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DMac88
Caldari PROject Alliance
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Posted - 2009.11.01 01:10:00 -
[1]
Edited by: DMac88 on 01/11/2009 01:23:43 New Module idea- High slot. "Tracking Bug Launcher" - Works like any other turret, you load them with tracking bugs and shoot them at ur enemy. If the hit is successful the bug could send you back information about the other players location (well the location of the ship the bug is attached to). I also propose that the player who is hit by the bug is not informed.
Any form of this would be cool- whatever works within the game mechanics (i.e. the bug may be 'found' when the player changes ships). The players lvl of the related skill to use the turret could maybe alter the amount of info the bug sends back or a possible delay....
I think this would be cool to help ppl get quick revenge on enemies that just run away when the going gets tough, it would also be great for the bounty system if it ever gets fixed lol! Comments? |

Drakarin
Gallente The Abyssmal Spire Independent Faction
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Posted - 2009.11.01 03:18:00 -
[2]
I find this quite brilliant. That'd be really cool for bounty hunting.
The question is, should you be allowed to fire a tracking bug on someone in high sec?
Maybe only in lower high sec spaces, like 0.6 and below?
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Dacryphile
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Posted - 2009.11.01 04:01:00 -
[3]
This would be cool if it were a non agressive act. Real covert like stuff, ya know.
Originally by: Doc Robertson ...take a good look at this pic and tell us which one is you.
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Kruulus
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Posted - 2009.11.01 20:51:00 -
[4]
i like this idea.. but for fairness sake i think the person being tracked should have some way of knowing. i mean.. if you can know when you're being target painted then you should know if you're bugged. but make it more difficult to become unbugged.
here's my thoughts:
- bugging is not always successful. you have to get a bug to successfully attach.
- when a bugging attempt is made, the victim will see the bugging logo by the ship attempting the bug, just like any e-war or similar module. but since it's possible only one bug needs to be fired (one module cycle) it's possible that an attention occupied player won't notice. multiple bugs should be allowed to successfully attach, reasons why this wouldn't be redundant will be made clear later.
- after a bug is successfully attached to the ship, and the bugging module is deactivated, the player is unaware if he is actually successfully bugged, at first.
- one of the statistics of a bug would be how easily it is detected. the scanner window would have a new option in addition to the on board scanner... Bug Sweep. this will scan the ship for bug signals. extremely paranoid players could conduct multiple scans, but for balance sake the scans should take a good deal of time (say on the order of a few minutes). modules would exist to increase chances of detection.
- bugs can be removed at any station with a repair bay, but only bugs that you have detected. stations do not provide scanning services. a logical reason for this is that there are too many ship signatures and communication signals floating around the station to pinpoint signals within. you must detect them yourself in space using your bug sweeper. only bugs you have detected will be removed. players might overlook an undetected bug. it would i'm sure become common practice to conduct bug sweeps periodically just in case.
- the bugger can normally only pick up a signal if he's in the same system, if the signal leaves the system the bugger would know the bugs last known location (a stargate they left through or the station/location they were at when they logged off)
- a new deployable item could be a "Bug Detection Network Satellite" which could be anchored in a system and could detect the presence of a bug. leave one behind where you last saw your target so you can go somewhere else and check if they come back online or through the system. if you know places they hang out at deploy some there. a well financed bounty hunter could in fact set up a large network of these to track a target through perhaps an entire region.
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Celen Guyver
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Posted - 2009.11.01 21:23:00 -
[5]
Originally by: Kruulus i like this idea.. but for fairness sake i think the person being tracked should have some way of knowing. i mean.. if you can know when you're being target painted then you should know if you're bugged. but make it more difficult to become unbugged.
here's my thoughts:
- bugging is not always successful. you have to get a bug to successfully attach.
- when a bugging attempt is made, the victim will see the bugging logo by the ship attempting the bug, just like any e-war or similar module. but since it's possible only one bug needs to be fired (one module cycle) it's possible that an attention occupied player won't notice. multiple bugs should be allowed to successfully attach, reasons why this wouldn't be redundant will be made clear later.
- after a bug is successfully attached to the ship, and the bugging module is deactivated, the player is unaware if he is actually successfully bugged, at first.
- one of the statistics of a bug would be how easily it is detected. the scanner window would have a new option in addition to the on board scanner... Bug Sweep. this will scan the ship for bug signals. extremely paranoid players could conduct multiple scans, but for balance sake the scans should take a good deal of time (say on the order of a few minutes). modules would exist to increase chances of detection.
- bugs can be removed at any station with a repair bay, but only bugs that you have detected. stations do not provide scanning services. a logical reason for this is that there are too many ship signatures and communication signals floating around the station to pinpoint signals within. you must detect them yourself in space using your bug sweeper. only bugs you have detected will be removed. players might overlook an undetected bug. it would i'm sure become common practice to conduct bug sweeps periodically just in case.
- the bugger can normally only pick up a signal if he's in the same system, if the signal leaves the system the bugger would know the bugs last known location (a stargate they left through or the station/location they were at when they logged off)
- a new deployable item could be a "Bug Detection Network Satellite" which could be anchored in a system and could detect the presence of a bug. leave one behind where you last saw your target so you can go somewhere else and check if they come back online or through the system. if you know places they hang out at deploy some there. a well financed bounty hunter could in fact set up a large network of these to track a target through perhaps an entire region.
I really like this idea and especially these suggestions, except the last two.
The bug should be able to report within the same Region IMO, or call it 20 jumps from wherever the recipient is. That way it's actually worth it.
I don't think a POS module is the way to do this. Maybe a command ship module.. we don't need more POS involvement in eve.
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AsheraII
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Posted - 2009.11.01 23:19:00 -
[6]
Had some similar idea a while ago: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1187877
There's definitely interest in something like this but it also still needs some polishing on both tracker and tracked side.
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Alfons Richthofen
Caldari Die Luftwaffe
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Posted - 2009.11.02 01:17:00 -
[7]
Would see a lot more covert ops ships with passive targeting systems, that's for sure. Love the idea though, I think there should be some space that prohibits it such as 1.0 security systems. Also I think the name should be reworked, "Tracking Bug Launcher" isn't to my tastes. How about a "Long Distance Covert Ship Link" or "LDCSL"?
I'd also like to see this only work with a covert ops class ship (Not a stealth bomber or Recon etc) to make it a sort of partner operation. Would be awesome to notice an Anathema cloaking on your overview every time you jumped and have to worry about it.
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DMac88
Caldari PROject Alliance
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Posted - 2009.11.02 11:07:00 -
[8]
Thanks for the feedback so far, I think this idea would definitely be a win for an bounty hunters out there (not necessarily using the in game bounty system i might add!) I think being able to do this in high sec as well as low without attracting the attention of concord would be ideal- otherwise one a player worked out they were being followed they would just hang ten at a high sec, concord heavy gate for a while..... |

