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Andarias
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Posted - 2005.04.10 21:14:00 -
[1]
I think it'd be awesome to have a 'Play dead' module, where when you activated it to the opponent player it looks like you blew up. But in reality, you've become cloaked. This would give alot of players a chance to survive those stupid gankedons, could be a low slot item like a WCS. Make it so that someone would have to come within 1000m of someone playing dead to uncloak them.
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Encad Briht
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Posted - 2005.04.10 21:26:00 -
[2]
Maybe a bit in another way... All explosions of ship cores should emit a large wave, that disturbs tracking, targetting and submit a litte amount of Explosiv/Heat Damage..
So you could use a modul to produce a similar wave, that give time to flee.
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RichThugster
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Posted - 2005.04.10 23:24:00 -
[3]
good suggestion if u like lag
Drugs are bad. Don't mess with weed Don't mess with mushrooms Don't mess with LSD |

Trevor Cohen
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Posted - 2005.04.13 06:06:00 -
[4]
I feel a 'play dead' module is illogical. It's easy to fake a corpse but a lot more difficult to fake a catastrophic failure of your ship's structural integrity field :)
I like the second suggestion though. A 'stun' module that would not cause damage but could temporarily frazzle a ship's sensors or whatever. It would have to be a high-slot item. Since there are no existing 'stun' effects, I think it would be a major code rewrite therefore a low priority. Having it suck all cap out would render energy neutralisers obsolete so it couldn't do that.
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allmus
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Posted - 2005.04.13 12:50:00 -
[5]
the "play dead" idea is an interesting one, how about a module that when activated(needs 80% caps) makes your ship power down everything and put it all in standby mode, the eve-map wouldn't show you being in the system, u can't move or activate anything else, and your cap's would become 0 and stay at 0 until you deactivate the module. also you would be able to be visually seen, but no sig raduis would be on you, so you could only be seen by the eye. as soon as any agresstion is activeted on you(firing weapons towards you) the module turn's itself off, but targeting you wouldn't turn it off, just firing. also if anything is within 30km's of you it would turn the module of. this would bring a new angle to everything, as with allainces, scouts would have a harder time, and gate campers waiting for a specific person, could go untected unless people are looking for them.
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Laythun
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Posted - 2005.04.13 12:53:00 -
[6]
wat about a new smartbomb, that completely knocks out targeting sytems, weapons, etc, like that sh** in the matrix, but also does damage too ur ship. a large emp warhead or somethin
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Hayzo
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Posted - 2005.04.13 20:00:00 -
[7]
twas an emp in the matrix; sheild EM resistances could perhaps block it? ____________________
"Sanity Is Not Statistical" |

Laythun
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Posted - 2005.04.13 21:20:00 -
[8]
ya something like that, em resistance limits the effect say only knocking out certain mods etc
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Danton Marcellus
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Posted - 2005.04.13 22:26:00 -
[9]
An option to dump fitted modules much like submarines emptying debris to feign being sunk would be interesting. Warping the ship away like should you have logged.
Percentage based of course, there should be a risk of the move failing and you being utterly frogged.
Also this active module ejection could be implemented on the people logging in combat, or CTDing, throwing their attackers a bone yet not completely ruining the unfortunate frogger.
Convert Stations
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Kiithnaras
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Posted - 2005.04.14 15:22:00 -
[10]
There was a smartbomb on the market known as the Hellstorm, which primarily functions as a power core self-destruct mechanism. I forget the exact stats now that it's gone from the game again, but I believe it was 1000 kinetic damage over a 50 KM radius, but at the cost of 20,000 of your own hull HP, effectively automatically initiating a self-destruct.
This is a novel idea, if only the Hellstorm was a cruiser or frigate-mounted SB and not a BS-mounted one.
And trust me, only a Navy-issue Megathron modded up with lvl 5 mechanic and loads of high-end named (such as local hull and beta) reinforced bulkheads could survive the activation of a Hellstorm. Personally, I'd want that module to do 5,000-10,000 kinetic damage instead. Core explosions are much more deadly than Citadel Torps ; ). Rebalance and General Idea thread. Feel free to respond or post your own ideas. |
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