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Zedah Zoid
Nutz N Boltz
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Posted - 2009.12.18 16:13:00 -
[1]
Proposal - Black ops ships can employ a communication jammer module that shuts down all chat and chat counters(ie local count) in game for a specific range. Say maybe a whole constellation. This would be a 0.0 only module. Skill training for the module would not affect its range, but would allow finer selection of duration of effect(see cloaking ramifications below). At level 1 the module activates for X minutes. At level 2 it's X minutes +/- some additional time. At level 3 you can add/subtract even more time, this time being user selectable to the nearest second within the range allowed, and so on. There would be a notification somewhere on the UI that you were in a comm-jammed system, perhaps a motd type notice in local itself or something else, but you would need to see this notice if you jumped into a comm-jammed system or logged on into a comm-jammed system. The benefit of this is that it would allow you to move larger numbers of conventional ships(ie, non-cloaky) into hostile space without the defenders knowing the fleet composition and route immediately via ingame chat intel channels. The jammer effect would "linger" for some seconds after module deactivation to allow the black ops jammer ship to deactivate its module and warp to the gate to jump to the next system, then safe spot up(you are working with a cov-ops running ahead, right???) and reactivate the module before the effect from the previous activation dissipates. This allows the black ops to move and maintain the blackout even though it cannot move when the module is active. Duration of the "linger period" would have to be balanced with warp time, align time, jump time so that the black ops can move from system to sytem, but it should not be so long as to allow the black ops to deactivate the module and be able to do things in an unhurried, casual manner with no worries.
Another option - perhaps this module only puts local in delayed mode instead of disabling all comms. If this is the way it works my suggestion would be that there is no notification that the system is comm jammed. It will be obvious to people watching local if all characters disappear simultaneously. I really prefer the first mode of operation however as this makes it more difficult to get intel out of the jammed constellation and encourages people to use voice comms which is a better way to play Eve anyway if you are PvP'ing and this is definitely geared toward the PvP crowd. Eve voice comms would not be affected. Obviously 3rd party voice comms are not affected. Non-voice comm users can do what they do today, safespot up and cloak, or warp back to the POS, or log and try back later. But the nice thing is that they cannot warn in alliance/region intel text chat channels in game what is going on.
The module can be activated while the black-ops is cloaked, however if the ship is cloaked when the module is active, the ship is no longer invisible but has a small sig radius so it can be scanned down. The radius would still be small like a frigate so you would need a good scanner to find it quickly. Need to determine proper sig radius so to balance duration of the module with scan time. I do not know the details on what that should be as I don't do this type of stuff(scanning for ships) often but I'm sure other people do.
The module has a duration time of some minutes plus or minus a user selectable additional time depending on skill level, during which the ship cannot move in space.
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Zedah Zoid
Nutz N Boltz
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Posted - 2009.12.18 16:19:00 -
[2]
Additional alternative for roaming gangs. Module has a frigate sized version that that can jam only a single system with a relatively short duration. The idea being that after the main gang warps into system and gets established at a safe spot or whatever, this module can be activated to maintain the blackout in the current system only, while the black-ops jumps to the next system and establishes the next blackout(this is particularly needed if the next system is in a different constellation), thus covering the fleets movements and not exposing their count when he disables his module to jump ahead to the next system. The use of this module would not be absolutely required if the black ops version implements the linger mode discussed above. This module would be limited to being fitted on Electronic Attack Ships only and could not be activated while cloaked. There is no T2 version of either module. The same skill allows both but in the frigate sized version the skill affects cap usage or something like that thus higher skill allows you to run the module longer while at a low skill level you may only get a few iterations before you need to cap boost or remote energy transfer or something like that. Cap usage should be high enough that this module cannot be used for many, many minutes of operation under "typical" conditions. I suppose if you want to have someone feeding you cap boosters forever or multiple remote energy transfers going that's OK but I'm not sure there is a lot of benefit in doing this. It's really just designed to cover you during cross constellation jumps and to give the EAS ships something else to do so maybe somebody will buy one. Could be used by small gangs as well to create more chaos. Maybe this one is allowed in 0.0 and low-sec?
Thoughts/modifications/fun or not fun? Thanks for your consideration.
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Drake Draconis
Minmatar Shadow Cadre Looney Toons.
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Posted - 2009.12.18 17:24:00 -
[3]
Edited by: Drake Draconis on 18/12/2009 17:25:15 Good ideas... but there's one major problem.
AFK Jamming.
It's bad enough we covert ops pilots have to take #### from the general population...
Not supporting this due to that reason.
I'd rather support delayed Local/No Local in favor of Sov holders... and those who show up in system instant local.... only then would I support your idea... so long as the opposition had there abilities to use on a alliance scale. ========================= CEO of Shadow Cadre http://www.shadowcadre.com ========================= |

darius mclever
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Posted - 2009.12.18 17:33:00 -
[4]
out of game communication could also be a problem.
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Daddy Xerox
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Posted - 2009.12.19 00:09:00 -
[5]
Uagh, not supported.
Silencing the communication for an entire constellation !!! is just plain overdone. Oh, that won't be exploited at all, nooooo...
Optionally:
A - Blanks local transponder signals. People can still talk, but local is blacked out entirely for both sides, not even talking will put your identity up in local population. Per system, not constellation.
B - Ships using this module cannot cloak while it is active.
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GIGAR
Caldari Full Metal Seraphim
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Posted - 2009.12.19 14:12:00 -
[6]
Uh, how do you stop something you can't see... (FTL communication) ? :)
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genette devo
Gallente Center for Advanced Studies
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Posted - 2009.12.19 23:15:00 -
[7]
Originally by: GIGAR Uh, how do you stop something you can't see... (FTL communication) ? :)
probably in a method similar to how you can currently jam coms like radio waves and cell phones....last i checked their signals weren't in the visual spectrum
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NedFromAssembly
Gallente GoonFleet GoonSwarm
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Posted - 2009.12.20 18:54:00 -
[8]
1) This is horribly broken no way in hell are you getting much support 2) Learn to line break more
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JitaPriceChecker2
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Posted - 2009.12.20 19:55:00 -
[9]
I will never support wall of text. No matter how good it can be.
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Marcus Henik
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Posted - 2009.12.22 12:46:00 -
[10]
how about giving black ops a trick mod. it would work along the lines of comand links everyone who is affected by the booster dosent show up in local, or even limitit to ships equiped with a cov opps cloak. it would make a black opps battleship worth the billion isk it costs. I will post that idea and see ift flys.
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