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Oskie
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Posted - 2011.03.03 16:30:00 -
[1]
Edited by: Oskie on 03/03/2011 16:31:19 Edited by: Oskie on 03/03/2011 16:30:46 What: A deployable module which you can drop into 0.0 that will remove local chat in that constellation until it is destroyed.
Where: Drop it in any system, the jammer is a celestial object like a cyno. Anyone having their local blocked by the jammer will be informed of what system the jammer has been deployed in.
How: Warp into a system containing the constellation you want to jam. Spend a few minutes deploying the jammer. Prepare for fights and hunting as you remove local and broadcast your evilness to the people you've just jammed.
Why: Allows for the local-free goodness that people talk about, without forcing it on everyone. Want your local chat and associated intel back? Go blow up the jammer. Want to kill those punks in botting alliances: Drop a jammer and bots are forced to stop or risk death. |
Nyalnara
TAKAGI Corp Ares Protectiva
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Posted - 2011.03.03 16:45:00 -
[2]
GankFest item spotted...
Not supported, unless: -> system based, not constellation... Or: -> Really, really, really expensive...
Must be ship-restricted too, like warp-bubble for dictors... ________________________________________________________
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Goose99
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Posted - 2011.03.03 17:03:00 -
[3]
Edited by: Goose99 on 03/03/2011 17:06:13
Originally by: Nyalnara GankFest item spotted...
Not supported, unless: -> system based, not constellation... Or: -> Really, really, really expensive...
Must be ship-restricted too, like warp-bubble for dictors...
^this
Should be both system based and expensive, also must have low ehp. Otherwise deploying one in your own system next to a d1ckstar pos with blob backup to jam your enemy's system would be far too exploitable. Also, must void cyno on grid, or it would turn into easy bait for lazy people.
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Lisa Waen
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Posted - 2011.03.03 17:05:00 -
[4]
Ok, the concept overall is good, however I would make a couple of modifications:
First off, I would like to see 2 variants on this.
One type is similar to a mobile warp disruption bubble as far as anchoring, deployment, and sizes (S,M,L). These will only block local channel in the system its deployed in for 2,4, and 8 hours respectively until they run out of charge (like scan probes), or are put offline by the deployer and brought back into a ship for a recharge, then redeployed. These would be primarily used in an offensive manner, blocking local intel while the assault fleet jumps in, etc.
The second type is a POS structure, requires sov to activate, but can be turned on and off instantly at the POS by the controller. So the system owners can keep local off for hours or days at a time, and then when the desire for a local snapshot of intel is needed can turn off the jammer, then back on. There should be 2 types, a system jammer requiring system sov and a constellation jammer requiring constellation sov to activate
Needless to say, a specialized skill should be required to activate these devices, being on the cutting edge of new eden technology and all, gleaned from our encounters with the sleepers in w-space.
Good idea, with refinement, I am for supporting it
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JitaPriceChecker2
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Posted - 2011.03.03 18:50:00 -
[5]
General concept is very good.
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Ephemeron
Caldari Provisions
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Posted - 2011.03.03 19:25:00 -
[6]
Edited by: Ephemeron on 03/03/2011 19:26:33 If the item is expensive and destroyable, it means that would be tool that favors local mega alliance powers - not roaming gangs, not weaker invading forces.
If you are a weaker entity wanting to attack local alliance coalition, as soon as you anchor it, all the bots and farmers safe up, the alliance is alerted, alliance organizes a blob, uses the JB network to quickly go to troubled system, quickly kills the expensive local jammer.
Local alliances may be interested in anchoring these things in their 0.0 empire border regions - where they mostly camp for empire noobs entering. They may also use these things in major fleet battles, where both sides are strong enough to defend an anchorable local jammer.
But in majority of cases, these things wouldn't be used. And they certainly wouldn't make defending alliances any more vulnerable from weaker hostiles.
EDIT: this local jammer idea can work ONLY if the module is cheap - 5 million or less. Because it's destruction is certain, it has to be expendable.
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Diomedes Calypso
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Posted - 2011.03.03 20:24:00 -
[7]
not supported ... all steps should be towards getting players to know more about those around them not less (BUT very definitely not disclosing contact info)
the arguments that eliminating local will increase the frequency of pvp just don't hold water . (and they've been discussed over and over - whether you agree with them or not the agruments are presented there)
Imo , increasing pvp will be best accomplished with carrots luring people into vulnerable positions via the greed factor ... how to trigger those without the evils of spawn camping and how and where to remove/reduce existing isk/loot drops to compensate for the new faucets are where the heavy thinking should go.
( I do think Misinformation in local is a good idea... add signal to noise, having people appear falsely in local in ways that make people use social reasoning to guess whether or not its likely that those peoplel would be in their space at that time of day etc ... this would increase the importance of chracters knowing about other characters in the game while still making things more difficult for bots and step up incrementally the importance of intel channels etc without forcing people to take shifts watching gates et |
Ephemeron
Caldari Provisions
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Posted - 2011.03.03 21:36:00 -
[8]
Diomedes Calypso, all serious arguments for game design changes deal with quality of pvp, not frequency. Frequency would be a byproduct of quality pvp.
