly identically to sprinting/jumping/melee and stamina. It's really not that complicated of an idea or all that hard for players to wrap their heads around. Managing a half-dozen long cooldowns sounds like a lot more work, plus this gives vehicle users more flexibility, and we might start to see longer engagements. |
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