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Blitz'Krieg
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Posted - 2006.05.17 17:39:00 -
[1]
I have come across many situations where i have had a target scrambled, webbed and either they are tanked / nossed / ECM'd and cannot fight back.
Its all very honerable going down in flames and not paying the ransom's etc but i would like to see a module that forces a pilot to eject.
I would make the module very close range and one that takes a fair amount of time (5 minutes maybe)in order to work. Perhaps it could be a requirement that the target is into structure, altho i'm not in favour of this. I think that this would add an extra element of role play and full game dimentions that is not previously here, with ecm taking a greater role.
Perhaps like the boarding time to sig radious and give it a percentage chance like ecm? This way a frigate would have a small chance against a bs, and visa versa which seems to me reasonable.
I believe this would partially solve the freighter problem, and add an extra level to fleet fights including the capital ships. Maybe it'd even pull the 150km gate campers a little bit closer, you never know.
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Backdoor Bandit
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Posted - 2006.05.17 17:41:00 -
[2]
What freighter problem? -------------
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Blitz'Krieg
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Posted - 2006.05.17 17:43:00 -
[3]
The fact that they dont drop anything, unique in any industrial ship. Bit hard on the ol piwates that they are killing a billion isk ship with god knows how much in the cargo and all they get is a killmail.
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Kery Nysell
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Posted - 2006.05.17 17:44:00 -
[4]
Edited by: Kery Nysell on 17/05/2006 17:47:23 So, you want a module that will allow you, after you have rendered your opponent helpless with ECM, NOS and the like, to eject his pod so you can kill him at your leisure, AND then steal his ship ?
I smell griefing there ...
How about no ?
EDIT : oooh and by the way, if the Freighter is unsupported to the point of being blown by the poor piwates, the billions lost are entirely the fault of the Freighter's support fleet (or lack thereof).
A Freighter loaded with billions of stuff should ALWAYS be supported by a well-thought fleet.
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Blitz'Krieg
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Posted - 2006.05.17 17:46:00 -
[5]
I dont understand the objection really. He would lose his ship anyway, and if you have the facilities and the power to capture it i dont see why not.
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Darth Cheaney
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Posted - 2006.05.17 17:48:00 -
[6]
sounds interesting enough. But a question, how do you suggest getting both ships(yours and his) back to a station once the pilot has been ejected?
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Gronsak
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Posted - 2006.05.17 17:49:00 -
[7]
Originally by: Blitz'Krieg I dont understand the objection really. He would lose his ship anyway, and if you have the facilities and the power to capture it i dont see why not.
insurance?
you eject from a ship u dont get the insurace if someone then takes it!
it puts the whole insurace system up for a change and by that i mean no insurance at all, which i rly dont see happening
-------------------Sig-----------------------
welcome to eve, a game for the unemployed, the t2 bpo winners, GTC sellers, macro miners and agent *****s |

Gronsak
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Posted - 2006.05.17 17:53:00 -
[8]
also someone get this mod activeated on them right, it takes oh lets say 5mins to work, if it was me or anyone with half a brain cell, they would self destruct the ship!
simple!
-------------------Sig-----------------------
welcome to eve, a game for the unemployed, the t2 bpo winners, GTC sellers, macro miners and agent *****s |

Hllaxiu
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Posted - 2006.05.17 17:58:00 -
[9]
Some dev said at some point that he fixed the entire freighter/no can on kill thing and that it'd be coming in on the next patch. I don't have a character with freighter skills on SISI to test it with though... --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

DeadRow
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Posted - 2006.05.17 17:59:00 -
[10]
IF the module does come out- i suppose you have thought of a counter module for it? something like if the board fails the opposing ship implodes 
In all seriousness i think this mod suck- pirates would have to ransom anymore as you just NOS/ECM them and then make them eject.
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Drakxter
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Posted - 2006.05.17 18:02:00 -
[11]
interesting idea.
Needs a bit more things to it though:
It should need "fuel" as in marines to do the boarding. If boarding was unsucces full you loose all the marines, if it was succes full you get some of them back (as some most likely died in attempting to board) When its activated on a ship and the pilot of that ship starts self destruct, self destruct should have X % chance of failing (could be restarted).
The ship being boarded would be harder to baord if it has it own marines on board on top of its normal crew.
A module like this would also need other drastic changes to general combat in EVE. -------------
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Taketa De
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Posted - 2006.05.17 18:09:00 -
[12]
Originally by: Drakxter interesting idea.
Needs a bit more things to it though:
It should need "fuel" as in marines to do the boarding. If boarding was unsucces full you loose all the marines, if it was succes full you get some of them back (as some most likely died in attempting to board) When its activated on a ship and the pilot of that ship starts self destruct, self destruct should have X % chance of failing (could be restarted).
The ship being boarded would be harder to baord if it has it own marines on board on top of its normal crew.
A module like this would also need other drastic changes to general combat in EVE.
Actually to be fair, if the boarded party has marines as well and the boarding attempt fails, the boarders should risk loosing his own ship to bording! (Risk/Reward) 
Not that I actually think bording is a good idea in the game as it is currently designed. --- The Advanced Drone Control Panel. |

Locke Ateid
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Posted - 2006.05.17 18:43:00 -
[13]
Originally by: Drakxter interesting idea.
Needs a bit more things to it though:
It should need "fuel" as in marines to do the boarding. If boarding was unsucces full you loose all the marines, if it was succes full you get some of them back (as some most likely died in attempting to board) When its activated on a ship and the pilot of that ship starts self destruct, self destruct should have X % chance of failing (could be restarted).
The ship being boarded would be harder to baord if it has it own marines on board on top of its normal crew.
A module like this would also need other drastic changes to general combat in EVE.
I can see it now. Industrial ships pretending to be small mineral transport when really it houses 15,000 m3 of marines ready to board an enemy BS.
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Nyphur
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Posted - 2006.05.17 19:16:00 -
[14]
If you get a freighter within an inch of death, ransom it rather than killing it. If he's logged off, still don't destroy it. Wait for him. When he logs in, he'll appear right where he logged off. It gives him time to call for backup over TS or something else, which is risky, but if he logs back in, you can have him scrambled in a second and repeat your demand, stating that if he logs off or any backup appears, you will destroy the freighter before it disappears. At that point, if he's logged off, you at least presented your demands and made it clear to him what he'd lose if he logged out.
 Eve-Tanking.com - For tanking spreadsheet and resources. |
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