If this game was designed properly from the start, all ships would have roughly 15 AU radius of radar visibility - a sphere volume of known space. People entering the scanner range would be known, people outside scanner range would be unknown. That's how nearly all space games operate, and they do it for a reason.
It's stupid that EVE is like the only game where scanner range is system wide, with no ability to hide from it - even with cloak. I'm pretty certain CCP admitted they didn't design it that way on purpose. It was a mistake
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Lisa Waen
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Posted - 2011.03.04 01:21:00 -
[9]
Originally by: Ephemeron EDIT: this local jammer idea can work ONLY if the module is cheap - 5 million or less. Because it's destruction is certain, it has to be expendable.
Thats why I had the small/med/large for mobile comm jammers, smalls would be reasonably priced for a smaller group, but would only last about 2hrs or so, medium and large ones meant to perhaps hide the immediate presence of a gate camp or the like for 4 or 8 hrs, but is priced similarly to mobile warp bubbles, the POS module type would be about as expensive as the large mobile comm disruptors for a system jammer (provided you have sov, and a constellation jammer would cost about 2-3x a system jammer but is only usable with constellation sov
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Patient 2428190
DEGRREE'Fo'FREE Internet Business School
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Posted - 2011.03.04 12:12:00 -
[10]
1. Notice Local is gone
2. Rabble in intel channels
3. Summon the blob monster
4. Eliminate jammer
...Then when you stopped to think about it. All you really said was Lalala. |
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james1122
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Posted - 2011.03.04 13:16:00 -
[11]
Edited by: james1122 on 04/03/2011 13:18:19 Would only agree to it if:
a) Can't be anchored at a pos
b) Acts as a grid wide cyno jammer, otherwise bait + hotdrop would be too easy.
c) Make a small/medium/large which is completely inline with bubbles in terms of cost and m3.
d) Make the size of the item effect area they cover i.e. smalls do the system they are dropped in. mediums do 1 jump out of system they are dropped in (must be same constellation). larges do whole constellation.
I like the idea but i can't +1 it in its current form.
Also whilst on the old subject of removing local anyone ever thought of or suggested a blinded local i.e. you can clearly see how many people are in local but have no idea who they are until they talk ?
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Oen''Gus
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Posted - 2011.03.04 20:51:00 -
[12]
wow that would spice up the game a lot lol.
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tritarian
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Posted - 2011.03.07 16:27:00 -
[13]
I would play test this as a sov-hub upgrade (similar to cyno-jammers or cap-ship construction upgrades) and keep it on the system-by-system upgrade. I would not limit it to mid-to-high level Sov holders thou.
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Bagehi
Association of Commonwealth Enterprises R.A.G.E
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Posted - 2011.03.07 17:07:00 -
[14]
Make it a Black Ops thing. The ships are rarely used. Something like this would fit with the concept of Black Ops. Make it burn fuel, make it a module that has a cool down between cycles, make it only for Black Ops ships.
This signature is useless, but it is red.
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Messoroz
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Posted - 2011.03.07 17:43:00 -
[15]
Originally by: Bagehi Make it a Black Ops thing. The ships are rarely used. Something like this would fit with the concept of Black Ops. Make it burn fuel, make it a module that has a cool down between cycles, make it only for Black Ops ships.
OMFG, THIS. The ability for the black ops ship to jam the local of the system(using fuel of course) it is in would be perfect for covert drops.
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Ephemeron
Black Aces Against ALL Authorities
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Posted - 2011.03.07 19:25:00 -
[16]
Originally by: Bagehi Make it a Black Ops thing. The ships are rarely used. Something like this would fit with the concept of Black Ops. Make it burn fuel, make it a module that has a cool down between cycles, make it only for Black Ops ships.
There's not enough details to judge this idea.
Will the black ops be able to enter system without showing up in local? If yes - then it's useful for both attackers and defenders. If no - it's only useful for defenders
If local jammer uses fuel, what kind of length of duration are we talking about? 1-2 minutes? - useless 15 minutes? - only useful for specific combat operations, such as to cloak mass fleet movements, not useful for small scale operations. 1 hour or more? - useful for general purpose PvP, roaming gangs.
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Goose99
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Posted - 2011.03.08 01:52:00 -
[17]
Originally by: Ephemeron
Originally by: Bagehi Make it a Black Ops thing. The ships are rarely used. Something like this would fit with the concept of Black Ops. Make it burn fuel, make it a module that has a cool down between cycles, make it only for Black Ops ships.
There's not enough details to judge this idea.
Will the black ops be able to enter system without showing up in local? If yes - then it's useful for both attackers and defenders. If no - it's only useful for defenders
If local jammer uses fuel, what kind of length of duration are we talking about? 1-2 minutes? - useless 15 minutes? - only useful for specific combat operations, such as to cloak mass fleet movements, not useful for small scale operations. 1 hour or more? - useful for general purpose PvP, roaming gangs.
Out of a pos and being resupplied -> unlimited for defenders.
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wolf419
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Posted - 2011.03.11 10:48:00 -
[18]
what i would love to see is a sytem wide scramer and webber over a jammer those to would be much more benificial to any corp or alliance in 0.0 to proteckt there main system and it should be deplyod at the pos like the turets and other pos defencis but instead of just targeting one ship at a time there system wide bubblesthat only corp or alliance members could warp in x960.jpg |
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