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Newbee
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Posted - 2009.03.04 20:00:00 -
[1]
I just had an idea for a new item that could be released, however i havent thought about a final concept so i am posting my idea here for public discussion before i want to post it on the assembly hall forums.
The Idea:
there is a duality for most kind of "ewar":
Afterburners Webbers Tracking Computers Tracking Disruptors Sensor Boosters Remote Sensor Damps Target Painters <-- there we go
Well my idea was to create something to counter the target painters, meaning something that lowers your ships signature radius.
to stay in line with cloaking devices the stealth devices should also make use of a high slot and could also be used by stealth bombers with some kind of bonus.
i havent thought about their effect in % but something about -25% of sig radius sounds not too much for me... maybe the skill required to use the stealth devices could increase the value by 5% each level or else just decrease cap usage, that i suggest for the module. i also think the module should not be able to be used while warping which means that if you use a activated MWD the stealth device will turn off so you can not counter the sig penalty of the MWD by using the module... also you should only be able to fit a single module of those to prevent people from using multiples at the same time.
another idea to think of is maybe to make ships with a activated stealth device invisible to directional scanners(remember they will turn off while warping so incoming "stealth fleets" would be visible). the bonus for stealth bombers and maybe also black ops (havent thought about those yet) could look like a special role for being able to activate the stealth device while warping. this makes them not as overpowered like if they were able to use covert ops cloaks but still will give them some love...
if this concept looks too overpowered there could be penalties which look like decreased sensor strength which would make them more vulnerable to ewar or otherwise decreased scan resolution which would somehow aim towards the cloaking device penalty.
its just a idea and i am looking for your feedback and ideas on some numbers of fitting requirements for example...
thx for reading
greetz Newbee
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Newbee
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Posted - 2009.03.04 20:01:00 -
[2]
*reserved*
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Aegis Osiris
Gallente Demonic Retribution Minor Threat.
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Posted - 2009.03.04 20:17:00 -
[3]
CCP actually worked on a 'stealth module' of sorts that would lower a ships sig radius a long time ago.
IIRC it was nixed for one of the same reasons nano got nerfed; to easy to avoid damage. Given everything else going on in game, I don't see them devoting much time to this idea. I like violet more then pink. |
Cade Morrigan
Caldari
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Posted - 2009.03.04 20:55:00 -
[4]
Maybe the stealth module would just be a scan resolution modifier so that you appear smaller for targeting purposes but you don't take any less damage if you're locked and hit. |
Megan Maynard
Minmatar Out of Order Tenth Legion
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Posted - 2009.03.04 21:51:00 -
[5]
Wrong forum. Stop, hammer time. |
Newbee
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Posted - 2009.03.04 22:06:00 -
[6]
Originally by: Megan Maynard Wrong forum.
well we are here in the 'Ships and Modules' forum... where else would you post it then?
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Krathos Morpheus
Gallente Legion Infernal Wildly Inappropriate.
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Posted - 2009.03.04 23:16:00 -
[7]
Originally by: Newbee
Originally by: Megan Maynard Wrong forum.
well we are here in the 'Ships and Modules' forum... where else would you post it then?
Ships and Modules, yours is not a Module, it doesnŠt exist. It's just an idea, so it belongs to Features and Ideas Discussion.
EVE Knowledge |
Arkeladin
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Posted - 2009.03.04 23:58:00 -
[8]
Edited by: Arkeladin on 04/03/2009 23:59:34
Originally by: Newbee Edited by: Newbee on 04/03/2009 22:02:11 Just played arround with some numbers to give a basis for discussion... this is NOT final in any way and also NOT what i would call balanced
Stealth Device I
Description:
Attributes:
Volume: 50mŠ Activation Cost: 30 Energy Tech Level: 1 Overload Bonus: 20% Heat Damage: 5 HP Required Thermodynamics Level: 1 Activation Time / Duration: 10.00 Sec. Signature Radius Bonus: -25% Scan Resolution Bonus: -25% Meta Level: 1
Fitting:
High Power: Requires a high power slot. CPU Usage: 50 tf Powergrid Usage: 1 MW
Requisites:
Primary Skill Required: *New Skill for Stealth Devices* I Electronics V Secondary Skill Required: Electronics Upgrades V
Stealth Device II
Description:
Attributes:
Volume: 50mŠ Activation Cost: 40 Energy Tech Level: 2 Overload Bonus: 20% Heat Damage: 5 HP Required Thermodynamics Level: 1 Activation Time / Duration: 10.00 Sec. Signature Radius Bonus: -30% Scan Resolution Bonus: -25% Meta Level: 1
Fitting:
High Power: Requires a high power slot. CPU Usage: 60 tf Powergrid Usage: 1 MW
Requisites:
Primary Skill Required: *New Skill for Stealth Devices i suggest rank 4 or 5* IV Electronics V [each skill level lowers cap usage by 5%] Secondary Skill Required: Electronics Upgrades V
well... up to you guys out there plz discuss and give feedback
greetz Newbee
NO. Just, no. First off, you have three ways to beat a Painter:
1) ECM, both Burst and racial - Target Painters require lock, after all.
