
Deadzone
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Posted - 2005.02.15 11:10:00 -
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Originally by: DigitalCommunist Edited by: DigitalCommunist on 15/02/2005 02:40:30 My only idea/suggestion is in regards to racial warp jamming. A lot of people are scared that interceptors might become useless if you need to fit race-specifc warp jamming devices. Make them optional, whereby if you know the ship of your target you can fit accordingly for better results. Some proposed skills, modules and how they are used:
Module: "Ion Warp Disruptor 1" For ships using Ion Warp Drives (Gallente): Optimal: 20km Falloff: 20km For all other ships: Optimal: 15km Falloff: 15km Cap and Fittings twice that of a standard Warp Disruptor -Requires Ion Warp Field Physics Skill
Skill: "Ion Warp Field Physics" Prerequisites: Electronics 4 Propulsion Jamming 5
Bonus: +10% optimal and falloff range for Ion Warp Disruptors and Ion Warp Scramblers per level.
Example:
I have my Ion Warp Field Physics skill trained to level 5 because I'm a dirty Caldari who is currently fighting the gallente in a RP war. I know my target is flying a Megathron, so if I fit an Ion Warp Disruptor I'll be able to get him from 30km range! (20km base x 1.5).
BUT..
If I come across any non-gallente ships, such in the case of my target switching to a Tempest just to throw me off, or if I need to kill some of his friends who are piloting Armageddons.. then my Warp Disruptor not only has less range, but also eats up cap faster, but not entirely useless.
The end result?
The aggressor can fit his ship according to target, thus intelligence becoming important, and knowing your enemy becomes important. A great bonus for people fighting RP wars. The victim can try to be sneaky by only showing up in one specific ship making the enemy assume that is what he/she will fly the next time there is an encounter. Therefore you can put him into a situation where he is less effective just by switching ships at a critical moment.
Having your warp disruptor work at 30km, while his only works at 15km is a very nice advantage to have. If you're unsure of the whole thing, just use a standard warp disruptor.
*snip*
Now, as for your post DC..btw, good to see you are still alive , your idea has great merit. First off because you ACTUALLY took the time to come up with an alternative instead of crying. Second, I like your idea towards the jammers having secondary chances to scramble other race classes. I would just like to interject that the secondary bonuses should be 50% of the original.
In your example, you use opt range=20km and falloff = 20km. So for other races, it would be opt and falloff @ 10km, then add your skills, ship bonuses, etc.
I also think we would need the skills and abilities of EW ships to match those of the gank/sniper setups that people use. I don't even think that at all skills @ lvl 5 will be able to reach a range of something like 140km, which an Apoc can sit at and hit with taychs. This needs to be looked at as well.
Last but not least, I noticed that with each class of ship(frig, cruiser, BS) the bonus was exactly the same. IE , 5 or 10% to a certain skill. With each larger class of ship, the % of the bonus should go up. IE, with a frig, the bonus to opt range would be 5%, cruiser=10%, BS= 15% or 20%. Probably 15% as Dreadnaughts are comming in sometime this year, and they will be the next class size up, Dreads=20% opt range...etc. Just does not make sense to have the same bonus on a tiny ship and a hugh ship, since the larger ship will have more powerful electronics systems and sensors, etc.
Deadzone
Edited - Wrangler Vice-Admiral
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