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Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 16:55:00 -
[1] - Quote
Hey guys, I recently returned to Eve after many years away. When I came back I realised that many things had changed... and that many things hadn't.
One thing that I was disappointed to see relatively unchanged was the need for probing alts / gang members. This is when there is a ship that you want to track down that isnt docked in a station. Perhaps the ship has global criminal countdown and isnt planning on docking or going to the stargate.
I suggest an interesting high-slot module:
Ship Tracker
- This module is fired at a locked target. - It is classed as an act of aggression (unlike cargo scanners). - It has a succession rate (doesn't always work first time) - Once successful, allows the target ship to be tracked for 15 minutes within that system. Being 'tracked' means that the ship that fired the tracking device can warp to the target ship at ANY time within these 15 minutes. - If the ship leaves the system it can be located using the star-system view
This doesnt completely make a ship being tracked defenceless.. as long as it keeps warping around between safes then it doesnt have to worry about being found.... but if he stops for a couple of minutes, he may well find a guy landing on him from the group he just fought.
What are your thoughts?
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Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
731
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Posted - 2012.06.26 17:22:00 -
[2] - Quote
If you had time to hit the guy with one of these, why didn't you just point him? What makes you think jumping on top of him will work when you failed to point him last time? |
Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 17:46:00 -
[3] - Quote
Danika Princip wrote:If you had time to hit the guy with one of these, why didn't you just point him? What makes you think jumping on top of him will work when you failed to point him last time?
I think your questions are irrelevant to the viability of this module. In the way you have described it, your question is just as applicable to general probing. Do you think probing ships is also pointless Danika? Based on the question you asked?
Asking why a target was failed to be pointed does not mean trying to find that target and having a second chance is pointless (excuse the pun). You must remember that this module was a suggestion to provide an alternative to the NEED of probing alts/characters, which many small gangs and lone pvper's may feel is lacking in eve.
But even if I was going to try to answer your questions I could think of lots of reasons.
- You forgot to point him - He got out of point range (overheated) - You never got a scram on him because he was initially too far - Perhaps this module works at a much longer range than a point. Maybe it could work at 40km+ |
FireT
Royal Advanced Industries Imperial Hull Tankers
37
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Posted - 2012.06.26 18:02:00 -
[4] - Quote
Pboyt wrote:Danika Princip wrote:If you had time to hit the guy with one of these, why didn't you just point him? What makes you think jumping on top of him will work when you failed to point him last time? I think your questions are irrelevant to the viability of this module. In the way you have described it, your question is just as applicable to general probing. Do you think probing ships is also pointless Danika? Based on the question you asked? Asking why a target was failed to be pointed does not mean trying to find that target and having a second chance is pointless (excuse the pun). You must remember that this module was a suggestion to provide an alternative to the NEED of probing alts/characters, which many small gangs and lone pvper's may feel is lacking in eve. But even if I was going to try to answer your questions I could think of lots of reasons. - You forgot to point him - He got out of point range (overheated) - You never got a scram on him because he was initially too far - Perhaps this module works at a much longer range than a point. Maybe it could work at 40km+
Actually he / she had a very good point. You simply refused to accept it. I am guessing you ignore intellectual discussions right away?
How would this not break current mechanics? Warp bubbles, warp scramblers, interceptors, and all that good stuff already exists. How would this not give gate camping an additional bonus?
Also, as he / she pointed out, if you could have prevented them from warping..... why not do that?
Also, your idea is rubbish from a simple perspective: you would constantly fly in circles with the target since you would lock onto them during mid warp and then constantly need to catch up. So half baked idea is not only half baked but also partially alive screaming for it to be put out of its misery.
Sincerely,
FireT |
Barbara Nichole
Cryogenic Consultancy Black Sun Alliance
247
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Posted - 2012.06.26 18:18:00 -
[5] - Quote
Danika Princip wrote:If you had time to hit the guy with one of these, why didn't you just point him? What makes you think jumping on top of him will work when you failed to point him last time?
