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Pteranodon
Caldari Stealthfield Ihatalo Cartel Navy
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Posted - 2009.12.20 11:45:00 -
[1]
We know that certain types of ships will be primary & always get the first strike when on the field i.e. ECCM/ECM.
What would happen if lots of these ships appeared on the field but they were not really there. You would not know whether you were targeting the real ship or just its ghost representation.
I propose a new ship or module & skill which will allow the generation of a false target which would be on grid, could be locked & fired on but is just a hologram of the real ship. This would be confusing & very annoying as you would never know where the real target is & your enemies would waste time & resources trying to find the real ship.
If this was a general purpose module you would have very large fleets appear but with very few actual ships- the possibilities are somewhat mind boggling.
Perhaps it would be a very long skill train or a very expensive module & perhaps you get 1 ghost ship per level. What would be interesting is that if you could pick the ghost ship from a list that is projected. The ghost ship would also need to behave in a way that is believable so time & ammo is wasted locking the ghost target.
Just an idea, might be stupid with all the lag going on but it has interesting possibilities to perhaps do something similar.
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Czert ElPrezidente
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Posted - 2009.12.20 13:22:00 -
[2]
That is interesing idea, but only if hologram generator takes big amount oe energy and can generate image foe limited time, and biger ship - less time to keep it.
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AnonyTerrorNinja
Minmatar Buggers' Advanced Interstellar Transport
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Posted - 2009.12.20 13:33:00 -
[3]
Ship sensors target a ship based on bouncing signals of various frequencies off of the target's hull until the ship's systems are able to maintain lock via a combination of the aforementioned and optical tracking.
A target painter assists in the optical tracking by lighting the target up like a christmas tree, which is why they aid in weapons' chance to hit, locking speeds and missiles' ability to track a target.
A holographic 'clone' of a ship would not be possible to lock using this system, as signals would pass right through it, as well as target painters' lasers going through it.
While a novel idea, it is flawed because of these concepts that already exist within the game's 'back story'. ---
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Sollunux
Gallente Dawn's Requiem
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Posted - 2009.12.21 17:54:00 -
[4]
Well I believe in theory the "Ghost Module" would work more so by hacking into an enemy's sensor array, or sending signals directly to that array, to trick it into thinking that the signals are bouncing back.
This would mean that the directional scanner and scan probes would ignore these and you would have to have the enemy targeted to use it, which means that they would see the new ships appear, especially if they already have you locked. Which means it'd have to be coupled with ECM to actually confuse the enemy.
However this would probably simply be another system that is based on sensor strength as a counter measure, which would be a redundant electronic warfare system as ECM already uses this.
With these things in mind, it may be a nice like T3 ECM. But within the EvE mechanics for pvp and as has been mentioned that a simple hologram would not work, the idea would not meet your expectations.
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Adria Sheridan
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Posted - 2009.12.21 19:12:00 -
[5]
An easier solution would be to create a holo module that changes the visual and sensor data of the ship its mounted on.
A.K.A Turn that primary prone blackbird into a Rokh or make a Megathron into a Vexor
This could be done via the use of 4 seperate scripts. One for each race and the holoship projection is chosen randomly from the racial ships. The T2 version of this module could generate T2 holograms. Turning an Abaddon into a Paladin etc.
For all intents this module would make a ship look like the real deal on Overview, Probe scan and visually until it took enough damage that the projection collapses.
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Sir Fourhead
Republic Military School
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Posted - 2009.12.21 19:29:00 -
[6]
Originally by: AnonyTerrorNinja While a novel idea, it is flawed because of these concepts that already exist within the game's 'back story'.
You say that as though nothing has ever been retcon'd before Please pardon the prissy overtones that will be found throughout this letter, but the reservoir from which CCP draws its lickspittles is primarily the masses of revolting enemies of the people. Let me |

Pesets
The Hunt Club
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Posted - 2009.12.21 20:20:00 -
[7]
Edited by: Pesets on 21/12/2009 20:20:56 If you want to avoid ECM ships being automatically primaried you need to nerf them, not boost them.
Also, gang fights are next to being the only aspect of pvp where the ability to think and adapt on the spot actually matters. What you are proposing will negate that with yet another diceroll-based mechanics. Eve doesn't need to be even more of a glorified virtual casino in disguise. ____________________________________________________________________ Pesets - Russian for 'polar wolf'. Pronounced like 'presets' without the 'r'. |

AnonyTerrorNinja
Minmatar Buggers' Advanced Interstellar Transport
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Posted - 2009.12.25 17:07:00 -
[8]
Originally by: Sir Fourhead
Originally by: AnonyTerrorNinja While a novel idea, it is flawed because of these concepts that already exist within the game's 'back story'.
You say that as though nothing has ever been retcon'd before
Fair enough, but how would you go about changing the very basis of the science behind ships being able to lock eachother in EVE?
In a way I'm already confused as to how Probes are meant to work, since light is the fastest wavelength currently known to man (as far as I know), which would generally imply that visual identification is the best way to 'find' something; why do probes go against sensor strength vs signature radius then...
I'm by no means a roleplayer, so that's not why I nitpick these things; I just like there to be some good reason for why something exists and works rather than simply 'because it's cool and that's the way we like it.' ---
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