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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
221
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Posted - 2013.07.08 07:33:00 -
[1] - Quote
Since there are obviously not enough modules in favor of armor tankers, here is an idea I've been thinking of.
Shield Converters Divert the energy of shields into repairing armor. High Slot
Basically when your armor is damaged these babies will kick in and start to repair your armor while depleting your shields. The catch is it will take away more shield than it repairs armor, so you are actually losing eHP while using this module but at the same time it will provide a great way of quickly repairing your armor as well as taking up a high slot so you can focus your low slots on plating. If more drawbacks are needed, once it is done fully repairing your armor (or you run out of shield to use as "fuel") it can add time to the shield delay before regeneration.
Here are is an example as to how it could work. The numbers may not be ideal but it is just to get an idea for what I'm talking about.
Standard Shield Converter Armor Repair Rate: 5 hp/sec Shield Depletion Rate: 15 hp/sec Shield Delay: +1 second
Advanced Shield Converter Armor Repair Rate: 10 hp/sec Shield Depletion Rate: 25 hp/sec Shield Delay: +3 seconds
Complex Shield Converters Armor Repair Rate: 15 hp/sec Shield Depletion Rate: 35 hp/sec Shield Delay: +5 seconds
An issue that may come up is if the shields are depleted before the armor is fully repaired, when does the converter start kicking back in? At what percent of lost armor should the converters start kicking in? You could answer that with "Until they are fully regenerated" and "At 50% lost" respectfully or any other answers, but it may work better if you simply make these active modules, which I heard you are planning on implementing.
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
223
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Posted - 2013.07.08 08:54:00 -
[2] - Quote
Aizen Intiki wrote:Can I get one on my HAV? plz? PLZ????? I don't see why not.
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
301
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Posted - 2013.07.09 11:00:00 -
[3] - Quote
Aeon Amadi wrote:Ill take your idea and simplify it.
Instead of eating shields, have it repair armor and increase shield delay substantially. Not like armor tankers need it anyway, and it will give some thought to omni tankers without sacrificing EHP, just down time in between combat.
Sort of like how Repair nanohives will heal you entirely before giving you ammunition. I'm not sure that any amount of shield delay alone would be enough to balance it though. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
352
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Posted - 2013.07.09 23:22:00 -
[4] - Quote
BL4CKST4R wrote: These sound good but, they effectively lower the HP of armor suits. This doubles our shield delay, destroys our buffer against explosives, and lowers our overall HP. Hefty price to pay.
True and I noted that these would lower your overall HP. The point of these isn't to repair your armor when in combat, but when out of it. Think about it, if you are in battle and notice your armor is about to give out, if you can find a place to safely fall back for a second you can quickly repair you armor, a lot faster than with armor repairer modules. Even given the extra time needed to wait for your shields to go back up, it would be faster than waiting on armor repairers.
ZDub 303 wrote:Would be better if it was just an activated module imo. Let people choose when their shields are eaten away.
Give it something like 15s up and 45s down, then you can just say it kicks on the shields depleted recharge delay before shields start to regenerate. All good, no need to add any more penalty to it.
I really like the idea though, +1 for originality.
Even then, just an activated armor repair with no penalty would probably be the best idea. I was thinking about that too, but I really like items in games that give progressively better rewards with progressively worse drawbacks, really makes you weigh your options instead of simply "This is better." |
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