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big miker
Minmatar
Red Federation
Posted - 2008.08.20 12:48:00 - [1]
 

Edited by: big miker on 23/08/2008 11:40:39
I've just got upto a idea about traveling trough systems faster when someone needs help far away. By overloading the warp core you'll be able to gain about 50 % more warp speed ( or more ), but, aswell as overloading other modules it will recieve damage. The damage it will recieve won't be very high so its possible to overload it for several minutes.

When the warp core is 100 % damaged you will still be able to warp. But with a significent lower speed at like 0.5 au per second. So you won't have to fly you'r way to a gate YARRRR!! ( would take ages )

But how to activate it?
There should be a new option added with the ships interface. Like some kind of module above the ships speed indicator but that can still be discussed about.

*note: Read on becuase this idea has been made better*


Aragonis
DROW Org
Brotherhood of the Spider
Posted - 2008.08.20 14:00:00 - [2]
 

If this were to happen it would need some tweaking:

* The warp overdrive should damage the structure of the ship.
* There should be a skill to govern the amount of damage done per second.
* The HUD icon should only be displayed whilst warping and overdrive should be disabled by default.

The damage based speed reduction thing should be scrapped.

The structure damage should help balance the bonus effect when used in PvP and fleet battles.

big miker
Minmatar
Red Federation
Posted - 2008.08.20 14:18:00 - [3]
 

Originally by: Aragonis
If this were to happen it would need some tweaking:

* The warp overdrive should damage the structure of the ship.
* There should be a skill to govern the amount of damage done per second.
* The HUD icon should only be displayed whilst warping and overdrive should be disabled by default.

The damage based speed reduction thing should be scrapped.

The structure damage should help balance the bonus effect when used in PvP and fleetbattles.



I didn't thought about structure damage when overloading the warp drive and that combined with a skill will indeed be better / easier. However, when the structure damage will get 100 % in the middle of warp that would lead to some odd things if it explodes, so best thing is having a limited amount of structure ( preferable in % ) for letting it stop overloading. Im thinking about 75 % hull dmg to shut it down ( ship will keep warping but at its base warp speed ).

Marcus Gideon
Gallente
Federal Defense Operations
Posted - 2008.08.20 14:34:00 - [4]
 

Nah... I could totally see overloading the drive until you explode. It's what would happen anyways.

If you drive your car too fast and too hard, then your engine explodes in a cloud of steam.

If you're thinking, "Well, it would warn me before then"... it did. The instant you said "Overload Warp Engines" it would have said "This could blow us up."


So yeah... Go faster, just make sure YOU turn it off before you die. Don't count on the computer doing it for you.

Caldari 5
Amarr
The Element Syndicate
Blazing Angels Alliance
Posted - 2008.08.20 14:46:00 - [5]
 

Originally by: big miker
I didn't thought about structure damage when overloading the warp drive and that combined with a skill will indeed be better / easier. However, when the structure damage will get 100 % in the middle of warp that would lead to some odd things if it explodes, so best thing is having a limited amount of structure ( preferable in % ) for letting it stop overloading. Im thinking about 75 % hull dmg to shut it down ( ship will keep warping but at its base warp speed ).


Well warping with no Stucture, yes it is possible, I have done it before, having an active Armor Tank makes it possible, However you can't dock :( luckily I was in high sec near HQ and got a Corp mates to come and remote Hull Rep me, so that I could dock and get my own internal Hull Rep happening.

(Active Armor Rep, tanking damage to Hull due to the under 15% Armor percentage chance to damage Hull, and ran out of hull still having Over 15% Armor whilst warping out.)

Arous Drephius
Posted - 2008.08.20 14:56:00 - [6]
 

Originally by: Caldari 5
(Active Armor Rep, tanking damage to Hull due to the under 15% Armor percentage chance to damage Hull, and ran out of hull still having Over 15% Armor whilst warping out.)


When was that changed? I seem to remember that as soon as you hit 0% hull you go boom, no matter how much armor/shield you have left.

