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viiip3r
Amarr
1 WonkTong Noodle
Posted - 2008.12.26 17:57:00 - [1]
 

Edited by: viiip3r on 26/12/2008 18:15:51

USA (USM) Universal Slot Adapter (Universal Slot Module).

USA (USM)

USA - Universal slot adapter (or for a alternative name USM, Universal Slot Module)
Universal slot adapter are a new conceptual piece of equipment that adapts a ship 'module slot', by placing a USA into a slot you can then fit a piece of equipment that normally would not fit to that slot. working only one way the USA gives pilots the ability to take their ships to configurations previously not possible. This module does require you to sacrifice offensive for defensive, but the trade off it your decision.


HOW IT WORKS
USA's work by converting higher value slots to lower value types.

Fitting H to M or L.
Fitting M to L.
Fitting L not convertible.


This is how they work, a slot USA3-2 takes a high slot (3) to a mid slot (2) or a USA2-1 takes a mid slot (2) to a low slot (1), once the module is dropped in, only equipment of the specified slot configuration can be used in the slot, till the module is removed. CCP could make the module fit like normal equipment or permanent as like rigs.

This USA comes in 3 flavors TECH 1 TECH 2 & TECH 3

FITTING
USA's have bonuses which can be negative or positive dependent on it's tech level
A new breed or skill training is required to use USA's with levels 1-5 skilling the user
to be able to use the different grades of technology. Skills are still required for any module/ equipment placed in the USA.
Penalties such as a percentage cut/decrease in ships CPU or POWERGRID per module, which could be compensated by higher levels of skill training. Variants for a faction version where they can be used with only LEVEL I skill as with other equipment categories.

The main drawback should be with CPU, treating this adapter module as a SLOT BRIDGE TRANSLATOR, the CPU would be loaded by it's requirements to recalculate the slot. A 1.5% drop in CPU per per module. Think of it as a Memory bridge translator hub ;).



QUESTIONS
Some may say, this 'slot adapter' is a flawed concept, but I would ask why? your input please......
The adapters only work one way, converting ship slots from a higher level to a lower level.



EXAMPLE
Lets take a normal ship:

The Famous Amarr ABADDON, a 8/4/7 slot ship (H/M/L)
Lets try to make an ultra tank ship for tanking a PvP attack from a group of ships.

With slot adapters you could in theory convert all the top slots to slot 1, so the ABADDON would in theory become
a 0/4/15 (H/M/L). Sliding in some resists and hardeners as std in the original lows, the stacking penalty would suggest that
doing the same in the converted high slots (now lows too) would be a waste.


Lets stick in some '1600mm rolled tungsten plates' with 4200 HP as default each (28CPU & 500MW) the ship would easily carry them but would they be truly beneficial? adding 8x4200HP = 33600HP effective. lets also add a 'Trimark armor pump I' rig giving 15% bonus to armor fittings.
now the extra slot one plates would give 33600x15%= 38640. A simple sacrifice of fire power (guns) for ultra armor, because this would be a passive plated ship, lets give all 3 rig slots to the max armor bonus, 3 x 'trimark armor pump II' @ 20% each

The effective bonus on the extra type 3 slots sporting 8x '1600mm rolled tungsten plates' 4200 HP effective would be (( ((4200x8) x 20%) x20%)x20%) = 36000 +6720 + 8544 + 10252 = 61516 plus any skills the player has. This is the trade off of all type 3 HIGH slots to type 1 and then fitted with plates as an example. not that you would do this.


viiip3r
Amarr
1 WonkTong Noodle
Posted - 2008.12.26 18:03:00 - [2]
 

Edited by: viiip3r on 26/12/2008 18:03:11
The best abaddon passive tank I ever saw was around 225,000HP carrying plates and hardeners posted on battleclinic. This new system would push it around 300,000 max, no super uber ship but a twist on the current SHIP SLOT world we play in.

The same applies to Gallente, Caldari & mimatar, for all ships, the USA (Universal Slot Adapter) is only a way of adding more permutations to an already complex game making new possibilities become reality.


CONCLUSION

The USA ( or USM) only serves one function, to make EvE more interesting, adding even greater variations & permutations for ships. The adapter has no other function, it can be bought & sold, researched and made, tech variants & faction versions would sport an array of options. I searched the whole forum ' Commonly Proposed Ideas ' http://myeve.eve-online.com/ingameboard.as...threadID=808332 and found nothing like this, I hope you all have positive input and comments.