...because he's trying to turn the tables against ships when he hadn't the prowess to take them out and his back-up isn't online or on grid yet... sort of a bad idea because it would change the game completely... and not in a good way for low sec. [IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/OldST.jpg[/IMG] |
Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 18:38:00 -
[6] - Quote
FireT wrote: Actually he / she had a very good point. You simply refused to accept it. I am guessing you ignore intellectual discussions right away?
This is rude. Especially since I did not ignore his point, but argued it. I then continued to answer his question. You should read my post more thoroughly next time.
FireT wrote: How would this not break current mechanics? Warp bubbles, warp scramblers, interceptors, and all that good stuff already exists. How would this not give gate camping an additional bonus?
It will 'break' current mechanics as much as probing already does.
FireT wrote: Also, your idea is rubbish from a simple perspective: you would constantly fly in circles with the target since you would lock onto them during mid warp and then constantly need to catch up. So half baked idea is not only half baked but also partially alive screaming for it to be put out of its misery.
Again rude. Theres no need for these types of metaphors.
Yes you will obviously not catch your enemy if you choose to warp to him whilst he is in mid warp. But I fail to see why this is a problem because as I explained before.. this allows the target a level of defence: as long as he/she doesnt stop in one place for too long then they wont get caught. |
Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 18:42:00 -
[7] - Quote
Barbara Nichole wrote:Danika Princip wrote:If you had time to hit the guy with one of these, why didn't you just point him? What makes you think jumping on top of him will work when you failed to point him last time? ...because he's trying to turn the tables against ships when he hadn't the prowess to take them out and his back-up isn't online or on grid yet... sort of a bad idea because it would change the game completely... and not in a good way for low sec.
This is about giving solo pvper's and small gangs a chance to find an enemy without the need for a dedicated prober. |
FireT
Royal Advanced Industries Imperial Hull Tankers
37
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Posted - 2012.06.26 18:52:00 -
[8] - Quote
*sigh*
Ok, please tell me as an unintelligent player how (given the same internet speed, computer processing power, and such) your idea would be useful?
You yourself said that your mechanic only requires you to keep warping away. So if I keep warping in circles you would never catch me. What if I have save spots in systems. Even less likely you will find me since warping would take longer.
And you did mention 'the other person's response to being irrelevant'. So I am no more rude than you are.
Hi pot, I am kettle. |
Gizznitt Malikite
Agony Unleashed Agony Empire
386
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Posted - 2012.06.26 19:02:00 -
[9] - Quote
This idea has many nuances that need to be thoroughly thought through:
1.) Purpose: What does this really bring to the game? The ability to warp directly to a target?? And why is this needed? Scan probes are fairly balanced, becuase they show up on overview, they take time to position, and time to scan... If the target warps away, it may take quite a while to probe them down, whereas your method sounds much quicker.... but why should you get this easy-mode hunting tool???
2.) Tagging Implementation: I can target 200+ km's in my recon... so if I tag a sniping Oracle at 200km's, I could then warp to him.... what warning does the oracle have that I've tagged him? And should tagging be an instantaneous shot (turret), or a missile (with travel time)?? What type of tagging range is fair?? If it's short (<24 kms), it's any better than a point... If it's long, it can become unbalancing...
3.) Warp Implementation.... How do you warp to your target?? I think to balance this, you need to use your ship scanner to scan for the targets location, and warp to that... the scan timer acts as a nice limit on how often you can warp, etc...
I'm not opposed to this idea, I just think it needs a good justification for implementation (at the moment it comes across as, wouldn't this be cool thing, but it lacks a goal or reason for it). I also think it needs to be more thoroughly vetted (but that's what F&I is for). |
Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 19:02:00 -
[10] - Quote
I think what you are asking for, is a scenario.
The suggested module is most useful in these situations:
1. A gang/solo pvper with no probing alt or module 2. You have engaged your target.
So for example, say I am a lone Sleipnir travelling through systems looking for trouble. I go into a system and find 2 neutrals. I use directional scan to locate one at the belt. I warp to the belt... I engage the drake, I have point on him. I use the ship tracker.
