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InfinityIncarnate

[Suggestion] Rework - Damage Control Party. (Solutions Provided))

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1,651 battles

Hello everyone.

As we all know, or should know, the damage control party isn't just used for fires and floods but also for crippled modules and weaponry as well, which depending on the situation and class of ship you're in, means your only means to effectively deal with floods or fires, could get on cooldown for other reasons, not to mention that a fire and flood much more of threat to smaller classes of ships. Where for instance being in a DD that has gotten it's engine crippled more or less been given a death sentence UNLESS it deals with it immediately, where it's becomes extremely vulnerable to floods and fires, not to mention it's much smaller pool of HP, making those even more dangerous.

So a few of the reasons why I'm suggesting that they rework the damage control party consumable, is simply due to how easily the current mechanics around it's use can be abused to get a player to use his/her DCP, which then will be on a long cooldown, but also the fact that it's just too many things it's being used for and the fact that it's coold down is so long. When also considering it ties into the fact that it's not just for fires and floods the DCP will be used, but for crippled modules and weaponry as well, then it in my opinion makes sense why it could really do with a rework. Even the damage control party II is way too long when compared to how important it is to be able to effectively be able to deal with fires and floods - especially because of how easy it actually is to inflict fires, and as they in particular can outright sink the ship if not dealt with.

Solutions
1/ Base the cooldown on what it was used to repair, but also significantly reduce it's cooldown in general.
2/ Change DCP into different types of DCPs - DCP(General), DCP(fires and floods), DCP (modules and weaponry).
3/ Change the DCP to be toggleable abilities, which will affect the reload times and general efficiency of the ship while toggled on, however while toggled on, all fires and floods will be repaired significantly faster, the damage tick rate and/or damage output will be reduced, the more ongoing repairs the worse the general efficiency will be - it will basically be a percentage based system.

Solution number one
The idea here is to base the cooldown it will get when used based on whether it was used to fix modules, weaponry, to stop floods or fires. The cooldown values should be what threat it have to the ship if not dealth with.
So for instance, since weaponry poses the most minimal threat to the ship if not repaired, the cooldown should be very short, something like 5-10 seconds, crippled modules like crippled engine and rudder would be around 10-15 seconds, fires and floods should be at least 50% less of what they are now, if not even further reduced.

Solution number two
The DCP will be broken into three different DCPs; DCP (General) is basically like DCP as it is now but with adjusted (maybe have lowered cooldowns, at least between 25-50% less), the DCP (F&F) and DCP (M&W), have limited amount of uses but have very short cooldowns, they each only deal with ONE ISSUE at a time - it basically means that it removes ONE INSTANCE of the issue, so for instance if there was three fires it would remove only one. The amount both of these will have will have to be tweaked and their cooldowns should be around 3-5 seconds per use, but obviously also would've have to be tweaked to find the correct balance.

Solution number three
As mentioned the DCP will be changed and split into several toggleable abilities, which each will reduce the efficiency of the ships various key aspects while toggled on, such as reload speed of main turrets and secondaries, turret aim and traverse speed, possibly rudder shift speed, etc. Basically, the more of the DCP abilities are toggled on, the more of the ships overall performance will suffer. However, the benefits of this are not instantaneous, but instead will be repaired significantly faster and the efficiency of the issue will be reduced, but this will depend on the inherent nature of the issue and how they affect. Issues that damage over time will have their duration, tick rates and damage values reduced, issues that cripples the engine, steering or weaponry, will operate but at 50% reduced effiency, durations will likewise be 50% shorter. The only cooldown these suffer are when they're stopped prematurely and when these finish, in both cases it's a very short cooldown.

The DCPs will be, DCP (Floods), DCP (Fire), Emergency Repair Crew (Crippled Engines & Steering) and Emergency Repair Crew (Weaponry).

DCP (Floods): For each flood, Reload speed: -10%, Turret aim and traverse speed: -10%, others could also apply - these should be multiplicative. Also negtively affect repair efficiency of ERC by 25% for each flood - these are additive.
DCP (Fire): For each fire, Reload speed: -5%, Turret aim and traverse speed: -5%, others could also apply - these should be multiplicative. Also negatively affect repair efficiency of ERC by 12.5% for each fire - these are additive.
Emergency Repair Crew (Crippled Engines & Steering): Reload Speed: -%20, Turret aim and traverse speed: -20%, others could also apply.
Emergency Repair Crew (Weaponry): Reload Speed: -%25, Turret aim and traverse speed: -25%, others could also apply.

This basically means that the more affected a ship is, the more the need for repairs will be, where with the system the captain is in full control, and freely decided which issue and when to deal with it. Obviously this can potentially make fires and flood much more dangerous as the effect isn't instanenous, so as such fire and flood immunity times should be increased, chances to inflict fires and flood should be adjusted accordingly, including damage values and tick rates.

Please note that all values provided are subject to change and are provided as examples, but should be indicative of whats intended.

There may be other better solutions out there, and I'm open to constructive feedback.
If you have a better idea, feel free to share it. :)

//Inc.

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[PEC]
Players
327 posts
1,743 battles

I like some of this. I do think that decreased cooldown based on repair crew availability should work in tandem with certain repairs taking longer. So the flooding repair for example might take considerably longer than putting a fire out, as should repairing a rudder or main turret. During this time your repair party is engaged and cannot be deployed elsewhere.

 

I like the idea of combat efficiency effects too, but believe that you should not be able to restore full capability from a flood for example.

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[FABER]
[FABER]
Players
304 posts
4,376 battles

We are too retarded to even drive the CV, your ideas are too complicated: WG is already working on auto-DCP for every class :cap_book:

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[DAVY]
[DAVY]
Beta Tester
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nice idea but wg is making the game more simplified and arcade style gameplay and are about to release a patch that makes flooding more simple and easier to understand like fires so will probably never happen

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