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Marine Raider
Minmatar Black Lance Dusk and Dawn
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Posted - 2006.12.05 04:19:00 -
[1]
Edited by: Marine Raider on 05/12/2006 04:20:31 At the moment, the only way to get into enemy territory is to take a large gang deep into space and then have ships set up cyno's to bring in the big mofo's. I am proposing a new form of ship/mod that would change the face of alliance fighting.
I propose a ship that is capable of setting up a temporary jumpgate, much like that found on titans. This ship would have a module much like interdiction sphere launchers or covert ops cloak, something that can only be used on a single class of ships. Basing it off of the Industrial-class ships would make use of the crazy cpu that they have.
The module itself would require much of the same fuel that jump drives in capital ships need and would only have a limited cycle time (once every 20 minutes). The distance that ships utilizing the field could jump would be based on the navigation skills of the pod pilot operating the jump gate ship. These skills are the ones normally trained for capital pilots to move dreads and carriers.
Now the big factor in all of this is exactly how many ships can jump through, because if you make it unlimited then it would be too powerful and this idea would never even go up on a drawing board. In that case, I propose that the amount of ships that can jump through be based much like how a carrier's ship hanger array works. Say for instance that a single "Jump-Gate Ship" can jump 1 Billion m3 of Unpackaged ships at once. This would allow either several battleships, dozen or so battlecruisers, or scores of frigates to jump through to the other side. In order to jump a "fleet" per se, the FC in charge would need to ensure that there were multiple "Jump-Gate Ships" present to get his/her whole fleet up and running.
Now to the big topic for the alliance/corp/noob being attacked: "This is stupid because they could jump right into my home system and I can't do jack crap about it." In order to combat this, a boundary must exist that would not allow the fleet jumping in to jump into any system within 10 jumps (stargate jumps) of a enemy alliance/corp/noob's system with a station in it.
Now for an example: ----------------------------------------------- Behemoth Hull: Mammoth Class Role: Mobile Jump-Gate
Since their first introduction after the Amarr-Jove clash, the Jump-Gate ships have allowed the fleets of EVE to get around the galaxy quickly and in large numbers. They are incredibly weak, even when compared to the ship designs off which they are based, needing all energy and space to be devoted to the use of their primary system.
Minmatar Industrial Skill Bonus: +5% cargo +5% velocity
Jump-Gate Ship Bonus: 99% reduction in CPU need for Jump Bridge Array
Role Bonus: *BLANK*-unit reduction in liquid ozone consumption for jump field generation and *BLANK* reduction in jump field duration. ----------------------------------------------- As for the actual stats of it, imagine a weaker industrial. How's that? _______________________________________________
Raiders Company - WE SET THE PACE USMC
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welsh wizard
Celestial Apocalypse Insurgency
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Posted - 2006.12.05 04:27:00 -
[2]
Edited by: welsh wizard on 05/12/2006 04:30:33 Interesting idea.
10 jumps from a station though? That would severely cut down the amount of useable space. Think for a minute just how much space 10 jumps in every direction is. Strategic positioning of outposts could render the module useless to.
It's a good idea but the 10 jump thing won't work if you ask me.
Perhaps an idea would be a specific structure that can only be placed at a large pos and no more than 2 jumps from the outpost system. This structure would render the 'jump portal' inoperable in systems where it is present.
Originally by: anonymous If you're being chased by a police dog, try not to go through a tunnel, then on to a little seesaw, then jump through a hoop of fire. They're trained for that.
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Marine Raider
Minmatar Black Lance Dusk and Dawn
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Posted - 2006.12.05 04:34:00 -
[3]
That sounds like a viable counter. I didn't know exactly how far to go with the 10-jump thing because too much and you **** off the attackers, too little and u **** off the defenders. _______________________________________________
Raiders Company - WE SET THE PACE USMC
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Vishnej
Demonic Retribution Veritas Immortalis
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Posted - 2006.12.05 04:42:00 -
[4]
This is supposedly coming, in the form of mini jumpgates, deployable at POSes. Which I think is a bit more balanced than this suggestion - jumping is a huge ability, and shouldn't be allowed on something as portable as a non-Titan ship. Near a station or not near a station.
