New Tech Factory Abilities

Discussion in 'General Archive' started by BraveHeart´[G], Mar 5, 2014.

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  1. I read a thread suggesting an update concerning the tech-center department. I figured I'd make a post and share some ideas,

    First of all, I think the Chain-Impluse should be reworked. 10,000 damage is nothing, a pheonix can do that using 2 PLT-3030.. But on the other hand, increasing its damage would render this ability useful for PvP hunting, making it even harder for weak players to survive. My idea for this one, would be for the damage to be based on the amount of shield missing, for example:

    1. New Chain-Impulse: Deals 10,000 damage, + 10,000 for each 50,000 shield missing, capping the damage at 60,000, meaning that for a full benefit of this ability, a player must be using a config with minimum 250,000 shield. (Which is quite a lot, but still easily obtainable for everyone)

    Secondly, I believe some new techs should be implemented to the game. Variety is good for everyone, as it creates a greater range of strategies making the game more enjoyable to play. I thought of something that could boost your survivability as a weaker player, without necessarily being a "run to port" kind of tech. This tech would be a way to endure heavy fire, while waiting for your teamates to clean the threat up or helping you out with heals.

    2. Battery Overcharge: Directs all the energy from your ship to your shields for 10.
    Possitives (+) Shields would take 50% less damage, and regenerate 15,000 + 500 shield per second for each laser equiped on your current config. The regeneration would range between 150,000 to 325,000 over the duration.
    Negatives (-) Your lasers would be dissabled (animation could look like a PLD-8, but with 100% miss chance) Your movement-speed would be slowed down by 80% (same as a Sabauter so you can't run to port) and at the end of the ability, your shields absorbation-ratio would be set to 0% for another 10 seconds, preventing this ability from becoming overpowered.
    Short and Simple, you use this to ability to stay alive for another 10 seconds (counters do exists, for example MOTH-design, JAMX) and once the ability wears off, you basicly have to rely on your hitpoints so survive. This would not help you run to port, nor would it boost the strengh of UFE players, but it would give a weak player running in an outfit time to plan his next more, or maybe for his friends to arrive in time to help him out.


    Cooldown: 15 minutes. Estimated Cost: 500,000 credits, 200 seprom, 1 logfile. (Same as Chain-Impulse, not too cheap yet affordable to free players)

    Lastly, there must be something for the already strong players, or there'll be no gain for BP (which isn't true as a high player-base is key for good income, but you get my point) This tech would be sort of an alternative for the Energy Leach, but for players not necessarily running heavy damage configs.

    3. Gravitational Barrier: Absorbs 5% of the damage taken by other players, and reflects it back to them. Lasts for 15 minuts. (you would reveive 95% of the damage done to you, and reflect back the removed 5%) This ability would be both offensive and defensive, working very well for people running tanky configs.

    Cooldown: 15 minutes. Estimated Cost: 1,000,000 credits, 500 seprom, 5 logfiles
    (Same as Energy Leach)


    Please tell me what you think, are these good/bad ideas? If you have any suggestions of your own please share, but keep it serious.
     
    Last edited: Mar 5, 2014
  2. I like it all. I remember seeing a thread about how the Tech Items should be updated to keep up with the constant game improvements and this right here, is how you do it.

    On the Gravitational Barrier I think it would be a lot better if 10% of the damage was reflected due to it's costs but that's just me.

    Battery Overcharge, I love it. Enough said.

    The New and Improved Chain Impulse, I like that too. The old one is just not enough and this compensates perfectly for a replacement.
     
  3. First of all, the newly improved chain impulse is the greatest and most balanced idea I've ever heard of.:)

    Second, The Battery Overcharge is a great idea, too, and might work well with a Sentinel design's Fortress ability. ;)

    And finally, the Gravitational Barrier, I LOVE IT!!! It'll finally give Citadels a greater chance to turn the tides of a 1vs3 battles! :D (if it reflects 10% damage instead of 5%, that is)

    +1 from me!

    PS: When the gravitational barrier is active while you still have shields on, will the shields still take damage and absorb a % of the hit, or will the shields take damage without absorbing a single damage?
     
  4. I'm glad you guys liked it =)

    About the gravitational barrier, the idea was for the damage reflection to work for both shield and HP, meaning that a citadel with 600,000 hp + 500,000 shield x2 (two configs) would reflect back slightly more than 80,000 damage! not including the possibility of heals / boosters / formations that would boost this ability even further.
    10% reflection would be too much in my opinion, UNLESS of course the reflection only worked when taking damage to your HP, rendering it extremely powerful for a citadel, though maybe not quite worth it for any other ship.

    So lets say the reflection stays at 5%, just to put it into perspective: A citadel with heart-formation + 1 hp booster will have about 800,000 hp with pilot-bio. Imagine two 500,000 shield configs (which really aint that big of a deal for a citadel) + 1 shield booster for a total of 1,250,000 shield. If we now add the heals of an aegis, 125,000 shield x2 (assuming the citadel can stay alive for atleast 30 seconds) 280,000 hp for the target heal and 180,000 for the pod, a citadel running this kind of configs with an aegis in his outfit would be able to receive : (800000+1250000+250000+280000+180000)

    2760000 damage , which of course would give him another 138,000 hp to spare (the reflection) and deal 138,000 dmg to the attacker. And trust me a citadel can get way tankier than that, though that shouldn't be a requirement for this ability to be useful, I reckon.


     
  5. SauronL

    SauronL User

    well done with that , im for you
     
    BraveHeart´[G] likes this.