Jin Labarre
Posted - 2008.08.20 15:47:00 - [7]
 

I think a warp core overload is a good idea, but I'd suggest a different approach.

Introcude a warp core accelerator module, which increases your warp speed, based on your warp drive skill. Now that module could be overloaded and if it is, it's bonus increases. Yet, if it burns out, the ship loses it's main warp drive and has to rely on a much slower backup warpdrive. In other words, if the warp core accelerator is destroyed, the module itself (databank-wise) reduces warp speed to 10-20% of the usual stat.

In addition to that, activation of such a module could of course always create constant hull damage, heat, shield loss, power drain, or whatever.

big miker
Minmatar
Red Federation
Posted - 2008.08.20 15:59:00 - [8]
 

Originally by: Jin Labarre
I think a warp core overload is a good idea, but I'd suggest a different approach.

Introcude a warp core accelerator module, which increases your warp speed, based on your warp drive skill. Now that module could be overloaded and if it is, it's bonus increases. Yet, if it burns out, the ship loses it's main warp drive and has to rely on a much slower backup warpdrive. In other words, if the warp core accelerator is destroyed, the module itself (databank-wise) reduces warp speed to 10-20% of the usual stat.

In addition to that, activation of such a module could of course always create constant hull damage, heat, shield loss, power drain, or whatever.


But what slots will it consume? low slot or med slot, all are allready being used by lots of other things and it won't be realy an nessicary item to have fitted on a pvp ship.

Rigs slot might work, but it aint possible to overload rig slots Surprised

Marcus Gideon
Gallente
Federal Defense Operations
Posted - 2008.08.20 16:34:00 - [9]
 

Edited by: Marcus Gideon on 20/08/2008 16:37:04
Originally by: big miker
Originally by: Jin Labarre
I think a warp core overload is a good idea, but I'd suggest a different approach.

Introcude a warp core accelerator module, which increases your warp speed, based on your warp drive skill. Now that module could be overloaded and if it is, it's bonus increases. Yet, if it burns out, the ship loses it's main warp drive and has to rely on a much slower backup warpdrive. In other words, if the warp core accelerator is destroyed, the module itself (databank-wise) reduces warp speed to 10-20% of the usual stat.

In addition to that, activation of such a module could of course always create constant hull damage, heat, shield loss, power drain, or whatever.


But what slots will it consume? low slot or med slot, all are allready being used by lots of other things and it won't be realy an nessicary item to have fitted on a pvp ship.

Rigs slot might work, but it aint possible to overload rig slots Surprised



I'd say it would be a Low slot, just like the Overdrive for regular flight.

And as for the necessity of fitting... that's up to the user. No one NEEDS to fit one of these, and no one NEEDS to warp faster. So making it an added function of EVERY ship is kinda pointless, unless you want to make Guns and Reppers be built-in tools as well.

Basically... Overloading is supposed to be a dire usage mechanic. If ANYONE could do it at ANY time... then 120% becomes the new standard. And players joining months from now will start asking "Why do I have to overload my Warp to go XX faster? Why can't my ship just fly that fast all the time?" And thus what was 120% becomes the new 100%, and people ask for more and more and more.


Caldari 5
Amarr
The Element Syndicate
Blazing Angels Alliance
Posted - 2008.08.20 16:51:00 - [10]
 

Originally by: Arous Drephius
Originally by: Caldari 5
(Active Armor Rep, tanking damage to Hull due to the under 15% Armor percentage chance to damage Hull, and ran out of hull still having Over 15% Armor whilst warping out.)


When was that changed? I seem to remember that as soon as you hit 0% hull you go boom, no matter how much armor/shield you have left.


Well given that my character hasn't turned 1 yet(nearly but not yet), and that I took a 5 month break after trial cause I couldn't afford it, it's happened twice in the last 6 months, and once to a drone in the last 3 weeks. Remote armor repping a medium drone whilst it was tanking 2 BS in a mission :)

WAuter
Gallente
Posted - 2008.08.20 20:57:00 - [11]
 

Originally by: Jin Labarre
I think a warp core overload is a good idea, but I'd suggest a different approach.

