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Ubora
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Posted - 2009.12.11 22:36:00 -
[1]
Edited by: Ubora on 11/12/2009 22:39:47 Low/Null-sec space isn't dangerous enough.
I would like to see the possibility of "highway robbery" in eve. By this i mean that you position yourself along a warp route and through the use of a mechanic described below force people out of warp and promptly kill them for thinking that their fancy-schmansy "warp tunnel" is some sort of safe haven.
Yet another bubble: What i see creating this effect is some type of "probe" you put down that projects a bubble. All warp tunnels passing through this bubble is subject to a criteria check set up in advance by the person who launches the "probe" and if the tunnel meets the specific criterion it might be collapsed in the bubble and the pilot will find himself stopping short of his goal. The criteria might be things like "Warp signature strength" being a more or less direct translation of the signature of the ship giving the player an idea of what size ship he wants to "pull over", this might be the only one possible, if that, due to story mechanics relating to the warp bubble concept, i don't know. If not however you could add things like Ship types, Security status, Alliance/Corp allegiance, specific individuals etc being the criteria for the bubble to collapse the tunnel.
Defence: As a defence against this you would obviously use the Warp Core Stabilizers. But also, since i would like to see the bubble being 1 step ahead of the standard WCS, you could be looking at another dimension to the WCS. That being a WCS that you could load with certain scripts that scrambles/changes/strengthens your warp signature for a limitied amount of jumps to specifically defend against this.
The probe: To prevent "hilarious" events, like those in other MMOs where hundreds of gnomes attack city guards leaving piles upon piles of corpses everywhere, like setting up bubbles capturing every ship going to Jita in mid space, a couple of things could be done. First of the probe is not allowed in high sec and secondly the probe is only good for a limited amount of tunnel collapses, maybe only one per probe. Also by having some sort of story mechanic that makes it hard to have overlapping bubbles due to some sort of disturbance in the signature reading or whatever will further prevent unessesary annoyance.
Skills: I don't like the current 1 and 2 point system for Scramblers etc. I would like to see it being more about skills, equipment and chance working together like with everything else in the game. This could however work in either system. If you employ a system with skills however i think it would be more interesting. Skills for being able to collapse bigger and bigger warp signature tunnels, skills to increase the strength of the bubble making it harder to avoid being stopped. Skills at operating multiple bubbles overlapping if you want to be able to collapse multiple tunnels at once. Etc etc. But obviously also skills to defend against this. The skills to be able to do this however should be fairly pricy and high "level" due to the implications discussed below:
Below: This might not sound like such a big deal at first glance, you might ask yourself what the difference is between this and just camping a gate. One word; Isolation. In space no-one can hear you scream. And even if they can hear you, when you are in the middle of empty space how are they going to find and help you? Anyone not actively in a gang/fleet is pretty much unable to get any type of assistance. Not only this but imagine two corps/alliances at war, one side waiting for reinforcements not knowing that the opposing side has coordinated a small detachment to set up multiple collapsing bubbles along the anticipated route of this reinforcement capturing important ships in small portions instead of maybe camping a gate and having to deal with them "at full force". Maybe they capture a Fleet Commander or vital logistic ships.
Disclaimer: I'm a noob, sorry for any stupidity in the post above. 
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hacksideways
Caldari GRI Security
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Posted - 2009.12.11 23:17:00 -
[2]
I had a similar idea, though it didn't meet with much approval. I still think this feature should be introduced in some form or another. -
Originally by: Liz Laser Exotic Dancers are cargo.
That's how we roll.
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darius mclever
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Posted - 2009.12.11 23:19:00 -
[3]
as i mentioned in the linked thread above already. we had this. it got removed. we dont want it back.
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hacksideways
Caldari GRI Security
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Posted - 2009.12.11 23:32:00 -
[4]
Originally by: darius mclever as i mentioned in the linked thread above already. we had this. it got removed. we dont want it back.
Possibly because it simply needed some tweaking. Here are two different approaches to the idea, both of which have some promising options.
Obviously, people do want it back in some form or another, but not in the incarnation it was previously. -
Originally by: Liz Laser Exotic Dancers are cargo.
That's how we roll.
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Ubora
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Posted - 2009.12.11 23:36:00 -
[5]
How did it work before?
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mchief117
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Posted - 2009.12.13 19:58:00 -
[6]
OK correct me if I'm wrong but doesnt deploying a warp bubble in the middle of a warp path do this already?
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Duchess Starbuckington
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Posted - 2009.12.13 21:35:00 -
[7]
Because bubblecamp blobs just aren't enough.
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Kahega Amielden
Minmatar Undivided
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Posted - 2009.12.13 21:59:00 -
[8]
So what you're saying is that you want to be able to
a) make escape more or less impossible (No burning back to the gate)
b) Give you 30 seconds or so to gank any target you want before his friends can end their warp and warp all the way back
c) Make survival in lowsec/0.0 less about flying smart and more about pure luck (As there is pretty much no counter to your mechanic)
No.
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SupaKudoRio
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Posted - 2009.12.13 22:30:00 -
[9]
Edited by: SupaKudoRio on 13/12/2009 22:36:57 Gang warp should be the counter to that.
If one person in the gang gets dragged out of warp, the rest do as well. They'll end up with an entire fleet on them instead of a single ship.
Another counter is not using expected routes.
On another note, how do you like your pods in the morning? |

darius mclever
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Posted - 2009.12.13 22:43:00 -
[10]
Originally by: SupaKudoRio Edited by: SupaKudoRio on 13/12/2009 22:36:57 Gang warp should be the counter to that.
If one person in the gang gets dragged out of warp, the rest do as well. They'll end up with an entire fleet on them instead of a single ship.
Another counter is not using expected routes.
This is still overpowered like crazy. sling/drag bubbles are enough. we dont need more.
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hacksideways
Caldari GRI Security
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Posted - 2009.12.14 00:40:00 -
[11]
Edited by: hacksideways on 14/12/2009 00:40:48 Edited by: hacksideways on 14/12/2009 00:40:09
Originally by: Kahega Amielden So what you're saying is that you want to be able to
a) make escape more or less impossible (No burning back to the gate)
Actually, in this instance, all they need to do is escape the bubble and go back into warp. With current bubbles, like you said, you have to burn back to the gate, which actually gives the campers longer to shoot at you. Caught in a bubble in the middle of nowhere, you can just turn around and warp off, then come in from a different direction, assuming your attackers don't have points (or can't get one on you in time, which, given that you just have to turn around, is very likely).
Originally by: Kahega Amielden b) Give you 30 seconds or so to gank any target you want before his friends can end their warp and warp all the way back
As said in my linked post, and earlier in this thread, just have the rest of your gang in the same warp tunnel get pulled out along with you.
Originally by: Kahega Amielden c) Make survival in lowsec/0.0 less about flying smart and more about pure luck (As there is pretty much no counter to your mechanic)
Yes, there is. Hire escorts, travel in groups, or take unexpected warp paths through systems (don't just travel straight from gate to gate). Or, just avoid systems that are likely to have these in them anyways (pretty easy to do, what with the "ships destroyed" map filters and all). -
Originally by: Liz Laser Exotic Dancers are cargo.
That's how we roll.
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