2) Sensor Dampener - same, can't lock = useless TP.
3) Tracking Disruptor - can't hit it if you can't track it, regardless of sig sixe.
Since sig radius plays a part in the damage equations for MISSILES, this would also constitute a missile countermeasure - and they've been nerfed enough already. It's already possible for a BS to SPEEDTANK a BS_sized missile, for Chrissake - and here you want to nerf 'em even further?
Half-baked idea is half-baked - think about it some more, and DON'T consider the "problem" in isolation - remember the OTHER factors that it affects as well.
TPs are fine as-is.
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deepfreeze007
Swordfish LLD
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Posted - 2009.03.05 05:03:00 -
[9]
Originally by: Newbee Afterburners Webbers Tracking Computers Tracking Disruptors Sensor Boosters Remote Sensor Damps Target Painters <-- there we go
I can see your point here, but you're asking for oranges when you really want an apple. What does being stealthy have to do with target painting(or not being)?
Honestly, I see no problem with TPs, and thus really can't think of anything that "needs" to counter them. This seems like a viable solution though:
Originally by: Cade Morrigan Maybe the stealth module would just be a scan resolution modifier so that you appear smaller for targeting purposes but you don't take any less damage if you're locked and hit.
and
Originally by: Arkeladin ...you have three ways to beat a Painter:
1) ECM, both Burst and racial - Target Painters require lock, after all.
2) Sensor Dampener - same, can't lock = useless TP.
3) Tracking Disruptor - can't hit it if you can't track it, regardless of sig sixe.
Since sig radius plays a part in the damage equations for MISSILES, this would also constitute a missile countermeasure - and they've been nerfed enough already. It's already possible for a BS to SPEEDTANK a BS_sized missile, for Chrissake - and here you want to nerf 'em even further?
Very True. Perhaps something that just decreased the effectiveness of the target painters then? Doesn't decease your sig radius at all, but kinda a moot point and useless device since you can still just make it to where the TP can't target you anyway. ---
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Wet Ferret
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Posted - 2009.03.05 05:07:00 -
[10]
If there was a mod to lower sig radius I would use one on everything, all the time.
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started. |
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deepfreeze007
Swordfish LLD
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Posted - 2009.03.05 05:13:00 -
[11]
Originally by: Wet Ferret If there was a mod to lower sig radius I would use one on everything, all the time.
made me just think that maybe there should be a skill that affects own ship's signature radius, simular to how you can train weapons to hit with greater accuracy and/or explosion radius. ---
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Newbee
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Posted - 2009.03.05 12:49:00 -
[12]
Originally by: Krathos Morpheus
Originally by: Newbee
Originally by: Megan Maynard Wrong forum.
well we are here in the 'Ships and Modules' forum... where else would you post it then?
Ships and Modules, yours is not a Module, it doesnŠt exist. It's just an idea, so it belongs to Features and Ideas Discussion.
ok got your point sorry about that! so if some gm / forum mod could move the topic plz do so...
to all the others as i said its just an idea so dont curse me just for bringing up my idea. its just a proposal and not a request. its also not a final idea if you think this would be unbalanced just think about alternative values / penalties plz.
this was not meant to nerf the missiles! i also dont like the idea of nerfing missiles with this module.
another thought the modules deactivates once you got locked just similar to a cloaking device which can not be activated once you got locked... in that case the module would only affect FOF missiles. but then id change the bonus do decrease the sig radius further so it really takes more time until someone got a lock on you... this would also make the module less useful on bigger ships than on the ones which are already small.
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