Jenna Sol
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Posted - 2009.11.02 11:38:00 -
[9]
And the skills for that module:
Tracking Bug Operation 5% higher chance of successfully attach a tracking bug per skill level
Tracking Bug Management +1 active tracking bug per skill level
Tracking Bug Monitoring Level I - Bug reports location in current solar system Level II - Bug reports location 2 systems away Level III - Bug reports location 3 systems away Level IV - Bug reports location 4 systems away Level V - Bug reports location in entire current region
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wallenbergaren
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Posted - 2009.11.02 11:38:00 -
[10]
I think this idea has massive potential. I don't think they should be removable though, I just think they should be on a timer (a few minutes).
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Savatar Mei
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Posted - 2009.11.02 12:56:00 -
[11]
i like, but there should be some limitations on it :o)
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DMac88
Caldari PROject Alliance
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Posted - 2009.11.06 23:01:00 -
[12]
timer or removable??? I guess what ever fits in with the game engine easiest..... |

Azirapheal
Amarr 24th Imperial Crusade
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Posted - 2009.11.07 00:06:00 -
[13]
id go with removable,, could be interesting if bugs remained on the ships unless repackaged//swept removed.
imho (and ive been hunted alot) its actually pretty impossible to track anyone without locator agents (which i just dont have)
should be a 2x skill for te range and 4x for number of bugs active
Originally by: Azirapheal i never ever thought id live to see the day.... that titans were nerfed for being FOTM HAHAHAHAHAAAAAAA
Originally by: CCP Zymurgist SoonÖ
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Dacryphile
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Posted - 2009.11.07 16:59:00 -
[14]
I'm assuming a tracked ship would be warpable to no matter where they were in space?
This would be a huge boon to the bounty system, in addition to making killrights transferable of course.
Originally by: Doc Robertson ...take a good look at this pic and tell us which one is you.
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