Original conceptual idea is credited to 'adder360'

viii

C0B0L
Posted - 2008.12.26 18:30:00 - [3]
 


Yes I think i get what your saying, so the USM can be fitted to any high slot, which would disable that high slot. And then give you a extra say mid or low slot.

With drawbacks like velocity or signature radius, each level of tech require a level of training to ether reduce the drawback percentage, and move to the next tech level. Which should be CPU and Power Grid percentage reductions.

This idea if implemented would change the way ships are fitted now to a whole new dimension.
It needs a little more refining but it gets a thumbs up from me, and Vii well done it's been awhile since I have see a original idea like this one.


laur4
Caldari
Posted - 2008.12.26 18:40:00 - [4]
 

It's be a pebble in the pond of EvE if CCP implemented an idea like this, players manning ships with USM would keep the enemy guessing what a ships setup could be.

Caldari Drake:

4 low
6 med
8 high

Using a USM or two I could make my Drake 8 6 low 8 med & 4 high, loosing fire power but probably be the hardest tanking std battlecrusier in the game.

6 low
8 med
4 high

let me go and work on this one Very Happy

Captator
Perditus Peregrinus
Posted - 2008.12.26 19:59:00 - [5]
 

CCP coded it such that 8 slots is the most you can have in a rack, they have said that this will not change.

The premise is an interesting one, but I have to say, if you are only getting 300k odd effective hitpoints on a 15 lowslot abaddon, you are doing something wrong Wink.

T3 however somewhat fulfils this role, as you can, by changing the modules (modular sections of ship) change the slot layout.

Carnun Blodeuwedd
Posted - 2008.12.27 01:36:00 - [6]
 

Edited by: Carnun Blodeuwedd on 27/12/2008 01:39:44
I like the idea and it's well though out, even so I expect that it would upset balance significantly.


Perhaps some limitations, (i.e. prenerfing the whole thing) are needed:


Only one USA can be used on a ship at any time.

You cannot exceed 8 slots of one type.

This still leaves exchanging DPS for tank, as well as exchanging DPS for EWAR. Extra med slots could be dangerous though for example, Caldari having extra tank/ewar (especially on ECM ships that don't need their highs all that much) or Amarr (Gallente too) gaining a lot of help with their cap problems (a weakness that is needed for balance).

F4LC0N
Posted - 2008.12.27 02:26:00 - [7]
 

would probably destroy the balance of some ships there are some ships which have utility high slots which they could replace so they wouldnt lose any firepower but gain tanking ability.

like on the raven you could get
as a armor tank
6 highs
5 mids
8 lows
as a shield tank
6 highs
8 mids
5 lows
or a scorp with
2 highs
8 mids
8 lows
and im sure there are more ships who would like to replace their utility high slots for a mid or low slot.

Danton Marcellus
Nebula Rasa Holdings
Posted - 2008.12.27 03:27:00 - [8]
 

Easier solution would be to make cap batteries any slot modules.

viiip3r
Amarr
1 WonkTong Noodle
Posted - 2008.12.27 03:35:00 - [9]
 

You would have to admit the problem with Eve at times is the predictability factor. With this concept, it would add a new ingredient to all factions and all ships.

The RAVEN:

Standard:

8 high
6 med
5 low

having the flexibility to do this only keeps the opposition guessing as the ships become less predictable, Shield or armor tanks on a RAVEN at the expense of the two utility slots from the 8 high leaving it 6 launcher points on high. It sounds like a dream, till you factor in the opposition's ability to flex tank there ships and make things less predictable.

The new modular TECH 3 ships in the next major patch (March 2009) will give a variation of this ability, so why not apply this to all ships, no new models are needed, only an item and a change to fittings when applied.

The injection to the economy for this new technology would be a big bonus too, with research and manufacturing benefiting on the sides.

The game as we all know evolves and this is an idea to make that evolution a more dynamic one instead of a predictable one.

thanks for the feed back 'F4LCON'

viii


Dors Venabily
Posted - 2008.12.27 04:57:00 - [10]
 

Edited by: Dors Venabily on 27/12/2008 05:00:03
I like this great idea why not introduce it with As a retrofit for existing ships using the new modular technology from T3 in limited fashion.