I notice after a minute into the battle that there is a scorpion on scan. I get spooked. I microwarpdrive away and as I do so I notice the scorpion warp onto grid. I warp away.
Several minutes later when I see the drake alone on directional scanner, I choose to warp on him. It takes me to a random spot in space - dam - i must have caught him mid-warp. So I try warping to him again - bingo, in ontop of him and hes in a belt.
This time I point him and there is no scorpion on directional scanner. I maintain point and kill him. Scorpion pilot tries to return but is too late. Drake pilot should not have resumed ratting or should have stayed with his ally. Alternatively he should have switched ship. |
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Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 19:06:00 -
[11] - Quote
Gizznitt Malikite wrote: If the target warps away, it may take quite a while to probe them down, whereas your method sounds much quicker.... but why should you get this easy-mode hunting tool???
Because you've already found them on grid once... AND locked AND shot your target with the tracker. That is why you deserve access to the easy-mode hunting. You cannot track a target you havent engaged yet. That is one of the fairly obvious (i thought) balancing principles of this module?
Thanks for your feedback though Gizznitt. I do like to hear everyone's thoughts on this.
Gizznitt Malikite wrote: 2.) Tagging Implementation: I can target 200+ km's in my recon... so if I tag a sniping Oracle at 200km's, I could then warp to him.... what warning does the oracle have that I've tagged him? And should tagging be an instantaneous shot (turret), or a missile (with travel time)?? What type of tagging range is fair?? If it's short (<24 kms), it's any better than a point... If it's long, it can become unbalancing..
Tagging will not be related to the max distance that you can lock a target. I imagine, like you said it would have a missile or shot type of animation and sound notification like 'your ship has been tagged'. It would also have a limited range.
Even if a tagging range is only 10km, tagging your opponent is still really important. A normal warp disruptor prevents warp at all - but we all know ships still get away due to unforeseen circumstances - this is when the tag shows its purpose |
FireT
Royal Advanced Industries Imperial Hull Tankers
37
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Posted - 2012.06.26 19:13:00 -
[12] - Quote
Nice, that is one option. Now let us look at what you ignore: the worst case the scenarios.
How would this enable any surprise attacks in 0.0? So let us assume you manage to point your target with your tracker but he escapes. Suddenly that tracker can chase the target for, as you said, at least 15 minutes. 15 minutes is a lot of time if you consider that this might effectively prevent cyno lighting. Instead suddenly there is a "hey guys, get online there might be something going on." Would they try to cyno and ditch then? Is that possible?
Hell, good alliances might simply triangulate your rough position and literally throw a warp bubble net around your rough location.
As much as I love new ideas, I recommend you consider how it could be abused. Not only "Hey I had an idea and it should be implemented." CCP is trying to balance the game after all. |
Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 19:26:00 -
[13] - Quote
FireT wrote:Nice, that is one option. Now let us look at what you ignore: the worst case the scenarios.
How would this enable any surprise attacks in 0.0? So let us assume you manage to point your target with your tracker but he escapes. Suddenly that tracker can chase the target for, as you said, at least 15 minutes. 15 minutes is a lot of time if you consider that this might effectively prevent cyno lighting. Instead suddenly there is a "hey guys, get online there might be something going on." Would they try to cyno and ditch then? Is that possible?
Hell, good alliances might simply triangulate your rough position and literally throw a warp bubble net around your rough location.
Thanks for your suggestions. The answer is - I'm not sure. I have not thought how this would affect cyno's. How do people think it should impact on cyno lighting?
FireT wrote: As much as I love new ideas, I recommend you consider how it could be abused. Not only "Hey I had an idea and it should be implemented." CCP is trying to balance the game after all.
I agree entirely. Hence at the end of my opening post I said openely 'what are your thoughts?'. I never claimed to have a flawless idea, I merely have a concept and I know that if there are a bright bunch of individuals which will see its issues, it will be the Eve Community
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Gizznitt Malikite
Agony Unleashed Agony Empire
386
|
Posted - 2012.06.26 19:44:00 -
[14] - Quote
The ONLY reason i think this idea has any potential at all, is because it CAN BE ABUSED.....
