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Victor Vaughn
R.E.C.O.N. Minor Threat.
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Posted - 2009.06.09 16:25:00 -
[1]
The idea: In space distance is really not relative as a projectile or light will travel till it hits something so why not have some form of artillery in game? A weapon system that can deliver its ordinance to a target in an adjacent grid via a fleet member target painting a member of the opposing fleet. The member ôpaintingö the targets may have to have a new high slot module ôfire control linkö or something to coordinate the location he designates to his fleet. The artillery rounds would not hit all on one target but rather in a pattern around it (maybe based on the firing fleetÆs formation). Range could be limited to adjacent grids.
The artillery module would consume a fuel as well as energy/ammunition with a fitting limitation that would limit any other role of that ship. Actual damage from one single volley would not be that great (1/4 of a bomb), unless it was the golden BB of a shot and hit frigate. The idea of artillery is to soften up an enemy as well as disrupting/hindering them, adding a system such as this would give us that effect in game. This will add another layer of depth to the eve battle field giving us new tactics to use in the every expanding universe.
One scenario: Fleet A is setting at a know point in space, station, pos, etcà Fleet B is aligned to their spot off grid in range of Fleet A Fleet B warps to off grid location and the target designator warps to fleet A (along with a HIC) Fleet B lands off grid of Fleet A and fires artillery, some can stay and continue to do so the rest warp on to Fleet A
The target designator would have range to stay out of fire, however friendlyÆs (hics, dictors, and other tacklers) in the ôkill zoneö would be subject to getting hit just like Fleet A.
New items: Ship for artillery based weapon/ or allow certain class of existing ships to fit them Artillery modules Fire control link module Also associated skills for them
IÆm not a programmer so I have no idea how hard this will be to implement but if fighters can attack off grid this would seem possible, so in theory (at least my theory) it would be like assigning one shot fighters to the target designator with the damage being spread out randomly around the area that is designated.
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RedSplat
Heretic Army
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Posted - 2009.06.09 16:38:00 -
[2]
yes please |

Verloc Nostromo
Black Mesa LEGION.
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Posted - 2009.06.09 17:39:00 -
[3]
and you think pple whine about how long missiles take to reach a target? Just imagine the whine for long range off grid artillery. |

Ausser
Cybertech Industrials Agency
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Posted - 2009.06.09 19:51:00 -
[4]
That does not look much different than todays bombers, disco ships and dooms day dices. Just another kind of weapon where you probably need to commit to friendly fire to use it.
The only difference i can see is that you dont need to directly have to expose your damage dealing ship to the opponent. But he would scan for these sitting ducks (i suppose they would be sitting ducks like dreads) and go for them then either.
However, we could build awesome wtfomglol artillery blob gatecamps with these.
But why do we need such artillery?
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Abrazzar
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Posted - 2009.06.09 20:29:00 -
[5]
I once had the vision of POSes getting transformed to gargantuan artillery that can fire at any location in the system when a pointer ship gives them a spot to warp their ordnance to. POS would have no shield and most defense would be down when turned into artillery, but it'd be a sight to see.  -------- Ideas for: Mining
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Jon Lucien
SniggWaffe
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Posted - 2009.06.09 21:27:00 -
[6]
Nobody here remembers remote DDs and how quickly they were removed because they allowed you to shoot someone w/o committing? |

Boris Varshavsky
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Posted - 2009.06.09 21:36:00 -
[7]
There is actually a very slight amount of friction in space, all of that space dust and what not. Therefore, the projectile would stop at some point due to the reacting force of friction creating a negative acceleration rate. |

