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Mina Sebiestar
Minmatar Inner Space Conglomerate
1076
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Posted - 2016.04.29 15:31:11 -
[1] - Quote
Watching fanfest this year and learning about off grid boost removal and possible Fleet command ship i got an idea of implementation of both of those but without parts i don't like and those are.
-Ship that does nothing but is on grid and stays there for FC to use either thru trillion HP or invulnerability of some sort.
-And while i am not against area effect boosting(and welcome on grid boosting) i firmly believe if you are not on grid you are simply not, you cant shoot dead you cant boost dead,you cant scram target while you are in warp away from battlefield you cant boost while you are away from battlefield right? I hope so even your drones don't work.
TL;DR protection against weapon size it provides on grid sustainability without promoting HP+/n+1 meta.
Command modules have two flavors armor and shield, low and medium slot respectively (alt. single high slot module)
From now on il talk about shield one due to them performing more or less the same
Activation cost 40gj Reconfiguration cooldown 60.00s Time duration 10.00s Overload reconfiguration bonus fixed Heat 3.40 HP +1% bonus to warfare links fitted rez profile 25 /25 /25 /25
Basically copy paste t1 invul w added cooldown that is separate timer(like bastion cool down icon animation) -You cant warp/micro warp (own deployed or forced) with module reconfiguration function active you cant point scram when module reconfiguration function is active. -Can only be fitted to Command Ship(battle cruiser).
If one fitted to ship it will provide 3 additional buttons like t3 destroyers do and those are(alt. can be 3 scripts w 60s duration)
Heavy shield reconfiguration %(heat) XL 80(90) L 40(50) M 0(-20) S -20(-30)
Nominal shield reconfiguration %(heat) XL 30(40) L 20(30) M -20(-30) S 20(30)
Rapid shield reconfiguration % (heat) XL -20(-30) L 0(-20) M 40(50) S 80(90)
These modules reconfigure shield to provide massive protection(filter out) against single weapon/charge/drone size with trickle down effect to negative boost in opposite end with exception of nominal reconfiguration due to it being milder than other two so tank curvature can be additionally adjusted.
So when module is active you have t1 resist an nothing else when you press one of three configuration profiles few seconds animation kicks in and who ever pay attention can see that you are re configuring your tank after few seconds your chosen profile is active(filtering out dmg according to numbers above) and 60s timer kick in, the time you cant reconfigure tank any more.
Note you can just shut off module due to module it self is on 10s timer(shut off will trigger 60s timer tho) in order to gtfo but you lose all effects and if you warp out boosts goes with you(because you are not dark mage casting magical buffs your buffs come from ship that just departed via explosion or otherwise).
So idea behind it is provide anti blob solution while not actually making brick of a ship(hp/resist unchanged) with built in counter and forcing mixed fleets in order to remove enemy booster from equation.not just landing bunch of sames(boring boring boring) and be done with it.
All numbers are presentation only.
Opinions away.
Typhoon Fleet Issue SOE skin for the win.
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James Zimmer
Sebiestor Tribe Minmatar Republic
43
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Posted - 2016.05.03 13:09:27 -
[2] - Quote
I was thinking something very similar. Mostly I'm concerned that if boosting is a simple AOE without the boosters changing in any other way, it will simply turn into something that a rich player does with an alt: Anchor on FC, turn on all the things, and your fleet is better. I would like to see boosters change in two additional ways:
1. Make it targeted AOE. Allow the command ship to lock something and then shoot boosts at it. If it's in fleet, and within say 20km of the targeted ship, it gets boosts, if not, no boosts for you. This would force the command ship pilot to concentrate on where it is boosting. Does it boost the tackle captor, or logi, or the mainline DPS? There are decisions to be made.
2. Script booster modules. Allow a booster to impact one attribute of something, at the exclusion of all others. Also, make it so only one booster of a type can impact a certain ship at any given time. For example: Let's say there is a gunnery booster. You can increase tracking, increase falloff, or incease optimal. Again, decisions and trade-offs.
These two things combined would force the booster to think about how they are boosting and what they are boosting at any given time. It would be a stressful position, totally unsuitable for a dual-boxed alt. |
Lugh Crow-Slave
2394
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Posted - 2016.05.03 15:03:57 -
[3] - Quote
why is it that ppl keep linking the proposed FC ships to the command boosts? they were suggested as two separate things
Citadel worm hole tax
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Mina Sebiestar
Minmatar Inner Space Conglomerate
1076
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Posted - 2016.05.03 15:22:03 -
[4] - Quote
James Zimmer wrote:I was thinking something very similar. Mostly I'm concerned that if boosting is a simple AOE without the boosters changing in any other way, it will simply turn into something that a rich player does with an alt: Anchor on FC, turn on all the things, and your fleet is better. I would like to see boosters change in two additional ways:
1. Make it targeted AOE. Allow the command ship to lock something and then shoot boosts at it. If it's in fleet, and within say 20km of the targeted ship, it gets boosts, if not, no boosts for you. This would force the command ship pilot to concentrate on where it is boosting. Does it boost the tackle captor, or logi, or the mainline DPS? There are decisions to be made.
2. Script booster modules. Allow a booster to impact one attribute of something, at the exclusion of all others. Also, make it so only one booster of a type can impact a certain ship at any given time. For example: Let's say there is a gunnery booster. You can increase tracking, increase falloff, or incease optimal. Again, decisions and trade-offs.
These two things combined would force the booster to think about how they are boosting and what they are boosting at any given time. It would be a stressful position, totally unsuitable for a dual-boxed alt.
I like this i like an active role in your idea.