Lets say make it not a slot item but a Rig item in a special slot or regular rig slot and you set it at the time of modification.

As a retrofit you will get some penalties (cpu really made sense) just like rigs have now and you can do it for one slot only as opposed to a true T3 ship which will be as far as written completely modular.

If Done with these limitations i would allow change from any slot to any slot as long as it doesnt exceed 8 total.

If implemted as rig it would use calibration as well and teh fact you can only change one slot will mean you will still have a bit variations in the ships and it will not create 8 lows 8 mids ew supertanker scorp or something like that.

Abrazzar
Posted - 2008.12.27 06:20:00 - [11]
 

I had a similar idea for downgrading slots with rigs. That would limit the amount of slot changes to 3.

Also there is a hard cap of 8 slots at maximum due to code limitations. And of course zero slots is the minimum. A rig that violates those limits it should go 'offline' and not function at all, pending removal (destruction).

Penalties for using those rigs would be CPU and/or Powergrid. Every power level would have its own rig. Slots that have a module in them but get 'removed' by the rig turn offline.

Using rigs would have the advantage of increasing the significance of the choice made. The decision would have to be made if the additional slot be of greater use than a rig, making it less universally beneficial than just popping a module in to move the slot.

But in the end it is merely a balancing issue deciding which way this functionality gets implemented.

Vherr Arkhar
Posted - 2008.12.27 11:36:00 - [12]
 

I like the idea... but... Marauders... *cough*

viiip3r
Amarr
1 WonkTong Noodle
Posted - 2008.12.28 00:05:00 - [13]
 

Originally by: Vherr Arkhar
I like the idea... but... Marauders... *cough*

What do you mean Marauders? they would follow the same principles, for all or are you seeing a super Marauder? ;)



Abrazzar & Dors Venabily

That's exactly what I meant, a retro fit like Rigs, you pop it in and it converts the slot, you pop it out and it's destroyed. I suppose we have to wait for TECH 3.

This concept makes all ships have the flexibility. Limitations that CCP set can be written in to not surpass the max slots for any set.

When TECH 3 arrives the older ships that don't adapt would be less attractive.

Washell Olivaw
Posted - 2008.12.28 01:00:00 - [14]
 

Originally by: viiip3r
Originally by: Vherr Arkhar
I like the idea... but... Marauders... *cough*

What do you mean Marauders? they would follow the same principles, for all or are you seeing a super Marauder? ;)



Marauders have weak sensor strengths to cripple them for PvP. But 3 or 4 surplus hi-slots for tractors/salvagers.

Throw the surplus hi's to mids, fix the sensor strength for "free", new uber PvP ship born.

There are 200+ ships in the game. All balanced on slot quantity and layout, PG, CPU and basic stats. Giving us your mod will open a can of worms big enough to cover medium sized country.

Wait for T3 for this functionality on ships that were designed with this in mind.

CCP Atropos

Posted - 2008.12.28 01:56:00 - [15]
 

I had a similar idea once, but it was based around introducing officer rigs, that would do similar things. They would take 350 calibration each, meaning they could be used on TII ships, but would not allow you to exceed the 8 slot limits in place.

At the time, I think there were technical limits as to why it couldn't be achieved, but that's partially been resolved with TIII (alas, I can't elaborate here)

viiip3r
Amarr
1 WonkTong Noodle
Posted - 2008.12.28 02:39:00 - [16]
 

Edited by: viiip3r on 28/12/2008 02:40:04
Washell Olivaw, with all respect, it's about time some sort of worm was dropped into the EVE C.OCKTAIL ;) predictability makes a game stale.

Atropos, I know exactly what you mean, the only reservation I have is leaving the TECH I & TECH II ships in an inflexible yard while the TECH III ships rain fire. With that said, we will see if CCP deliver a breath of fresh thinking and start to make this game a little less pre calculated for all those old timers Very Happy

It's good to hear others thought about this type of flexible system.

Seth Ruin
Minmatar
Ominous Corp
Circle-Of-Two
Posted - 2008.12.28 06:27:00 - [17]
 

Originally by: viiip3r
Washell Olivaw, with all respect, it's about time some sort of worm was dropped into the EVE C.OCKTAIL ;) predictability makes a game stale.