Corey Feldman
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Posted - 2009.06.09 23:44:00 -
[8]
Originally by: Boris Varshavsky There is actually a very slight amount of friction in space, all of that space dust and what not. Therefore, the projectile would stop at some point due to the reacting force of friction creating a negative acceleration rate.
You cannot forget the space wind! That stuff gets brutal when you warp, plus it makes it where ships cannot keep accelerating and they have to bank as if in an atmosphere. =D
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Deryk Blacke
Minmatar VirDan Industries
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Posted - 2009.06.09 23:46:00 -
[9]
Did anybody else have this thought...
You enter a system. You are aligning. You explode.
The arty somebody launched last week finally landed and hit you...
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Rhinanna
Minmatar
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Posted - 2009.06.09 23:53:00 -
[10]
Weapons aren't faster than lightspeed. As soon as something gets that far away it would need to be practically stationary for you to have ANY chance of hitting it. Even for very very slow moving targets it would likely require someone acting as a forward observer in order to have ANY chance of hitting.
The only real use for this would probably be for POS bombardment.
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Sir Substance
Minmatar The Empire Nation Dead Mans Hand
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Posted - 2009.06.10 00:07:00 -
[11]
actually, i would like to see firig into adjacent systems.
however huge travel time, like a few days for ordinance to arrive.
why?
to pop cyno jammers, titans in construction, re-enforce POS's. lots of uses for this kind of thing.
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Victor Vaughn
R.E.C.O.N. Minor Threat.
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Posted - 2009.06.10 01:15:00 -
[12]
Ausser thatÆs the beauty of this idea damage from artillery would be near instant, as they will be laser and projectile based and therefore act like the other gun type turrets in eve. These modules would require supplemental power in addition to standard cap used by modules such as burning ôxö amount of their respective racial isotopes to provide the power to the weapon system per shot.
Why do we need them? A tool for gorilla warfare tactics against titans and cap blobs the idea behind this is that they would not be very accurate however a large target would receive more hits, the smaller the target the lower the chance of being hit.
The target designator would be out of range friendly tacklers would be in range.
Jon this would be a hit and run tactics the target designator would be on field with enemy fleet and the artillery is only one grid away they could be scanned out very quickly. I see this as a logical weapon system development to help counter the titan DD since they would be off grid from the titan they would be save from that titans DD (nothing stopping them from scanning down the artillery ships and cynoing another titan in on top of them). Situational awareness of the arty fleet would be paramount and as such Ausser I was thinking they would not be locked in place like a Dread in siege, but rather sitting stationary to fire.
oh as for rounds or lasers traveling through space for days then hitting something I'm going to assume that the same thing will happen to them as happens to missed shots now they disappear (it is a game after all we don't have to deal with all of reality...)
Thanks to all for the responses
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Deryk Blacke
Minmatar VirDan Industries
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Posted - 2009.06.10 01:31:00 -
[13]
The idea of cyno markers and the like come to mind. Instead of a covops launching a bomb or doing a cyno, dropping a cyno marker - then the barrage begins.
As somebody mentioned, the idea of arty for POS action comes to mind - mobile weapon platforms able to fire upon others.
It would get complicated pretty quickly though. |

Arec Bardwin
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Posted - 2009.06.10 03:38:00 -
[14]
Originally by: Boris Varshavsky There is actually a very slight amount of friction in space, all of that space dust and what not. Therefore, the projectile would stop at some point due to the reacting force of friction creating a negative acceleration rate.
Much more than a slight amount in the EVE universe. Space here is filled with liquid, and space vessels stop dead very quickly due to the heavy friction in the liquid.
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Sir Substance
Minmatar The Empire Nation Dead Mans Hand
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Posted - 2009.06.10 04:45:00 -
[15]
Originally by: Arec Bardwin
Originally by: Boris Varshavsky There is actually a very slight amount of friction in space, all of that space dust and what not. Therefore, the projectile would stop at some point due to the reacting force of friction creating a negative acceleration rate.
Much more than a slight amount in the EVE universe. Space here is filled with liquid, and space vessels stop dead very quickly due to the heavy friction in the liquid.
there is no space. there is only maple syrup. |

SFX Bladerunner
Minmatar Black Serpent Technologies
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Posted - 2009.06.10 07:02:00 -
[16]
Edited by: SFX Bladerunner on 10/06/2009 07:02:21 EVE mechanics don't work as simple as 'adjacent grids'
I believe the way it works is that a grid has a basic 'non-interrupted' state.
This state is altered as soon as more than 1 pilot is on said grid namely:
pilot 1 is in center of grid.
pilot 2 enters grid 100km away from pilot 1.
grid extends 100km in direction of pilot 2.
pilot 3 enters grid 100km away from pilot 2.
grid extends another 100km in direction of pilot 3.
etc etc.
Thus making it impossible for some ppl in your fleet to be in grid with hostiles 'far' away while others are not.
I have seen this applied by people warping in small groups at a stargate continuesly 100km farther away. Haven't retested/confirmed it but it got to a point where I could still see people 'on grid' that were +- 1000km away from me. I figure as long as you keep people 'in between' you and that person 1000km away you can keep them on same grid. I also think they'd disappear from grid as soon as those ppl leave the in-between space (as the link would be severed and thus not require one big grid anymore).
If anyone can clarify this or test it that would be awesome.
Personally i'd like to test and see if it is possible to extend a grid to like 5000km just for fun.
EDIT/PS: on a topic related note, your idea SUCKS. |

