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Sorry for the bait title. Assuming this has been discussed before, even though I could not find it, this could be a solution to the current supercap issue EVE have at the moment. Not an EVE subscriber anymore, but I still follow the politics and above all forum drama this game brings, and it is second to none, they should charge for reading their forums to be honest, it is just that much fun. On to topic! Critical hits is missing in EVE, I suggest the following system. Base Critical chance based on tracking speed. Skill that increases crit chance by say 0.1% per level. May seem low but here is why. Ability to crit a crit, if a crit is 10 times the damage, you get to "roll" again, increasing that by another factor of 10, until you fail your roll! Frigate hitting for 50 with blasters ( and yes I do not know the actual numbers anymore for damage output ), a crit would hit for 500, before resists, and if you crit you get another roll, making that roll would multiply that number yet again with 10, or whatever number, in this example 5000. Still not enough to make a dent in a BS with good resists. But, once in a million or so an actual frigate could potentially take out a cap, supercap, or titan in one blow! Need I say Luke Skywalker blowing up the death star? Tracking modules/implants/skills would effect this, even introduce a new set of implants and as said skills to directly effect percent of crit. Still needs to be very very low, as in a crazy maxed out ship+character reaching 5% or so. Still, once in a blue moon, or per era or whatever, it should be possible for one single hero, to alter the fate of the galaxy! Ideas? ------------------------------------------------------------------------------------------ I wonder if you honestly even believe what you type, or if you live in a made up world of facts. |
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9/23/11 3:01:28 PM#2
Hey, Critical hits do make things interesting, but the levlels do have to be super low, say 10% max with skills. Ive seen a few games now that make the mistake if adding skills that improve etc, and what happens is that crits become expected, then normalised to try and everage out dmg with ccrits. crits are good when the community accepts people will get lucky spikes and unlucky runs and that is actually partt of te fun (and i think the eve community is more than mature enough to understand this tbh) Crits should should spectacular,rare and fun imo with special graphics, and as long as they aim for this rather than a number to be computed, then it is an awsome mechanic. rpg/mmorg history: Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW (9200 hrs on main [mage])> oblivion > LOTR (480 Hunter) > Rift (130 hours mage) > Guild Wars (900hrs elementalist) Vanguard. Now playing Eve/Skyrim/GW1. Waiting for GW2/Archeage. |
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9/23/11 3:06:06 PM#3
Doesn't Eve already have "wrecking" hits? |
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Originally posted by Jimmac It does, but as EVE damage calculations seems to be extremely complex I am not sure it they are actually going beyond the damage range of that particular weapon. Even so, the system I suggest would make even the Velator, ( noob ship ), able to take down anything, if you go at it long enough. Say 5% chance tops to score a crit, 5% again to crit that crit and so on, in essence the damage potential is endless. If you shoot for a century or two you will at some time do millions of damage, in one shot! Introducing an aspect of uncertainty could be good. ------------------------------------------------------------------------------------------ I wonder if you honestly even believe what you type, or if you live in a made up world of facts. |
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bunnyhopper
Advanced Member
Joined: 8/17/10
Chaos. Panic. Disorder. My work here is done. |
9/24/11 4:54:42 AM#5
Originally posted by Umbrood Nah sorry, I personally do not see the need for it in the game at all and I certainly would not agree with the concept of a critical system which can see continual crits stacking up ad infinitum. The thought of a single frigate taking down a Titan with a solo shot is just ridiculous, regardless of how rare an event it is.
More importantly stuff like "crit" and "miss" chances are (to my mind) things that need to be taken out of mmos as much as possible. Even in traditional gear/stat dependant mmos these factors remove player interaction and decide fights on arbitrary rolls of the dice, something which seems pointless to me. I can see the point in games with emphasis pn progresion, I can see the point of games with emphasis on skill, I can't see the point in random mechanics that have significant effects outside of the control of the players involved. Randon events impacting upon a situation from the game world environment.. sure that's great.
Anyway nice thought OP, but it wouldn't get my approval.
Future: GW2/DF Relaunch/WoD |
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9/24/11 4:59:57 AM#6
i assume you have determined that this would go the opposite way as well. So, if I land a hit on your taranis with my abbadon..even if it's only for 12 damage due to you being able to effectively stay under my guns....every hit gets a chance for critical damage..right? In theory, it sounds okay. However, so does Communism. It's the implementation that's the problem. I guess from a RP standpoint, you can make a great argument and I definately understand the "Luke/Deathstar" idea. It's all the little hits that take place in the game, now have to adjusted. For example...ever sat outside a station and let some corpmates beat on your shield/armor tank? Now with crit hits..you might see more youtube vids posted. If you intro'd something like this...I agree you could have a skill that ever so slightly increases it...but how also...I think you should have to overheat your guns...and they should add a percentage that if the gun burns out..there is a chance the ship blows up. Now you have a slight chance of taking out anything, but you also are risking your ship, more than ever to do it. On a side note..in your scenario...does damage from drones get this calculation? If they do, my Dominix BPO will be my isk printer for a few month. Also, would this chance of critical/overload damage only be applied to Capital Ships? If so, it would become EXTREMELY risky to bring them out...which ofc might be the best thing to happen. Again, this would lead to further entrenching people in place due to fear of losing a fleet of caps to a swarm of t1 frigates. In closing, I think your idea is in the spirit of overcoming incredible odds and scoring a kill shot on a much larger ship. I think it has alot of merit, more so in stories than in game. As with everything, you would need a counter weight, but I like that you are thinking/suggesting something that involves shooting someone than asking that change the game by removing something or downgrading everyone elses ability. It's posts like this that make reading the forums worthwhile.
Playing: BF3, Prototype and Skyrim |
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