GrubbyZebra Posted February 19, 2018 Posted February 19, 2018 So currently mods operate on a straight percentage basis. If I have 1000 hp and add 7%, I now have 1070 hp, if I add another 5%, I know have 1123.5 hp, etc. Same with speed, accuracy, damage, reload, and thickness. While this is definitely the easy way to implement, it encourages stacking because the more you add, the more you get. What I propose is this: Limit each ship to a theoretical max buff value: I.E. 25% extra HP, 20% extra thickness, 3m max accuracy, 25s extra reload, 15.5 max speed, 8 max turn speed, 50% max rudder turn time reduction, etc. Then each buff is a percentage of the difference between the max value and the current value. So, back to my HP example, my max is theoretically 1250, so my first 5% buff would give me 1012.5 HP, the second 1024, etc. Speed and turn buffs would benefit slow ships more than faster ones, etc. 1
Norfolk nChance Posted February 20, 2018 Posted February 20, 2018 (edited) @BPHick I might be wrong, but your first example I thought worked this way...? 1,000 HP – Bonus1 7% add 70pts, Bonus2 5% add 50pts. Stacked total bonus 120 not 123.5. Even so, I like your idea. With the buffs on permanent mods I can see working but the ability to switch around the ship knowledge or Officer Perks might be tough to calculate? Would skill slot knowledge one be a higher priority (calculates first) than skill knowledge two and so on? An Idea of mod stacking... Mix and matching upgrades no matter what it is all part of a Captains skill in NA-OW. Just nerfing Buffs or stacking penalties might seem unfair to a purpose-built ship for a specific use. However, with stacking we’ve seen some over excessive outcomes with Super abilities beyond reason. This is because the skill knowledge mod is over powered in relation to its placement within the ship as a whole unit. Below, is an extract from the EvE Online Help desk on how they handle stacking. So, similar to your idea the first upgrade gives 100% value of its bonus but the fifth upgrade only gives 10% of its mod value buff. With NA-OW ship bonuses would have a priority order... 1. Wood Type Build & Trim 2. Permanent Upgrade 1, 2, 3 3. Officer Perk 4. Skill Slot 1, 2, 3, 4, 5 Buff amount used in calculations from the upgrade placement... 1. 100% 2. 75% 3. 50% 4. 20% 5. 5% Using this order of priority and maybe a maximum load top out (but shouldn't be needed) YOU can stack as your hearts content. An example here would be say Armor HP values [AHP-V] the first figure. These might have change but you get the idea. The new value will be the number taken to calculate the buff. Build WO/WO 18% new value = 18% Bow Figure Elephant 10% new value = 7.5% Cartagena Refit 7% new value = 3.5% Planking 5% new value = 1% Now the main Buff is the one that would mainly affect the boat in real life with the least being the Captains Skill knowledge. Wood build gives the greatest effect. If we changed the build to Fir/Fir then Bow Elephant would get the full value and so on and so forth. This is a much fairer system as the stacking becomes really ineffective past three and wouldn’t require any form of upper limits. The problem coding this would be a headache. Mixed skill books that cover different buffs need to be built into the system as well. Norfolk EvE Online Help Desk:- Stacking Penalties Stacking penalty refers to the game mechanic in which the effectiveness of modules and rigs are reduced if more than one item is fitted on a ship which effects the same statistic. For instance if a module or rig grants a 10% boost to a ships velocity and another module or rig which grants 5% boost to the ships are both fitted, the ship will not receive a 15% boost to the velocity. Because both these items effect velocity their effectiveness is reduced. The more items that effect the same ships attribute that are fitted the less effect they will have overall. Typically fitting more than three modules that affects the same statistic brings little benefit. Its also important to note that the sequence the modules are fitted to the ship do not determine how effective they are. The stacking penalty will be calculated based on the highest modifier granting its full bonus, then the second highest will receive a small penalty, the third strongest module receiving a higher penalty than the second and so on.This is reflected in the table below: First: 100% effective Second: 86.9% effective Third: 57.1% effective Fourth: 28.3% effective Fifth: 10.6% effective Typically any items that is effected will have the following message in their information window: 'Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.' Items which grant an absolute bonus (such as +1 Warp Strength or 15KM Drone Control Range) are not effected by stacking penalties. Typically only modules or rigs that grant a percentage bonus or penalty are effected. Edited February 20, 2018 by Norfolk nChance 1
GrubbyZebra Posted February 20, 2018 Author Posted February 20, 2018 A straight penalty would definitely be easier to implement. 2
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