Predictability is what makes fleet commanding anything more than a crap shoot. Think about it: Intelligence (I guess both senses of the word...) is what rules in combat. No decent FC would disagree with this. However, if you do not know or cannot find a rough idea of the opponent's capabilities, it can quickly become far too random to make informed calls.

viiip3r
Amarr
1 WonkTong Noodle
Posted - 2008.12.30 06:46:00 - [18]
 

Edited by: viiip3r on 30/12/2008 06:46:18
Originally by: Seth Ruin

Predictability is what makes fleet commanding anything more than a crap shoot. Think about it: Intelligence (I guess both senses of the word...) is what rules in combat. No decent FC would disagree with this. However, if you do not know or cannot find a rough idea of the opponent's capabilities, it can quickly become far too random to make informed calls.


Well if all goes to plan the modular format of TECH III will blow a big hole into predictability?

Modular combinations on a grand scale + New fittings

Like in chess you know the pieces and you know their power, but the moves make the play... it's a fair comment, but if those pieces are now adaptable, it adds a new dimension. Chess is a great game but predictability of those pieces leads to forgone conclusions like the 4 move checkmate (only for beginners) if you see my point.

I think the world adapts to new technologies and the same is true in EVE, adapt and survive.
A fox is a fox, but a wolf dressed up as a fox is something else. Experience makes one anticipate what the opposition is dressed for, but that predictability is what makes battles less challenging, pre calculated stats & tables, where is the element of the unexpected?

I admit in 0.0 things are random and complex but in general it's all about adding new ingredients.

It will be good to see what 10th March brings....

libertarian cole
Posted - 2009.01.10 19:42:00 - [19]
 

This would pretty much make a drone boat domi unstopable (unless you wanna pop 15 heavy drones). Convert the highslots to tanking slots or e-warfare stuff and you've just turned a Tier 1 battleship into Tier 3 material (for a low cost too).

Illioe
Posted - 2009.01.10 19:58:00 - [20]
 

I would like to see something like this added, but my preferences are:

- Implemented as a type of rig
- Coversion from any slot to any slot
- Additional rig to convert a high slot to a turret/launcher point

As rigs, they would be permanent mods to the ship, and the modification would mean that putting in another type of rig would no longer be an option (So swapping an un-used high slow to a mid slot means you lose a rig). Because of this added limitation, you would be able to convert from any slot (like low to medium). Further, there would be another rig that can convert a high slot to a launcher or turret. Thinking about it, this would biggest affect marauders, since they have excess high slots already. For other ships though, it would mean having to use up two rigs slots to add another launcher/turret point (one rig to convert the slot, and one rig to add the hardpoint).

Marauders do cause a problem though, certainly they'd be overpowered having 6 turrets/launchers...

Seth Ruin
Minmatar
Ominous Corp
Circle-Of-Two
Posted - 2009.01.10 20:29:00 - [21]
 

Originally by: viiip3r
Well if all goes to plan the modular format of TECH III will blow a big hole into predictability?

Yep. To tell you the truth, T3 scares the heebie-jeebies out of me.

Originally by: viiip3r
It will be good to see what 10th March brings...
Yeah. No matter how it turns out, it will certainly bring a jolt of new life into the game (and new whines on the forumsWink)

Jon Neeley001
Caldari
Handle and Tang Alliance
Posted - 2009.01.21 09:30:00 - [22]
 

excelant idea people cant wait for my 18,400 alpha golemShocked

Camilo Cienfuegos
Earned In Blood
Posted - 2009.01.21 09:51:00 - [23]
 

Edited by: Camilo Cienfuegos on 21/01/2009 09:56:48
This link here was a proposal I made back in 2007 (before the Khanid/Amarr changes, hence the missile Vengeance reference) for something similar: Hardpoint rigs. I'll reiterate some of those grand plans here with slightly modified attributes.

