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Stefan Stahl
Seituoda Taskforce Command
930
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Posted - 2015.01.27 20:15:00 -
[1] - Quote
Hi.
I think every vehicle module should exist in active & passive variants - if logically possible. Let's discuss on how to come up with numbers for such modules. I don't want to discuss final numbers - thus no spreadsheets here - I rather want to discuss what reasoning could be used to come up with such numbers.
I can think of the following candidates: 1. Active armor repair modules 2. Passive shield & armor resistance modules 3. Passive damage mods 4. Passive engine mods 5. Passive shield regulators 6. Passive shield rechargers
Preferably each of those new modules should go in the opposite side of the existing one. That way both armor and shield vehicles can use all their slots without having to modify existing modules too much. As long as fitting requirements aren't messed up this shouldn't cause any power-creep. If you can only fit three large tanking mods on a Gunnlogi now you won't be able to fit 5 after this change, even if there is a larger number of useful options. You'll just have to think harder on what compromises to make.
These are my suggestions on how to come up with numbers for these modules:
1. Active armor repair mods: If a complex light shield booster gives 900 shield hp, which is 1000 ehp against rails, a comparably useful complex active armor repper needs to yield about 1100 armor hp (still 1000 ehp against rails) for a similar fitting cost at a similar interval. Whether it does this in 5 220 hp bursts or all at once is of comparatively low importance.
2. Passive resistance mods: When a current complex shield hardener gives a 40% resistance for 40% of the time (after maxed vehicle upgrades) a complex passive resistance modules should give 16% resistance for 100% of the time (40% * 40% = 16% * 100%), again at a similar fitting cost. (30 sec activation time + 45 sec downtime makes for a 75 sec cycle. 30 sec uptime per 75 sec cycle is 40% uptime. The same logic is applied further on.)
Alternatively: If 2.5 complex active shield hardeners give 40% shield resistance for 100% of the time, a single passive resistance mod should give 16% shield resistance (40%/2.5 = 16%)
3. Passive damage mods: When a current complex damage mod gives a 20% bonus for ~45% of the time a complex passive damage mod should give a ~9% damage increase for 100% of the time (20% * 45% = 9% * 100%), assuming a similar fitting cost.
4. Passive engine mods: When a fuel injector gives a 25% bonus for ~41% of the time a passive damage mod should give a ~10% damage increase for 100% of the time. (I don't think this rule works for passive afterburners... Any ideas? )
5. Vehicle shield regulators: A shield vehicle repairs about 200 hp/s. The Myron has the worst shield recharge delay of all Caldari vehicles (that I'm aware of) at 8 seconds. At a 20% reduction to shield recharge delay a Myron stands to gain 320 hp every 8 seconds over an unmodified Myron, or 40 hp/s. This is ~44 hp/s against rails, while a small complex passive armor mod will generate 84 hp/s against rails (after maxed vehicle upgrades). I'm trying to be conservative with this module because a dual hardened Gunnlogi with two regulators could become very evil if this module is too good. (Increase Gunnlogi shield recharge delay if deemed OP.)
6. Passive vehicle shield recharger: If three small complex passive armor repair mods generates ~252 hp/s against rails (3*84 hp/s), three complex shield recharge modules should not increase a base recharge rate of 200 hp/s by more than 150% (for a maximum bonus of 250 hp/s). Thus a single complex vehicle shield recharger should yield at most a 36% increase in recharge rate (1.36^3 = 2.5, omitting stacking penalties on purpose here), assuming similar fitting requirements to the complex passive armor repair mod.
Do you agree with the reasoning behind these modules? Did you spot any mistakes you'd like to make fun of me for? Do these modules not appropriately cater to your power-fantasies? Discuss! |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2898
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Posted - 2015.01.27 21:25:00 -
[2] - Quote
As far as repairs go, I'd like to try having 2 variants for each, one a long term repairer and one a short.
Armor: -Passive repair: basically what else have now, but perhaps toned back a little bit.
-Ancillary Armor Repairer: Active as described, large burst of hp but has a very long cooldown.
Shield: Ancillary Shield Booster: Same as we have now, but perhaps a bit more hp and longer cooldown. High, instantaneous boost.
Shield booster: Similar to active armor repair, gives unstoppable hp boosts over a certain time. More total hp but does so over a longer period (something like 5 boosts every 1.5-2sec). Moderate cooldown.
Dust is there! I was real!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4589
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Posted - 2015.01.27 21:37:00 -
[3] - Quote
Vulpes Dolosus wrote:As far as repairs go, I'd like to try having 2 variants for each, one a long term repairer and one a short.
Armor: -Passive repair: basically what else have now, but perhaps toned back a little bit.
-Ancillary Armor Repairer: Active as described, large burst of hp but has a very long cooldown.
Shield: Ancillary Shield Booster: Same as we have now, but perhaps a bit more hp and longer cooldown. High, instantaneous boost.
Shield booster: Similar to active armor repair, gives unstoppable hp boosts over a certain time. More total hp but does so over a longer period (something like 5 boosts every 1.5-2sec). Moderate cooldown.
Yep you've got the right idea.
Highs: Shield Recharger - Increase to Passive Shield Regen Passive Shield Resist - Small Resist all the time Active Shield Hardener - Big Resist some of the time Shield Booster - Big Reps some of the time Ancillary Shield Booster - Huge single rep very rarely
Lows: Passive Armor Resists - Small Resist all the time Active Armor Hardener - Big Resist some of the time Stable Armor Repairer - Slow Reps all the time Active Armor Repairer - Big Reps some of the time
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Stefan Stahl
Seituoda Taskforce Command
930
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Posted - 2015.01.28 18:59:00 -
[4] - Quote
Pokey Dravon wrote:Yep you've got the right idea.
Highs: Shield Recharger - Increase to Passive Shield Regen Passive Shield Resist - Small Resist all the time Active Shield Hardener - Big Resist some of the time Shield Booster - Big Reps some of the time Ancillary Shield Booster - Huge single rep very rarely
Lows: Passive Armor Resists - Small Resist all the time Active Armor Hardener - Big Resist some of the time Stable Armor Repairer - Slow Reps all the time Active Armor Repairer - Big Reps some of the time The issue with that model is that then still there won't be anything for shield tankers to put into their low slots and armor tankers won't receive any additional options either. Any ideas on how to get rid of that problem? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4602
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Posted - 2015.01.28 19:04:00 -
[5] - Quote
Stefan Stahl wrote:Pokey Dravon wrote:Yep you've got the right idea.
Highs: Shield Recharger - Increase to Passive Shield Regen Passive Shield Resist - Small Resist all the time Active Shield Hardener - Big Resist some of the time Shield Booster - Big Reps some of the time Ancillary Shield Booster - Huge single rep very rarely
Lows: Passive Armor Resists - Small Resist all the time Active Armor Hardener - Big Resist some of the time Stable Armor Repairer - Slow Reps all the time Active Armor Repairer - Big Reps some of the time The issue with that model is that then still there won't be anything for shield tankers to put into their low slots and armor tankers won't receive any additional options either. Any ideas on how to get rid of that problem?
As per feedback, Ratatti has already decided to implement Shield Regulators into the low slots, and I'm currently pushing for some passive mobility modules that go in the lows as well.
As for Armor tankers not having any options...do you mean for highs or for lows? If you mean lows, they would be gaining active armor reps and passive resists for lows, as for highs....well have actually have a decent number of highs as is, but there are a few modules Ratatti has talked about which may or may not be high slots (Heat Sinks, turret dispersion modules, tracking enhancers, ect.)
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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