In it's current incarnation: You have to be fairly close to use this module, such the target you use it on is typically tackled.... Rather than fit a utility high mod (Nos, Nuet, Smartbomb, probe launcher), you fit this module which is typically much less usefull. The typical reason a tagged target would "get away" is if is fast enough to outrun your tackle.... Although it might be a lucky jam... Essentially, if you're prey got away from you once, it will probably be able to get away from you again... meaning this rarely improve your chances of catching a tagged target....
The ONLY real potential I see: AWOXing.... You tag your spy in the enemy fleet, and punt your fleet on top of them... The enemy fleet won't see probes, and wont have any real notice that the incoming fleet will land on top of them, leading to interesting fleet combat scenarios....
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FireT
Royal Advanced Industries Imperial Hull Tankers
37
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Posted - 2012.06.26 19:44:00 -
[15] - Quote
That is the exact problem, as I already pointed out, your idea is half alive asking to die. You yourself stated you want it as a second shot at a target. That is fine..... though you can do that already with some patience and skill. So you seem to lack the patience and skill. Similarly your idea is completely negated if the player docks and gets another ship. So the system would not work for half competent players that know to switch ships or fly in groups.
And the 'professionals' in Eve would most likely exploit it to make it even harder to sneak into their homes systems.
Gizznitt Malikite wrote: The ONLY real potential I see: AWOXing.... You tag your spy in the enemy fleet, and punt your fleet on top of them... The enemy fleet won't see probes, and wont have any real notice that the incoming fleet will land on top of them, leading to interesting fleet combat scenarios....
How would that work. OP already mentioned it would notify you that you had been tagged (hard to miss). So the rational strategy would be to have that player not be in the fleet and stay away till it is over. Hell, the only good idea would be to then have him as bait essentially. |
Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 19:57:00 -
[16] - Quote
FireT's posts continue to insult and provoke... 'Your idea is half alive waiting to die' (which I've already warned him about) and 'You seem to lack the patience and skill'.
I have both. The problem is I solo pvp. No amount of 'skill' or 'patience' gives me the ability to track down a safespotted enemy solo. Maybe it shouldnt - but if i've had the chance to engage him already in battle then maybe it should give me the right to warp on him.
Now if your about to say 'why dont you just fit a probe launcher to your solo pvp ship', thats not feasable. You cannot maintain a tank, maintain damage, maintain a point AND ON TOP OF ALL THAT probe. Its simply not possible.
. |
FireT
Royal Advanced Industries Imperial Hull Tankers
37
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Posted - 2012.06.26 20:01:00 -
[17] - Quote
Pboyt wrote:FireT's posts continue to insult and provoke... 'Your idea is half alive waiting to die' (which I've already warned him about) and 'You seem to lack the patience and skill'.
I have both. The problem is I solo pvp. No amount of 'skill' or 'patience' gives me the ability to track down a safespotted enemy solo. Maybe it shouldnt - but if i've had the chance to engage him already in battle then maybe it should give me the right to warp on him.
Now if your about to say 'why dont you just fit a probe launcher to your solo pvp ship', thats not feasable. You cannot maintain a tank, maintain damage, maintain a point AND ON TOP OF ALL THAT probe. Its simply not possible.
.
Ok let me clarify this once and for all. You: I WANT A SECOND CHANCE TO PEW PEW. BUT I DO NOT WANT THEM TO HAVE A CHANCE TO ESCAPE.
Seriously?
Also reread the posts. Your idea is not practicle since you can not really chase someone that warps out. If they remain in system then they should have a chance to hide too. Else you simply force them to station gaming or system jumps. And if you also expect your tracker to work outside the initial system, then holy space cow, that would be even more broken.
The only possible way this could be limited is with the range it uses and that it would have to be limited to the system it occurred in. |
Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 20:02:00 -
[18] - Quote
Gizznitt Malikite wrote: The typical reason a tagged target would "get away" is if is fast enough to outrun your tackle.... Although it might be a lucky jam... Essentially, if you're prey got away from you once, it will probably be able to get away from you again... meaning this rarely improve your chances of catching a tagged target....
