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Kage Roo
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Posted - 2005.10.19 05:47:00 -
[1]
Edited by: Kage Roo on 19/10/2005 06:15:34
How about a fitting that uses the Evasive Maneuvere skill and when started moves the ship evasively while slowly draining the capacitor. This will make the ship harder to hit for turret based weapons.
Personally I would like this to be a frigate based fitting, for a two reasons really; A frigate is more agile and can move in evasive patterns easier than any larger ship would be able to. Secondly, this would add more playability for frigates into the game. I know that so many rush to get in a cruiser because they feel frigates are just not good enough. Well, this could change that and prolong the life and useability of frigates.
This should be a low slot fitting and would not use any CPU nor PowerGrid when fitted. However, when you enable it while in space, it drains your capacitor. When enabled it will give 5% chance of a miss per level of Evasive Maneuvere skill. And to make this fair for all who happend to fight missile users there could be a similar fitting launching flares versus missiles, pretty much adding the same bonus. And if you use both of them together you would of course get a penalty.
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Eleth Ranc
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Posted - 2005.10.19 08:50:00 -
[2]
Hmmm, a nice idea but perhaps needs a little work.
First of all you need the actual idea of what the module is, not just what it does. I could see a low slot item which makes small manipulations in the gravitic field of the ship, and in this case could actually power off the shield instead of the cap... could be interesting.
I can also see Secondary Thrusters, which are designed to fire in odd directions in order to push the ship around and increase evasiveness. These could be medium slots, or possibly even high slots.
I also would like to see some mods which actually lower your signature radius as that would also make someone a little harder to hit. Basic stealth mods between having nothing and a full out cloaking field. They exist in modern warfare, planes are plated with radar absorbant material, submarines are equipped with electronic signature, and sound suppressors.
Heck even an all black paint job should reduce your sig a tiny bit. Though I honestly wouldn't want to use this idea as I think it would be very boring to see everyone running around with a black ship. I'm actually a proponent of introducing paint job modifyers of some variety, but mainly for fun rather than stealth.
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sonofollo
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Posted - 2005.10.19 09:06:00 -
[3]
u guys been on SISI yet small - medium huge large and xtra huge stealth modules have been put in basically reduces youre sig radius and makes u harder to hit (think the opposite of the target painter 2 and the sensor booster)
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Eleth Ranc
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Posted - 2005.10.19 09:18:00 -
[4]
Well that sounds exactly like what I was thinking, what's SISI? (remind me, I'm sure I know what it is but I'm not getting a bell ringing just from the accronym)
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Kage Roo
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Posted - 2005.10.19 09:52:00 -
[5]
Well the idea would be that the ships moves in evasive patterns thus making tracking harder.
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Eleth Ranc
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Posted - 2005.10.20 06:58:00 -
[6]
Hmm, well moving in evasive patterns is what the evasive maneuvering skill already does I think. If you want it to be a module then it needs to be something mechanical, not piloting. Which is why I suggested the things I did.
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Kage Roo
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Posted - 2005.10.20 07:29:00 -
[7]
The skill enhances your agility, but doesn't move you in any evasive patterns. This module, for the frigates, would actually also visually move your ship about a bit.
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Eleth Ranc
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Posted - 2005.10.20 07:40:00 -
[8]
Agility is moving in evasive patterns, in theory. However in practicality it would probably cause lag to actually move the ship around on screen in that way. Think of it like this, this game is very much an RPG, and in classic one player RPGs battles are often done with 'representative' graphics. The classic example is the good guys and the bad guys facing off across a small battle field and then moving up to hit each other with the 'evade' effect being the opposing character taking a step back to avoid the hit. Evasion is based on statistics not actual controls.
Compare that to a fighting game or first person shooter where there are no evasion stats, and you get the actual evasive maneuvering graphic rendering, because evasion is controlled by a characters movements, all of which are controlled by the player.
Eve's design interface is much more like the RPG where your stats determine things like evasion and accuracy. As such trying to calculate and render things in exact meta-phisics would cause massive server lag, and would make the whole game virtually unplayable. So yes evasive maneuvering, in principle, is your ability to pilot your ship in defensive patterns and generally make yourself harder to hit, but it is not practical to actually render these effects.
Does that make sense?
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Kage Roo
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Posted - 2005.10.20 07:58:00 -
[9]
Yeah gotcha. So here's another more scientific and also EVE friendly solution to my idea. Good to discuss things like this so they evolve. :)
Let it be a module which uses sensor vibration, effectively confusing the tracking computers on the ships. Since this sensor vibration covers the whole ship, only a frigate could use it effectively because of the energy drain it would cause on a larger ship when it tries to cover the full hull of the ship.
Shall we brainstorm more on this path then?
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Eleth Ranc
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Posted - 2005.10.20 08:08:00 -
[10]
Edited by: Eleth Ranc on 20/10/2005 08:08:03 You're talking about something to reduce your effective sig radius? I've been wanting something of that nature for a long time now. I've heard they are actually working on things like this, I also posted a similar idea for more evasive capabilities here: http://oldforums.eveonline.com/?a=topic&threadID=236015&page=1 maybe you should take a look at that as well.
This is definately something that could be profitable to look into, on a huge number of levels. Everything from evasive thrusters, to gravitic field distorters, to camoflage modules, to cover bonuses, and many more could be looked into to see which ideas would work best. There definately needs to be more ways to effect the evasion stats of the ship.
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Kage Roo
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Posted - 2005.10.20 08:11:00 -
[11]
Yes, especially for frigates. They are very much a newbie ship, but as I prefer to pilot them over a larger ship anyway, there could be a fitting you could use when you have better skill to still make it a somewhat useful ship even later on. When you want to use it, by choice.
I really hope something like this arrives, and not only to lower the signature radius, but actually giving a real chance of not getting hit.
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Yith Solarius
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Posted - 2005.10.20 09:33:00 -
[12]
I would like a manuvering computer (mid or low slow)
right click -> set distance target and activate your ship will now attempt to stay at that distance whilst computing the flight paths to maintain the largest transvercial velocity possible
Todays Idea: Security Ratings |

Samantha Tel'Vellor
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Posted - 2005.10.21 02:59:00 -
[13]
/signed
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