Quote:
Supplemental Turret Housing I
This ship modification is designed to increase a ship's turret fitting capabilities at the expense of power and/or CPU use
Calibration Cost: 250
Bonus: +1 turret slot
Drawback: -10%

Supplemental Turret Housing II
This ship modification is designed to increase a ship's turret fitting capabilities at the expense of power and/or CPU use.
Calibration Cost: 400
Bonus: +2 turret slots
Drawback: -10%

Supplemental Launcher Housing I
This ship modification is designed to increase a ship's launcher fitting capabilities at the expense of power and/or CPU use.
Calibration Cost: 250
Bonus: +1 launcher slot
Drawback: -10%

Supplemental Launcher Housing II
This ship modification is designed to increase a ship's launcher fitting capabilities at the expense of power and/or CPU use.
Calibration Cost: 400
Bonus: +2 launcher slots
Drawback: -10%

Linear Power Transformer I
This ship modification is designed to increase the low slot allotment up to a maximum of eight at the expense of high slots.
Calibration Cost: 250
Bonus: +1 Low slot
Drawback: -1 High Slot

Linear Power Transformer II
This ship modification is designed to increase the low slot allotment up to a maximum of eight at the expense of high slots.
Calibration Cost: 400
Bonus: +2 Low slots
Drawback: -2 High Slots

Switched Mode Power Regulator I
This ship modification is designed to increase the mid slot allotment up to a maximum of eight at the expense of high slots.
Calibration Cost: 250
Bonus: +1 Mid slot
Drawback: -1 High Slot

Switched Mode Power Regulator II
This ship modification is designed to increase the mid slot allotment up to a maximum of eight at the expense of high slots.
Calibration: 400
Bonus: +2 Mid slots
Drawback: -2 High slots

Positive Polarity Flux Compression Generator I
This ship modification is designed to increase the mid slot allotment at the expense of low slots.
Calibration: 250
Bonus: +1 Mid slots
Drawback: -1 Low slots

Positive Polarity Flux Compression Generator II
This ship modification is designed to increase the mid slot allotment at the expense of low slots.
Calibration: 400
Bonus: +2 Mid slots
Drawback: -2 Low slots

Negative Polarity Flux Compression Generator I
This ship modification is designed to increase the low slot allotment at the expense of mid slots.
Calibration: 250
Bonus: +1 Low slots
Drawback: -1 Mid slots

Negative Polarity Flux Compression Generator II
This ship modification is designed to increase the low slot allotment at the expense of mid slots.
Calibration: 400
Bonus: +2 Low slots
Drawback: -2 Mid slots


The idea was to add far greater flexibility in regards to ship fittings, but many people pointed out the power this would give to some vessels (Gallente and Minmatar especially) and so the idea faded into obscurity. I've since rebalanced the calibration figures, meaning that the T2 rigs could only be fitted on T1 ships and that two T1 rigs could never be fit on the same ship.

Carniflex
StarHunt
Fallout Project
Posted - 2009.01.21 10:59:00 - [24]
 

That is quite interesting idea.

Perhaps we could get those as first 'tech 3' mods ? Within reasonable limits ofc, say not possible to go bejond 8 slots in mids or lows. The 2/8/8 scorpion would be uber, 2 remote reps, 8 mids for ecm n stuff and 8 slot armor tank in lows. If those modules are expencive enough (and they would if they would be using wormhole exploration materials). I know that price is not factored in in balance decisions, but still ...

Terianna Eri
Red Federation
RvB - RED Federation
Posted - 2009.01.21 12:16:00 - [25]
 

Originally by: Vherr Arkhar
I like the idea... but... Marauders... *cough*

4/7/7 Paladin? 4/6/8 Paladin? Shocked
That's horrifying Shocked

Venduras
Posted - 2009.01.21 14:12:00 - [26]
 

Originally by: Terianna Eri
Originally by: Vherr Arkhar
I like the idea... but... Marauders... *cough*

4/7/7 Paladin? 4/6/8 Paladin? Shocked
That's horrifying Shocked


I'd be more afraid of the 1/8/5 Falcon...

Drakoulia
Caldari
Resource Collection and Management
Tri Sol Syndicate
Posted - 2009.01.21 15:16:00 - [27]
 

Originally by: Venduras
Originally by: Terianna Eri
Originally by: Vherr Arkhar
I like the idea... but... Marauders... *cough*

4/7/7 Paladin? 4/6/8 Paladin? Shocked
That's horrifying Shocked


I'd be more afraid of the 1/8/5 Falcon...

This.


 

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