Introcude a warp core accelerator module, which increases your warp speed, based on your warp drive skill. Now that module could be overloaded and if it is, it's bonus increases. Yet, if it burns out, the ship loses it's main warp drive and has to rely on a much slower backup warpdrive. In other words, if the warp core accelerator is destroyed, the module itself (databank-wise) reduces warp speed to 10-20% of the usual stat.

In addition to that, activation of such a module could of course always create constant hull damage, heat, shield loss, power drain, or whatever.


Not a good idea, every ships should be able to overload, but not every ship should get the same overload bonus...also there should be a penalty when used in combination with warp speed rigs. We don't want cov ops flying +30 AU/sec...or people will complain and ask for speednerf.

big miker
Minmatar
Red Federation
Posted - 2008.08.21 09:27:00 - [12]
 




I'd say it would be a Low slot, just like the Overdrive for regular flight.

And as for the necessity of fitting... that's up to the user. No one NEEDS to fit one of these, and no one NEEDS to warp faster. So making it an added function of EVERY ship is kinda pointless, unless you want to make Guns and Reppers be built-in tools as well.

Basically... Overloading is supposed to be a dire usage mechanic. If ANYONE could do it at ANY time... then 120% becomes the new standard. And players joining months from now will start asking "Why do I have to overload my Warp to go XX faster? Why can't my ship just fly that fast all the time?" And thus what was 120% becomes the new 100%, and people ask for more and more and more.




Ok, maybe a low slot module will work. But, besides that, the warp core allready is build in every ship and by overloading the warp core you don't need any modules.

Quote:
Not a good idea, every ships should be able to overload, but not every ship should get the same overload bonus...also there should be a penalty when used in combination with warp speed rigs. We don't want cov ops flying +30 AU/sec...or people will complain and ask for speednerf.


True, there should indeed be a different amount of % given by overloading with certain types of ships. Lets say frigates. They allready warp rather fast so changing the 50 % bonus to 25 % would make it pretty fair.
Cov ops won't be flying 'ludicous' speed but still be going fast. But cov ops won't shoot back do they? Rolling Eyes

So a 50 % bonus to the ships that warp 4 au and below and a 25 % to the ones above that would make it pretty fair in my opinion.

Manxome NOXX
Amarr
The Imperial Assassins
Posted - 2008.08.21 10:06:00 - [13]
 

I think this is a great idea.

/signed

But I don' think it should be another module. Not another one. The chances of fitting one of these to a frig are very remote. And low slots are so valuable these days.

Hull damage is a good idea. Push it too hard and you go BANG! That would surely deter people froom using it all the time. I know that overloading modules is supposed to be an emergency measure, but I use it quite often as I always carry nanite repair paste.

If people want to use it all the time and risk the damage then that's up to them. You can't give a feature then expect everyone to only use it in emergencies. That is unrealistsic. But you can add a risk of damage so that it is not preferable to damage your ship when using overloading all the time.

NOXx

big miker
Minmatar
Red Federation
Posted - 2008.08.21 11:28:00 - [14]
 

According to the feedback the primary damage of overloading will be 'hull damage'.
With the hull damage there should be a feature like a 'damage warning system'.
Like, if you pass 25 % hull damage you will get a popup, or your ships computer will let you know ( sound ) you'll have 25 % of hull damage. at 50 % it will appear again saying 'dangoures hull damage detected' and at 75 % 'critical hull damage' so you will know when its smart to shut the overload sequence down. ( the popup windows could be set 'do not show me again')

A module wouldn't realy work aswell cuase the warp core is a standart module in each ship. So creating a 'warp core slot' somewhere in the ships UI would make it easier.
Just click that module and it will comince overloading ( or just right click it and 'start overload'.

But, how much hull damage will you recieve when overloading?
I was thinking about 5 % hull damage per second, and a skill (x2 skill time mult ) will reduce that with about 0.75 % hull damage per lvl. So with lvl 5 you will only get 1.25 % hull damage per second.