Yea. That might be the case. But why is that an issue? Whenever you make a point that the module will not help you kill a target, it doesn't really argue against the module existing. It just simply means people will not use it in that scenario that you have suggested, which I have no objections to. You cannot invent a module which will be used all the time and be useful in all situations. That is unbalanced.
You offer times when it isnt useful - thats fine. However, I have clearly described a scenario earlier when it could be useful. Such as when I am a solo sleipnir that tagged a drake, then ran myself because another enemy scorpion was joining the fight, then later returned to the drake I tagged who happened to be ratting again in belts.
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FireT
Royal Advanced Industries Imperial Hull Tankers
37
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Posted - 2012.06.26 20:06:00 -
[19] - Quote
Pboyt wrote:Gizznitt Malikite wrote: The typical reason a tagged target would "get away" is if is fast enough to outrun your tackle.... Although it might be a lucky jam... Essentially, if you're prey got away from you once, it will probably be able to get away from you again... meaning this rarely improve your chances of catching a tagged target....
Yea. That might be the case. But why is that an issue? Whenever you make a point that the module will not help you kill a target, it doesn't really argue against the module existing. It just simply means people will not use it in that scenario that you have suggested, which I have no objections to. You cannot invent a module which will be used all the time and be useful in all situations. That is unbalanced. You offer times when it isnt useful - thats fine. However, I have clearly described a scenario earlier when it could be useful. Such as when I am a solo sleipnir that tagged a drake, then ran myself because another enemy scorpion was joining the fight, then later returned to the drake I tagged who happened to be ratting again in belts.
One case scenario does not make it a viable option to never be exploited in any shape or form. Reread my previous post for I edited some additional stuff into it. |
Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 20:10:00 -
[20] - Quote
FireT wrote:Pboyt wrote:Gizznitt Malikite wrote: The typical reason a tagged target would "get away" is if is fast enough to outrun your tackle.... Although it might be a lucky jam... Essentially, if you're prey got away from you once, it will probably be able to get away from you again... meaning this rarely improve your chances of catching a tagged target....
Yea. That might be the case. But why is that an issue? Whenever you make a point that the module will not help you kill a target, it doesn't really argue against the module existing. It just simply means people will not use it in that scenario that you have suggested, which I have no objections to. You cannot invent a module which will be used all the time and be useful in all situations. That is unbalanced. You offer times when it isnt useful - thats fine. However, I have clearly described a scenario earlier when it could be useful. Such as when I am a solo sleipnir that tagged a drake, then ran myself because another enemy scorpion was joining the fight, then later returned to the drake I tagged who happened to be ratting again in belts. One case scenario does not make it a viable option to never be exploited in any shape or form. Reread my previous post for I edited some additional stuff into it.
Im trying to say that I cannot see a good enough exploit (yet) from everything being said. You both talk about how it can be abused, but the things you say dont sound like exploits, they just sound like you cant imagine the module will help in getting the kill |
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FireT
Royal Advanced Industries Imperial Hull Tankers
39
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Posted - 2012.06.26 20:23:00 -
[21] - Quote
Sigh, you really just think your idea is a giant gold nugget of brilliance sprinkled with rainbows. Fine here are the problems with your idea:
1) What range would that module have to be useful? How would it be more likely to be used then all other EWAR methods?
2) With targeting scripts you could effectively tag anything since your locking time would be nearly instantaneous. So gate campers would love this (or so I presume).
3) You seem to want to have a global tracker. Idiotic since you never put forth a limitation. Your only limitation seems to be 15 minutes and directionally scanning? Fine, all you would end up doing is a Bucks Bunny cartoon chase where you and your target keep warping around for 15 minutes. Nothing really done then. Your only target audience are afk pilots and careless people. Which usually tend to be easy pickings already.
So how would this not be exploitable if you go into different systems?
4) A second chance does exist, by your own admission, you just do not like probing and want an easier skill.
5) You yourself pointed out its uselessness that you could simply switch ships.
