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DeathwindRising
ROGUE RELICS
1486
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Posted - 2017.05.23 23:07:00 -
[31] - Quote
Moorian Flav wrote:DeathwindRising wrote:the biggest question I have is why there are cool downs on Active modules while also restricting Active modules usage to Capacitor? In EVE, there are cooldown timers so you cannot just flip off an active module and immediately restart it. A good example is cloaking in EVE there is a 30 second cool down. As far as I know though (as I do not know everything EVE side), most active modules do allow you to run them continuously after activation until you run out of cap (even when not actually using them such as having afterburner on while not moving). I would think it would be mostly similar with Nova (such as having Shield Booster still running with full shields where cap can be wasted by players not paying attention). I highly suggest those that have never tried EVE to give it a shot as it would simplify a lot of these conversations going forward.DeathwindRising wrote:A greater explanation of how cool downs work in relation with cap is desired. I myself wonder about active module activation. I wonder how you are going to be able to activate active modules easily within a firefight especially if you are allowed to have multiple active modules at one time such as an Adaptive Invulnerability Field (damage reduction) plus Shield Booster (boosts shield regain). I am really interested to see this all work.
Im very aware of how modules work in Eve. That's why I'm confused here. If i have enough cap to cover the cost of two activation of a module, should I suffer a cooldown in between activations? I'm hoping not.
A few things though from what Pokey also mentioned.
If cap is shared between all modules, running multiple modules at the same would reduce the number of times each module could be consecutively activated before running out of cap. I'm hoping not more than one cycle each if all are activated at once.
But a single module should run as long as you have cap. In the case of shield boosters, they give a shield boost in one pulse but the duration may last a couple seconds. You'd actually want to get as many cycles as possible in the shortest amount of time for effectiveness, so a shield booster that gave you 100 shield hp but had a duration of 30 secs means you're only getting 3.3 shield hp per second over 30 seconds (of course the hp is given to you all at once though). Thats a horrible repair rate.
it comes down to how CCP implement the modules, but run modules until cap runs out shouldnt be inherently bad for game balance |
DeathwindRising
ROGUE RELICS
1486
|
Posted - 2017.05.23 23:19:00 -
[32] - Quote
Moorian Flav wrote:Pokey Dravon wrote:I think the ability to run a module for a long period of time really needs to be carefully considered against total cap capacity and recharge rate. Yeah. CCP really has the tough job of distinguishing how long is too long for an active module(s) to run in a FPS. Initially, I thought around 10 seconds before cap drain would be good so you activate an active for a quick firefight with a time to regain cap before the next. There is such a diverse set of active modules from EVE though that can be transferred over to Nova that there are modules that take less cap so they can run longer such as running an active that slightly reduces damage rather than a shield booster. Still, actives have to have enough of an advantage to warrant using them over passives. On top of that, there likely will be modules to boost fitting units along with others to boost cap amount or regain. It will be quite the feat for CCP to pull off all that while maintaining in game balance.
well there one issue I thought of. Does cap regen only if no modules are active? or does it regen at a constant rate?
If cap regens at constant rate then we need to check the math again.
100 cap at 10 cap regen per second. module has an activation cost of 25 cap and duration of 5 seconds
25 cap / 5 seconds = 5 cap per second cost
cap regens at 10, so that means you could run the module forever. so duration of modules is very important. you could run two of the above module forever.
another scenario:
100 cap, 10 cap regen per second, module activation costs 50 cap and has a 2 second duration.
50 cap / 2 seconds = 25 cap per second cost
cap regens at 10 cap per second, and cap used per second is 25, so you're negative 15 cap per second
100 still have a total cap pool of 100. this would deplete at a rate of 15 cap per second.
100 cap / 15 cap per second would mean you modules would last for 6.6 seconds before you ran out of cap.