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Liam Fremen
Gallente Global Isk Network
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Posted - 2006.12.05 12:28:00 -
[5]
Edited by: Liam Fremen on 05/12/2006 12:40:58 Edited by: Liam Fremen on 05/12/2006 12:36:44 Edited by: Liam Fremen on 05/12/2006 12:30:50 Stargates are enormous badass construction that are surely bigger then any titan or similar stuff!!
Stargates are enormous and super hi-tech power user for doing that, this is whi only a titan that is ENORMOUS and with incredible power can create a jump gate!!!
The only thing i see ccp could make is the creation of "low efficency" Pos Jump module, based with the following idea:
1) The Pos-Stargate-Module will nearly fit the cpu/grid of a large pos, so usable only on DEDICATED large pos. 2) The Pos-Stargate-Module will use a freaking loads of fuel on activation. 3) The Pos-Stargate-Module can alling to cynosural field created by corporation member of the pos (not ally) 4) The Pos-Stargate-Module can move an amount of ship based on how much fuel is available in the nearby silos linked to it, the more fuel you have the more people you can make jump throu it. 5) The Pos-Stargate-Module stuff can be LINKED to another CORP owned jumpgate stuff in another dedicated large pos. 6) The Pos-Stargate-Module works on the same skills of normal jump drive ops, Jump Drive, Jump drive calibration, jump drive fuel conservation etc etc and a NEW skill named like: Stationary Jump drive or something like it and it decides how MUCH is needed for re-allign the stargate after use. Jump drive operation is pre-requisite at lvl5 so no bothering Jump drive calibration will affect how long in light years you can allign (it should cover from the border of eve to a sys near the empire at the same side of universe i would say) Jump drive fuel thing will reduce the cost x m3 for the jumping Jump drive stationary etc that decide how long it takes for re-alling 7) There will be a LONG recalibration after the stargate close (just like eve background says of the first attempt of stargate construction/allignment)
How it will works?
Dedicated corporation can create a network of large pos in strategical systems and create a network of stargate around certain regions!
The distance between the stargate can be alligned is based on how hight are the skill of the person who "configured" the stargate, for exemple, me Liam have max skills in all calibration jumping stuff etc, i set up the stargate for alling to another stargate of my corp, it will "remember" my skills.
The stargate maybe in 30 min will allign to the other stargate, and remains alligned without consuming fuel, when someone use it (and the access is restricted by the force field of the pos) it will use fuel for the "mass" of the ship that used it, then an activity countdown start and it remains alligned and active (without using fuel) for exemple 5 minutes, then the allignment collapse and the gate become not-usable for more 30 minutes, then the circle will start again and again and again... if the "target" stargate is destroyed or put offline or anything else the allignment will break.
If th
While the stargate is activated with 1 person jumping inside the stargate at the other end will remain not usable for "jumping" for the activation time of the first gate, receiving traffic dont' break allignment, you can set up 2 stargate for work in both way, The target stargate is NOT de-alligned or anything else by incoming traffic, it just can't be used for jumping until the "incoming" traffic finish, then it come back fully usable on the direction it was alligned to.
(this is beacause of freaking spatial distortion of theese stuff that as drawbacks drop around a freaking load of electromagnetic stuff in the space killing all the Black-matter life form around the universe, BASTARDS!)
Alligning a stargate to a cynosural will take less time then alligning to another pos stargate, and it will works at same method, the gate activate at the first person using it after allignemnt, then it stay active for 5 min and then it closes.
I think can be a nice idea
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Rod Blaine
Evolution Band of Brothers
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Posted - 2006.12.05 12:55:00 -
[6]
Tbh titans are enough as is. Their price tag is fairly high and they are a ***** to build, but the jumpbridge is probably their most allround-usefull weapon.
If you make that available to simply industrial ships then any limitation would be useless, since you'd simply bring half a dozen alts with those ships if you need more capability for volume.
Limiting to space more then ten jumps from any station is useless too. If you'd take all systems in the south of Eve 0.0 that are more then ten jumps from the nearest station you'd end up with a fwe small pockets of systems here and there across two dozen regions. It's make the whole idea useless.
Lastly, this runs into the same issue as extended industrials with cargo hold between indies and freighters: it makes the logistics too easy. Logistics are the most important thing to get down right in Eve where allinaces are concerned. We don't need more ways to transport large amounts of goods using fewer people across greater distances with less risk, we need the opposite.
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