There, hope this helped. |
FireT
Royal Advanced Industries Imperial Hull Tankers
39
|
Posted - 2012.06.26 20:35:00 -
[22] - Quote
I know I know, no double posting, BUT the OP did not think of the actual situation of this module: it should only be applicable / actively allow tracking if the target uses a cloaking device. Since most ships that are not cloaked can be found through patience and work, I would suggest the original idea of 'tracking' the target for 15 minutes only be applicable to cloaked ships.
As it stands right now, cloaked ships are rather save once they manage to disappear. So why not have a ship that is specifically designed to 'interfere' with their cloaking for a set duration, giving the cloaker a must to pay attention afterward and those that are chasing him time to try and catch him.
That would eb the only situation it would be worth having in the game, for me at least. |
Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 20:52:00 -
[23] - Quote
Thanks for the post. But again - lets see if you suggested any REAL exploits. Exploits being the only reason I would consider this module unconceivable.
FireT wrote: 1) What range would that module have to be useful? How would it be more likely to be used then all other EWAR methods?
Theres no exploits here.
What range? Thats upto Eve pilots to decide what is fair. Personally I'd say <40km. How would it be more likely to be used then all other EWAR methods? What other EWAR methods let you track a target after they've warped, apart from probes? None.
FireT wrote: 2) With targeting scripts you could effectively tag anything since your locking time would be nearly instantaneous. So gate campers would love this (or so I presume).
Theres no exploits here for this module.
See my previous explanation on how this will not benefit gamecampers much. Its pretty much as you've described. Any gate-campers who insta-lock and pointed their target are not likely to let the target get away. The target will die soon anyway, a module to find the target after it warps will not be needed.
Forget gatecamps, this has next to no use for a good gatecamp.
FireT wrote: 3) You seem to want to have a global tracker. Idiotic since you never put forth a limitation. Your only limitation seems to be 15 minutes and directionally scanning?
"Idiotic since you never put forth a limitation. Your only limitation seems to be 15 minutes" ... hang on, arent you calling me idiotic because I never put forth a limitation? Then in the next half of the sentence say I did put one? Please. You continue to be rude and what your rude about doesnt even make sense. You scream troll to me in more ways than one.
FireT wrote: Fine, all you would end up doing is a Bucks Bunny cartoon chase where you and your target keep warping around for 15 minutes. Nothing really done then. Your only target audience are afk pilots and careless people. Which usually tend to be easy pickings already.
There are again no exploits. Just reasons why you cannot see it working well.
How are afk pilots in safespots easy picking for people with no probing alts? I invented this module to give the solopvper a chance to finish a kill he started, no matter what reason he was unable to finish (whether he had to run or his prey escaped)
FireT wrote: So how would this not be exploitable if you go into different systems?
Whats the exploit exactly? So you can tell the ship has jumped to the next system? Big deal.
....Continued....
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Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 20:52:00 -
[24] - Quote
... continued
FireT wrote: 4) A second chance does exist, by your own admission, you just do not like probing and want an easier skill.
What admission is that? So your saying a solo pvper without a probe launcher is being lazy because he cannot locate a guy in a safespot? Thats ridiculous.
I've explained that this module is designed for the solopvper that cannot be expected to fit tank, DPS, point AND probe launcher on his ship.
FireT wrote: 5) You yourself pointed out its uselessness that you could simply switch ships.
Another great example of what I keep saying. Your giving examples of reasons why you think this module wont work well.
NONE of your examples explain how it is abuseable/exploitable.
Please comeback with a post that you've thought about thoroughly so I dont keep having to repeat my points over and over again. |
Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 20:59:00 -
[25] - Quote
FireT wrote: As it stands right now, cloaked ships are rather save once they manage to disappear. So why not have a ship that is specifically designed to 'interfere' with their cloaking for a set duration, giving the cloaker a must to pay attention afterward and those that are chasing him time to try and catch him.
