
Busta Rock
The DawnSoarers
8
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Posted - 2012.07.04 04:08:00 -
[1] - Quote
I'm actually kind of the opposite in terms of a remodel of the marauders. in particular, I would like to see them re-envisioned in their capabilities to be much more solo-oriented in both PvE and PvP. here is my idea:
we all know just how weak marauder sensors are to ECM... there should be a believable reason for this weakness - that being that marauders should be capable of cyno-less jumps over ranges equivalent to current blackops battleships. their weakness to ECM should be due to their sensor suites being highly optimized for cyno-less interstellar jump navigation (ie sensitive in the EXTREME to EVERYTHING at ranges not even remotely matched by any other ship class in the game). they would have much higher scan resolution than even interceptors (all the better for interstellar navigation), but much lower sensor strength due to the extreme sensitivity of their passive sensor suites. sneeze at 'em the wrong way, and they're blind.
this would possibly be an ideal ship class to mount the new lockbreaker module, which would allow a marauder to break hostile locks, re-acquire lock itself (insanely fast locks even on very low sigrad targets), and get a few salvoes off before it gets blinded again, allowing them to remain dangerous even when cornered by numerous opponents. in addition, marauders would be engineered to have much smaller sigrads than normal themselves - on par with frigates - in large part to shield their own sensors from unwanted interference.
now, before everyone jumps into beat-down mode, allow me to specify just what this additional jump capability would cost marauders.
- - the ability to make interstellar jumps without cynos would come at the cost of a completely random arrival point in the target system - one could end up anywhere from right outside a station, to the furthest reaches of the system, or even a worst possible case of landing inside a planet, moon or star, which would result in instant destruction - and possible headline mention on The Scope to everyone who logs in for the next week. the possibility of jumping into a celestial body could be affected by sensor, probe and jump drive calibration skills, with higher skills resulting in much more consistent arrivals in farther out parts of a system where such collisions are unlikely. as a side effect of this potentially cataclysmic accident risk, marauders are explicitly prohibited from cyno-less jumping into any system of sec status 0.3 or higher.
- - keeping in line with their extreme sensor sensitivity, marauders would be incapable of jumping with a cloaking device both mounted and online - the local gravitational lensing fluctuations produced by cloaks even when inactive would wreak havoc on their accuracy. either dont mount them, or jump with them offline. this means that a marauder would have a significant delay after a jump before it could cloak due to the cap regen requirements for module onlining. of course, they cannot mount covops cloaks at all.
- - in an even bigger way, the same effect as above applies to cyno generators. marauders simply cannot mount them - even offline a cyno generator produces interference that a marauder's sensors simply cannot tolerate due to such a module's close proximity to the sensor suites (ie on the same ship). additionally, marauders cannot jump out when within 4au of an active cyno field.
these changes to marauders would truly allow them to live up to their description as ships ideally suited to travel solo behind enemy lines, be it for pve or pvp
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