open All Channels
seplocked Features and Ideas Discussion
blankseplocked The Log-offski dilemma
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

Hirana Yoshida
Behavioral Affront
Posted - 2011.05.01 17:34:00 - [1]
 

New brain-fart on this perpetually hot topic.

Everything as is, with difference being that mods cycle off after 5-10 minutes.

Cuts down on the blob requirement against bigger targets without making low-dps any more viable all the while affording the same protection for the legitimate disconnect.

Workable?

Danika Princip
Minmatar
Tactical Narcotics Team
Posted - 2011.05.01 19:18:00 - [2]
 

Originally by: Hirana Yoshida
New brain-fart on this perpetually hot topic.

Everything as is, with difference being that mods cycle off after 5-10 minutes.

Cuts down on the blob requirement against bigger targets without making low-dps any more viable all the while affording the same protection for the legitimate disconnect.

Workable?


Ever hear of neuts? if the mods are still on after ten minutes, you're not going to kill it.

Hirana Yoshida
Behavioral Affront
Posted - 2011.05.01 19:59:00 - [3]
 

Originally by: Danika Princip
Ever hear of neuts? if the mods are still on after ten minutes, you're not going to kill it.

Five to ten, meant to signify a balance question.

And yes neuts work, but the idea is to avoid needing a blob, be it dps or neuting boats.
A triage carrier regenerates 150-200 cap/s with twin reps running .. that's 2-3 neutralizing BS (they need cap too) just to get regen zeroed, on top of that you need the dps.

Gets downright ridiculous when its a super-capital which are the ones most frequently logged off as 'tactic' (vanilla caps are a dime a dozen after all).

Scatim Helicon
GoonWaffe
Goonswarm Federation
Posted - 2011.05.01 20:47:00 - [4]
 

I still think an effective solution would be that if you ctrl-q, the ship gets no benefits from modules, rigs, implants, or skills. Treat it as an unpiloted, unfitted hull until the player comes back online.

After all, if the pilot is asleep at the wheel, who is providing the skill pre-requisites to keep those items running?

Scatim Helicon
GoonWaffe
Goonswarm Federation
Posted - 2011.05.01 20:50:00 - [5]
 

Originally by: Danika Princip
Ever hear of neuts? if the mods are still on after ten minutes, you're not going to kill it.


Certain alliances fit all their supercarriers with a fully passive buffer so they can be neuted down to literally 0% with no loss in EHP whatsoever.

Hirana Yoshida
Behavioral Affront
Posted - 2011.05.02 09:07:00 - [6]
 

Edited by: Hirana Yoshida on 02/05/2011 09:08:46
Originally by: Scatim Helicon
I still think an effective solution would be that if you ctrl-q, the ship gets no benefits from modules, rigs, implants, or skills....

That works for PvP encounters but could/would be devastating for PvE, which is why a delay is in order, especially in these incursion times where entire constellations become death traps for travellers Very Happy
Originally by: Scatim Helicon
Certain alliances fit all their supercarriers with a fully passive buffer so they can be neuted down to literally 0% with no loss in EHP whatsoever.

The loss of a damage control takes a big'ish chunk away on just about any fit, at least on all my ships Smile

Glyken Touchon
Gallente
Independent Alchemists
Posted - 2011.05.02 16:34:00 - [7]
 

increase timer as ship size goes up?

the bigger ships should have a support fleet capable of keeping them alive for the extra time for legit dc's.


 

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only