Any thoughts / idea's?

Manxome NOXX
Amarr
The Imperial Assassins
Posted - 2008.08.21 11:32:00 - [15]
 

Even better Big Miker. A module slot for the warp-core. Genius. That would free upp the slots and make it a much more viable fitting option. Also the damage readout could be 'on' that module slot showing a psercentage of damage sustained.

How much damage? I'll leave that up to CCP.

NOXx

Reven Cordelle
Caldari
Total Mayhem.
Cry Havoc.
Posted - 2008.08.21 11:53:00 - [16]
 

Sounds good, I'd opt in for that even if I don't really have any need whatsoever to warp a few AUs' faster.

If the warp core does damage the ship, the core should reach a critical point first, and then start causing structure damage. Naturally an overdriven core would hit critical in as little as 5 seconds.

Audio Prompts in Mechwarrior flavour would be ideal, remember if you kept firing you would overheat? "Heat Level Critical" Meh... "Shutdown sequence initiated" NO I SAY.. "Shutdown sequence overridden"

I loved that, we should have a similar thing. Refuse to shut down the warpcore when overloading it, which will make you start taking structure damage. "Warp Core Stability Critical"

Start getting some electrical effects surging around your ship, get plasma venting.. basically make the entire thing incredibly dramatic.

"Internal Ammo explosion detected. LRM. LRM. SRM."

Awesome. *Really wants to play MW3 now*

EVE should take more tips from the Mechwarrior computer. She was a chatty one, and when you drove stuff hard in your Madcat, **** went wrong... and she let you know. Man, she let you know.

Meepness22
The Lighthouse Corporation
Posted - 2008.08.21 15:12:00 - [17]
 

Originally by: big miker
I've just got upto a idea about traveling trough systems faster when someone needs help far away. By overloading the warp core you'll be able to gain about 50 % more warp speed ( or more ), but, aswell as overloading other modules it will recieve damage. The damage it will recieve won't be very high so its possible to overload it for several minutes.

When the warp core is 100 % damaged you will still be able to warp. But with a significent lower speed at like 0.5 au per second. So you won't have to fly you'r way to a gate YARRRR!! ( would take ages )

But how to activate it?
There should be a new option added with the ships interface. Like some kind of module above the ships speed indicator but that can still be discussed about.

Any thoughts about it?




big miker
Minmatar
Red Federation
Posted - 2008.08.23 11:24:00 - [18]
 

Edited by: big miker on 23/08/2008 11:30:40
Originally by: Reven Cordelle
Sounds good, I'd opt in for that even if I don't really have any need whatsoever to warp a few AUs' faster.

If the warp core does damage the ship, the core should reach a critical point first, and then start causing structure damage. Naturally an overdriven core would hit critical in as little as 5 seconds.

Audio Prompts in Mechwarrior flavour would be ideal, remember if you kept firing you would overheat? "Heat Level Critical" Meh... "Shutdown sequence initiated" NO I SAY.. "Shutdown sequence overridden"

I loved that, we should have a similar thing. Refuse to shut down the warpcore when overloading it, which will make you start taking structure damage. "Warp Core Stability Critical"

Start getting some electrical effects surging around your ship, get plasma venting.. basically make the entire thing incredibly dramatic.

"Internal Ammo explosion detected. LRM. LRM. SRM."

Awesome. *Really wants to play MW3 now*

EVE should take more tips from the Mechwarrior computer. She was a chatty one, and when you drove stuff hard in your Madcat, **** went wrong... and she let you know. Man, she let you know.


hehe, well, lets not make it that dramatic to be honest.Very Happy
But, other people might do use those 'few extra au's'.
Lets say. 2 Systems further someone's under attack and needs help and you have to get there asap. Overload warp core and you'll be there faster. Especialy if it are long warp distances between gates.

More feedback / opinions would be appricated! Twisted Evil

big miker
Minmatar
Red Federation
Posted - 2008.08.31 11:09:00 - [19]
 

bump


 

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