Shaun Iwairo
Simple Minded People Pty. Ltd.
129
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Posted - 2015.10.17 04:25:00 -
[1] - Quote
Of all the shield rep tool ideas this is probably the most unique. Which is good.
Can't be abused by the logi because while the shields ignore the normal recharge delay while repping, damage will activate it. Nice.
I did notice in your variants that there's no version that takes more shield than it reps for total. I think you should take a couple of your less efficient ones and move them over to that. That way if you want sustained reps it's going to be for a smallish amount, but if you want big bursts of reps it's going to cost you most of your shield.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
164
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Posted - 2015.10.18 22:36:00 -
[2] - Quote
Gonna jump in and clarify a couple thing about Eve logi ships in case anyone wants to be brought up to speed. (skip to the end if you don't care)
Shield logi ships are easier to jam because ECCM (electronic-counter-counter-measures) modules go in the mid slots, and shield logi ships are usually shield tanked which also needs mid slots. Note that jamming has kinda fallen out of favor because it works on a modified roll system (think a to-hit roll in DnD), so due to the semi random nature it can sometimes fail. Damping is now the preferred ewar vs. logi ships - damping in Eve reduces your targeting range/increases your lock on time/both, meaning if the logi ships want to rep their friendly fleet they'll need to get in closer (logi ships usually sit a fair way back out of the fight) putting them in weapons range of the enemies. If the damp is scripted to increase lock on time, they may not get a lock on the friendly ship that is taking damage in time to land reps and save it. Damping always works as long as the enemy ship is within the modules optimal range. Sensor Boosters - the anti-damping modules - also require mid slots, so it can also be easier to damp shield logis.
The main mechanical difference between shield and armor logi is that shield reps land at the start of their modules cycle and armor reps land at the end. This becomes more important when you start using larger repping modules as their cycle times can be relatively long. While it may seem like shield logis have the upper hand in this regard, armor is still the preferred tank for larger scale fights. The reasons range from 'its easier to bomb shield fleets' to 'the armor triage carrier can fit a better local tank than the shield one'
After reading a bit of the back-and-forth I'm swinging towards the resistance based rep tool now. I think it adds some interesting gameplay in that the logi will have to predict who will be most likely to take damage, and put their reps on them. I think a simple x% damage reduction will work fine.
Something is killing new player retention.
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