Quote:why is it that ppl keep linking the proposed FC ships to the command boosts? they were suggested as two separate things
Just an idea don't see why it cant be done or why shouldn't. if you do, shoot.
Typhoon Fleet Issue SOE skin for the win.
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Lugh Crow-Slave
2394
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Posted - 2016.05.03 15:32:16 -
[5] - Quote
because these FC ships (that i really don't think should be implemented) are basically only supposed to function as a pod shield. the idea is just to make it damn near impossible to head shot an FC so that he can keep giving orders.
now the reason i think the idea for this ship is so bad is two fold
1. popping FCs force second and third FCs to take charge. this is one of the main ways pilots learn they can even be an fc. when all the command has gone down and they take the initiative to command coms until primary can reship.
2. it also rewards fleets that have invested in training more then 1-2 FCs in their fleet
Citadel worm hole tax
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FT Diomedes
The Graduates
2537
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Posted - 2016.05.03 16:18:54 -
[6] - Quote
Lugh Crow-Slave wrote:because these FC ships (that i really don't think should be implemented) are basically only supposed to function as a pod shield. the idea is just to make it damn near impossible to head shot an FC so that he can keep giving orders.
now the reason i think the idea for this ship is so bad is two fold
1. popping FCs force second and third FCs to take charge. this is one of the main ways pilots learn they can even be an fc. when all the command has gone down and they take the initiative to command coms until primary can reship.
2. it also rewards fleets that have invested in training more then 1-2 FCs in their fleet
The idea of an invulnerable FC is so bad it really makes me wonder what is in the water in Iceland.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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James Zimmer
Sebiestor Tribe Minmatar Republic
44
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Posted - 2016.05.03 17:07:30 -
[7] - Quote
So maybe I was talking about something else entirely. I didn't even know about the proposed fleet command ship, and I really just hung on the the phrase "Ship that does nothing but is on grid and stays there for FC to use ..." which is how I see on-grid links without some change to the link mechanics.
When it comes to a shield module that can be reconfigured to stop damage of a particular type with downsides to doing it (though I wouldn't want to see it go by damage type, not gun size) I could see that having some utility. However, I don't want to see anything protect the FC more than anyone else. Losing an FC and switching over command in a moment is incredibly fun gameplay and encourages proficiency in all the players. You could be going along as a line member in a fleet, and then the FC dies and suddenly you're calling targets and trying to keep everyone alive. It's a thrill that it could happen at any moment. |
Lugh Crow-Slave
2396
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Posted - 2016.05.03 17:29:08 -
[8] - Quote
James Zimmer wrote:So maybe I was talking about something else entirely. I didn't even know about the proposed fleet command ship, and I really just hung on the the phrase "Ship that does nothing but is on grid and stays there for FC to use ..." which is how I see on-grid links without some change to the link mechanics.
on grid links will be done in the same ships they are now and now link ship "just sits there" they all either have serious utility or dps that is nothing to sneeze at
Citadel worm hole tax
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Daichi Yamato
Xero Security and Technologies
3227
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Posted - 2016.05.03 20:32:55 -
[9] - Quote
Mina Sebiestar wrote:Quote:why is it that ppl keep linking the proposed FC ships to the command boosts? they were suggested as two separate things Just an idea don't see why it cant be done or why shouldn't. if you do, shoot.
You think fleet wide boosts that can't be killed is a good idea??
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"
Daichi Yamato's version of structure based decs
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Mina Sebiestar
Minmatar Inner Space Conglomerate
1076
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Posted - 2016.05.03 21:20:13 -
[10] - Quote
Daichi Yamato wrote:Mina Sebiestar wrote:Quote:why is it that ppl keep linking the proposed FC ships to the command boosts? they were suggested as two separate things Just an idea don't see why it cant be done or why shouldn't. if you do, shoot. You think fleet wide boosts that can't be killed is a good idea??
Harder to kill not cant be killed ie landing blob of machariels will not be as effective as today one will need mixed fleet to be effective at talking enemy ogb down fast.
Beats an FC ship that does nothing and cant be killed imo.
Typhoon Fleet Issue SOE skin for the win.
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James Zimmer
Oasis Freeport Wormhole Citadel
45
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Posted - 2016.05.22 23:08:04 -
[11] - Quote
Lugh Crow-Slave wrote:James Zimmer wrote:So maybe I was talking about something else entirely. I didn't even know about the proposed fleet command ship, and I really just hung on the the phrase "Ship that does nothing but is on grid and stays there for FC to use ..." which is how I see on-grid links without some change to the link mechanics.
on grid links will be done in the same ships they are now and now link ship "just sits there" they all either have serious utility or dps that is nothing to sneeze at
Command ships are powerful, which is good. I just hope the on-grid link mechanics are a little more involved than just warping with the fleet and turning on the modules. |
Lugh Crow-Slave
2606
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Posted - 2016.05.22 23:14:23 -
[12] - Quote
James Zimmer wrote:Lugh Crow-Slave wrote:James Zimmer wrote:So maybe I was talking about something else entirely. I didn't even know about the proposed fleet command ship, and I really just hung on the the phrase "Ship that does nothing but is on grid and stays there for FC to use ..." which is how I see on-grid links without some change to the link mechanics.
on grid links will be done in the same ships they are now and now link ship "just sits there" they all either have serious utility or dps that is nothing to sneeze at Command ships are powerful, which is good. I just hope the on-grid link mechanics are a little more involved than just warping with the fleet and turning on the modules.
that is all they should be....
that way you can use the rest of your ship to support in the fight
Citadel worm hole tax
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