Please take your 'well-thought out' cloaking-interferer module and create a new thread. This thread is for the consideration of the ship tracker. |
Gizznitt Malikite
Agony Unleashed Agony Empire
387
|
Posted - 2012.06.26 21:10:00 -
[26] - Quote
FireT wrote:Gizznitt Malikite wrote: The ONLY real potential I see: AWOXing.... You tag your spy in the enemy fleet, and punt your fleet on top of them... The enemy fleet won't see probes, and wont have any real notice that the incoming fleet will land on top of them, leading to interesting fleet combat scenarios....
How would that work. OP already mentioned it would notify you that you had been tagged (hard to miss). So the rational strategy would be to have that player not be in the fleet and stay away till it is over. Hell, the only good idea would be to then have him as bait essentially.
To clarify: Imagine I'm a DRF player. But not just a DRF player, I'm really a goon alt that joined DRF to provide intel and partake in lots of clandestine activities. Hostilities happen, fast forward to battle day... Before fleets meet on grid, I warp to planet one, and let my goon spymaster tag my ship. This was what I tried to imply with: "You tag your spy in the enemy fleet".
I know I've been tagged, but no one else does. I then rejoin my DRF brothers, and then when the DRF fleet is in a vulnerable spot.... I tell my spymaster and the goon fleet can warp right on top of the DRF fleet, and nuke'em... This is the real benefit this module brings to the game....
I don't see much use in it otherwise...
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Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 21:32:00 -
[27] - Quote
Fantastic example of the possible use of this module that I did not consider. Very interesting concept - and one that could be potentially devastating.
I dispute your statement saying it is the only real application of it. There are others such as the scenario I described earlier. I'm hoping people can come up with more. |
FireT
Royal Advanced Industries Imperial Hull Tankers
41
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Posted - 2012.06.26 21:44:00 -
[28] - Quote
Pboyt wrote:Fantastic example of the possible use of this module that I did not consider. Very interesting concept - and one that could be potentially devastating.
I dispute your statement saying it is the only real application of it. There are others such as the scenario I described earlier. I'm hoping people can come up with more.
No, your application was a giant I WANT A SECOND GANK CHANCE. Which I contest already exists in the form of probes.... which you seem to ignore / refuse because it takes SP investment and actual patience. |
Gizznitt Malikite
Agony Unleashed Agony Empire
388
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Posted - 2012.06.26 22:15:00 -
[29] - Quote
Pboyt wrote:Fantastic example of the possible use of this module that I did not consider. Very interesting concept - and one that could be potentially devastating.
I dispute your statement saying it is the only real application of it. There are others such as the scenario I described earlier. I'm hoping people can come up with more.
While my example might also come across as contrived, I consider it the most likely use of your module...
With your example, I'd be very shocked if the Sliepnir pilot gave up a neut to add this module.... Perhaps some would, as people utilize all sorts of idiotic fittings (cloaks on vagas, salvagers and tractor beams on PvP canes ).
I don't see a lot of legit uses of this module.... Ideally, you'd want to be able to fit it to a fast tackle frigate/inty where it can tag a target that it can't point yet, thereby allowing it to give chase when the target warps of. Truthfully though, the frigate is much better off manually chasing the target by taking an educated guess as to which celestial they warped to and immediately following... If they wait for their target to arrive at their destination before starting their warp... they'll never be able to catch them!!! Also, it is highly unlikely a tagged ship will stop and wait in any type of vulnerable location, so I'm just not convinced this module has the utility you're describing. |
Pboyt
Mentally Assured Destruction
0
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Posted - 2012.06.26 23:10:00 -
[30] - Quote
FireT, before you speak anymore you should go back to my post where I responded to every single point of yours and called it out as being not relevant, and not exploitative.
Do that now.
FireT wrote: No, your application was a giant I WANT A SECOND GANK CHANCE. Which I contest already exists in the form of probes.... which you seem to ignore / refuse because it takes SP investment and actual patience.
I'm sorry FireT. But now I have to start getting quite blunt, since you are clearly ignoring every point I am making.
YOU CANNOT JUST FIT A PROBE LAUNCHER ONTO A SOLO PVP SHIP
It has NOTHING TO DO WITH SKILL POINTS. IT HAS NOTHING TO DO WITH PATIENCE. You just cannot do both. |
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