Victor Vaughn
R.E.C.O.N. Minor Threat.
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Posted - 2009.06.10 12:32:00 -
[17]
Thanks Bladrunner the constructive criticism is noted...
You can have people less than 100km apart and be on two different grids IÆve seen it happen. Also IÆm sure many interceptor pilots have experienced something similar when they are keeping range on a hostile fleet and slip off and back on grid.
In the days of great lag it was common for big 0.0 fleets to have two warp ins to a POS the first just off grid of the POS the second barely on grid with the pos so that they could warp to it in relative safety and allow the grid to load then warp into the fight.
In low-sec and 0.0 people set up off grid ôpounceö points less than 10,000km from target, be it a gate, pos or individual. Artillery range would be limited to something around that 10,000km so that they would be easily found if the hostile fleet felt the need to root them out.
That range would be the key here, I did not intend for this to be a weapon system that a fleet could jump into a gate and fire its artillery on a hostile gate camp 15 au away, but rather they have to be close such as within 10,000km. Artillery is used to help a small group take on a larger superior force in EVE at the moment we lack that ability. This system would be an alternative to cap blobs, and give us a tactical alternative to the Titan DD.
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Lifelongnoob
Caldari Final Conflict UK Ethereal Dawn
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Posted - 2009.06.10 14:26:00 -
[18]
Originally by: Deryk Blacke Did anybody else have this thought...
You enter a system. You are aligning. You explode.
The arty somebody launched last week finally landed and hit you...
lol that would be so funny if it were your fully loaded freighter :P |

MacMasters
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Posted - 2009.06.10 15:44:00 -
[19]
Edited by: MacMasters on 10/06/2009 15:46:34
Originally by: Victor Vaughn In space distance is really not relative
forum ate my post. cliff notes = accuracy is entirely dependant on distance. idea is bunk on many levels. was some witty comment in there too... probably.. i forget
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ThaDollaGenerale
The Illuminati. Pandemic Legion
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Posted - 2009.06.11 05:51:00 -
[20]
Originally by: SFX Bladerunner Edited by: SFX Bladerunner on 10/06/2009 07:02:21 EVE mechanics don't work as simple as 'adjacent grids'
I believe the way it works is that a grid has a basic 'non-interrupted' state.
This state is altered as soon as more than 1 pilot is on said grid namely:
pilot 1 is in center of grid.
pilot 2 enters grid 100km away from pilot 1.
grid extends 100km in direction of pilot 2.
pilot 3 enters grid 100km away from pilot 2.
grid extends another 100km in direction of pilot 3.
etc etc.
Thus making it impossible for some ppl in your fleet to be in grid with hostiles 'far' away while others are not.
I have seen this applied by people warping in small groups at a stargate continuesly 100km farther away. Haven't retested/confirmed it but it got to a point where I could still see people 'on grid' that were +- 1000km away from me. I figure as long as you keep people 'in between' you and that person 1000km away you can keep them on same grid. I also think they'd disappear from grid as soon as those ppl leave the in-between space (as the link would be severed and thus not require one big grid anymore).
If anyone can clarify this or test it that would be awesome.
Personally i'd like to test and see if it is possible to extend a grid to like 5000km just for fun.
EDIT/PS: on a topic related note, your idea SUCKS.
Due to grid-fu, the largest a grid can be is 700-800km in one direction, on its other sides though it will be seriously smaller like 75-100km. |

Laechyd Eldgorn
Caldari Endemic Aggression Exalted.
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Posted - 2009.06.11 08:00:00 -
[21]
Why don't we have everyone selfdestruct when they enter system instead?
No. |
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