Difference between revisions of "Balance self-destruction (CSM)"
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== Stats == | == Stats == | ||
− | * '''Raised by''': Alekseyev Karrde | + | * '''Raised by''': [[Contributor name:Alekseyev Karrde|Alekseyev Karrde]] |
* '''Submission Date''': 20 December 2009 | * '''Submission Date''': 20 December 2009 | ||
* '''Issue ID''': tbd | * '''Issue ID''': tbd | ||
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* Assembly Hall | * Assembly Hall | ||
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1222323 | http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1222323 | ||
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+ | ==CSM Meeting Minutes== | ||
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+ | * [[CSM Meeting Minutes 4.002]] | ||
Revision as of 11:18, 1 July 2010
Contents
Stats
- Raised by: Alekseyev Karrde
- Submission Date: 20 December 2009
- Issue ID: tbd
Summary
Currently the role of the self-destruct mechanism is to deny loot/kill mail to your enemy and to commit insurance fraud. While this might sound appealing to some, the actual application is reducing the EVE fun factor for PVPers and care bears alike.
The self destruct timer is currently 2 minutes, during which time the self-destructor can shoot, move, and tank normally. This is far too short a window for small gangs to overcome strong tanks even if they clearly would do so if the fight was allowed to play out. The problem scales exponentially when you consider the hit point levels and repair capabilities of capital ships.
As for care bears, allowing platinum payout for self destruction only solidifies the price floor for tech 1 ships. This inhibits competition, since the price can only go so low before players would rather insure and self destruct ships before putting them on the market for sale. While it does not address insurance fraud by having a friend blow your ship up repeatedly, it does lower the level of sophistication such schemes require and thus ensure their frequency.
Solution
- Self destruction while being shot by another player should still generate a killmail for both party's records
- Activating self destruct should have consequences for your combat performance, such as steadily rising heat levels allowing for the possibility of module burn out
Pros
- Balances risk/reward for the mechanic
- Preserves some tactical benefit to self destruction
- Ends frustration of small gangs successfully trapping large ships
- Increases opportunities for competition in the T1 ship market
Cons
- Reduces griefing and monetary benefits of activating the self destruct sequence (which really isn't a bad thing)
Relevant Forum Threads
- Assembly Hall
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1222323
CSM Meeting Minutes
Votes
1. Self-destruct revokes insurance
- ElvenLord - yes
- Alekseyev Karrde - yes
- Zastrow J - yes
- TeaDaze - yes
- Mrs Trzzbk - no
- Korvin - no
- Z0D - yes
- Song Li - yes
- Sokratesz - yes
Passes: 7/2
2. Self-destruct generates killmail if player is agressed (as with NPCs)
- ElvenLord - yes
- Alekseyev Karrde - yes
- Zastrow J - yes
- TeaDaze - no
- Mrs Trzzbk - yes
- Korvin - yes
- Z0D - yes
- Song Li - no
- Sokratesz - yes
Passes: 7/2
3. selfdestruct "overheat" all modules
- ElvenLord - no
- Alekseyev Karrde - yes
- Zastrow J - no
- TeaDaze - no
- Mrs Trzzbk - no
- Korvin - no
- Z0D - no
- Song Li - no
- Sokratesz - yes
Fails: 7/2
4. Selfdestruct timer depends on shipsize
- ElvenLord - yes
- Alekseyev Karrde - yes
- Zastrow J - yes
- TeaDaze - yes
- Mrs Trzzbk - yes
- Korvin - no
- Z0D - yes
- Song Li - yes
- Sokratesz - yes
Passes: 8/1