using additional modules would drain your cap even faster and you modules would last even less time than 6.6 seconds |
Alena Asakura
Rogue Clones
1448
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Posted - 2017.05.23 23:35:00 -
[33] - Quote
DeathwindRising wrote:Moorian Flav wrote:Pokey Dravon wrote:I think the ability to run a module for a long period of time really needs to be carefully considered against total cap capacity and recharge rate. Yeah. CCP really has the tough job of distinguishing how long is too long for an active module(s) to run in a FPS. Initially, I thought around 10 seconds before cap drain would be good so you activate an active for a quick firefight with a time to regain cap before the next. There is such a diverse set of active modules from EVE though that can be transferred over to Nova that there are modules that take less cap so they can run longer such as running an active that slightly reduces damage rather than a shield booster. Still, actives have to have enough of an advantage to warrant using them over passives. On top of that, there likely will be modules to boost fitting units along with others to boost cap amount or regain. It will be quite the feat for CCP to pull off all that while maintaining in game balance. well there one issue I thought of. Does cap regen only if no modules are active? or does it regen at a constant rate? If cap regens at constant rate then we need to check the math again. 100 cap at 10 cap regen per second. module has an activation cost of 25 cap and duration of 5 seconds 25 cap / 5 seconds = 5 cap per second cost cap regens at 10, so that means you could run the module forever. so duration of modules is very important. you could run two of the above module forever. another scenario: 100 cap, 10 cap regen per second, module activation costs 50 cap and has a 2 second duration. 50 cap / 2 seconds = 25 cap per second cost cap regens at 10 cap per second, and cap used per second is 25, so you're negative 15 cap per second 100 still have a total cap pool of 100. this would deplete at a rate of 15 cap per second. 100 cap / 15 cap per second would mean you modules would last for 6.6 seconds before you ran out of cap. using additional modules would drain your cap even faster and you modules would last even less time than 6.6 seconds It makes sense that cap should regen at a constant rate. It's a store of energy from the PG after all, so why would the rate it regens vary? |
Pokey Dravon
OSG Planetary Operations
9318
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Posted - 2017.05.23 23:52:00 -
[34] - Quote
DeathwindRising wrote:Moorian Flav wrote:Pokey Dravon wrote:I think the ability to run a module for a long period of time really needs to be carefully considered against total cap capacity and recharge rate. Yeah. CCP really has the tough job of distinguishing how long is too long for an active module(s) to run in a FPS. Initially, I thought around 10 seconds before cap drain would be good so you activate an active for a quick firefight with a time to regain cap before the next. There is such a diverse set of active modules from EVE though that can be transferred over to Nova that there are modules that take less cap so they can run longer such as running an active that slightly reduces damage rather than a shield booster. Still, actives have to have enough of an advantage to warrant using them over passives. On top of that, there likely will be modules to boost fitting units along with others to boost cap amount or regain. It will be quite the feat for CCP to pull off all that while maintaining in game balance. well there one issue I thought of. Does cap regen only if no modules are active? or does it regen at a constant rate? If cap regens at constant rate then we need to check the math again. 100 cap at 10 cap regen per second. module has an activation cost of 25 cap and duration of 5 seconds 25 cap / 5 seconds = 5 cap per second cost cap regens at 10, so that means you could run the module forever. so duration of modules is very important. you could run two of the above module forever. another scenario: 100 cap, 10 cap regen per second, module activation costs 50 cap and has a 2 second duration. 50 cap / 2 seconds = 25 cap per second cost cap regens at 10 cap per second, and cap used per second is 25, so you're negative 15 cap per second 100 still have a total cap pool of 100. this would deplete at a rate of 15 cap per second. 100 cap / 15 cap per second would mean you modules would last for 6.6 seconds before you ran out of cap. using additional modules would drain your cap even faster and you modules would last even less time than 6.6 seconds
That was actually a concept I was considering. If the passive modules you have fit that are reducing your regen rate....if you're at full HP, then they're not really running, so they shouldn't be altering your regen rate. So at full HP your cap would theoretically recharge more quickly.
EVE: Phoenix - 'Rise Again' Trailer
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DeathwindRising
ROGUE RELICS
1488
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Posted - 2017.05.24 09:02:00 -
[35] - Quote
That would be an interesting concept. very useful for non combatants that are supporting from range and not really getting shot. they'd have any easier time of running active modules longer. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
3237
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Posted - 2017.05.24 16:04:00 -
[36] - Quote
Pokey Dravon wrote:DeathwindRising wrote:Moorian Flav wrote:Pokey Dravon wrote:I think the ability to run a module for a long period of time really needs to be carefully considered against total cap capacity and recharge rate. Yeah. CCP really has the tough job of distinguishing how long is too long for an active module(s) to run in a FPS. Initially, I thought around 10 seconds before cap drain would be good so you activate an active for a quick firefight with a time to regain cap before the next. There is such a diverse set of active modules from EVE though that can be transferred over to Nova that there are modules that take less cap so they can run longer such as running an active that slightly reduces damage rather than a shield booster. Still, actives have to have enough of an advantage to warrant using them over passives. On top of that, there likely will be modules to boost fitting units along with others to boost cap amount or regain. It will be quite the feat for CCP to pull off all that while maintaining in game balance. well there one issue I thought of. Does cap regen only if no modules are active? or does it regen at a constant rate? If cap regens at constant rate then we need to check the math again. 100 cap at 10 cap regen per second. module has an activation cost of 25 cap and duration of 5 seconds 25 cap / 5 seconds = 5 cap per second cost cap regens at 10, so that means you could run the module forever. so duration of modules is very important. you could run two of the above module forever. another scenario: 100 cap, 10 cap regen per second, module activation costs 50 cap and has a 2 second duration. 50 cap / 2 seconds = 25 cap per second cost cap regens at 10 cap per second, and cap used per second is 25, so you're negative 15 cap per second 100 still have a total cap pool of 100. this would deplete at a rate of 15 cap per second. 100 cap / 15 cap per second would mean you modules would last for 6.6 seconds before you ran out of cap. using additional modules would drain your cap even faster and you modules would last even less time than 6.6 seconds That was actually a concept I was considering. If the passive modules you have fit that are reducing your regen rate....if you're at full HP, then they're not really running, so they shouldn't be altering your regen rate. So at full HP your cap would theoretically recharge more quickly. Like this for the depth it adds. If you planned & controlled the nature of your engagements, a loadout gimped by too many passives could still be viable. Cover + tactics = recharge rate.
Spending merc fortune like water keeping these clone tumors under control....
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