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Hyuna Saraki
Brave Newbies Inc. Brave Collective
16
|
Posted - 2013.11.13 17:09:00 -
[61] - Quote
How about impersonating another player is only possible if you have collected their frozen corpse beforehand and have it sit in the decoy. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2833
|
Posted - 2013.11.13 20:20:00 -
[62] - Quote
Hyuna Saraki wrote:How about impersonating another player is only possible if you have collected their frozen corpse beforehand and have it sit in the decoy.
That would suddenly give value to corpses beyond morbid hangarwear. It would also make it harder to impersonate specific individuals. |

Markus Blaze
Brutor Tribe Minmatar Republic
13
|
Posted - 2013.11.13 22:13:00 -
[63] - Quote
It would be nice if the decoy could be preforming an action, or appear to be preforming an action, like mining, circling, protecting or fighting another ship (one piloted by a player). imagine: my SB sees a tasty miner sucking away the life force of poor astroids, and I swoop in to save it, but No! It's a decoy and a fellow pirate...savior is there to destroy me. This could create some real content if implemented properly. +1 and Bump! |

Uriel Paradisi Anteovnuecci
Umbrarum Paradisi
81
|
Posted - 2013.11.13 22:53:00 -
[64] - Quote
This is a great idea 
And just an on-the-spot suggestion: how about you have to put a ship's BPC into it to activate it in that ship's form? This would keep people from just making hundreds of them in space (unless shuttles ) and would be kind of balancing.
Also, the corpse idea is a great suggestion - i'd have a use for them! And we may see some CCP members floating around eventually, if that's the case  "A City made of Wood is built in the forest; A City made of Stone is built in the mountains; But a City made of Dreams....is built in heaven."
-Jovian Proverb-á |

Gizznitt Malikite
Agony Unleashed Agony Empire
2834
|
Posted - 2013.11.14 00:55:00 -
[65] - Quote
Uriel Paradisi Anteovnuecci wrote:This is a great idea  And just an on-the-spot suggestion: how about you have to put a ship's BPC into it to activate it in that ship's form? This would keep people from just making hundreds of them in space (unless shuttles  ) and would be kind of balancing. Also, the corpse idea is a great suggestion - i'd have a use for them! And we may see some CCP members floating around eventually, if that's the case 
i like the BPC idea.... although that would essentially stop people from deploying these as capital ships (i.e. no one would make a decoy titan then). TBH, it's a great idea, but makes these a bit too expensive IMO.
|

Uriel Paradisi Anteovnuecci
Umbrarum Paradisi
81
|
Posted - 2013.11.14 03:16:00 -
[66] - Quote
Gizznitt Malikite wrote:Uriel Paradisi Anteovnuecci wrote:This is a great idea  And just an on-the-spot suggestion: how about you have to put a ship's BPC into it to activate it in that ship's form? This would keep people from just making hundreds of them in space (unless shuttles  ) and would be kind of balancing. Also, the corpse idea is a great suggestion - i'd have a use for them! And we may see some CCP members floating around eventually, if that's the case  i like the BPC idea.... although that would essentially stop people from deploying these as capital ships (i.e. no one would make a decoy titan then). TBH, it's a great idea, but makes these a bit too expensive IMO. I see your point- anything above a BS (~2 mil) may start to be...difficult to do. Maybe capital ships could use something else... Or maybe they could all use a sort of data core or specific item. Either way, decoys would be a great feature "A City made of Wood is built in the forest; A City made of Stone is built in the mountains; But a City made of Dreams....is built in heaven."
-Jovian Proverb-á |

Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
49
|
Posted - 2013.11.14 14:14:00 -
[67] - Quote
Skill: Decoy Management Explanation: Allows you to deploy decoys. +1 decoy per level
Skill: Decoy Timer Management Explanation: Allows more time for decoys to stay in space before disappearing. (base 5 minutes) Extends decoy timer by %20 per skill level.
Skill: Decoy Distance Management Explanation: Extends the range between decoys distance and its owner. (base current system) Allows +1 jump per level before decoy self-destructs.
Skill: Decoy Signature Management (pre-req: All sensor type compansations at level 4) Explanation: Improves signature radius of the decoys. +10 % per level of fake signature created by decoys.
Skill: Decoy Cynosural Field Theory (pre-req: cyno field th. V) Explanation: Allows decoy to deploy a fake cyno field in the system if system security allows it. (Base 30 secs) Extends the time of the fake cyno field created by decoy by %20 per level.
Skill: Decoy Mechanical Upgrades (pre-req: mechanics lvl V) Explanation: Improves structure of the decoys. +10% to decoy hull per level.
Skill: Decoy Armor Upgrades (pre-req: TBD armor related stuff at lvl V) Explanation: Improves armor of the decoys. +10% to decoy armor hitpoints per level.
Skill: Decoy Shield Upgrades (pre-req: Shield upgrades lvl V) Explanation: Improves shield of the decoys. +10% to decoy shield hitpoints per level.
2 Skills: Decoy Armor/Shield Compansation (pre-req: all armor compansations @ lvl V, all shield comps @ lvl V) Exp: Increases resistances of armor/shield of the decoys by %4 per level. |

Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
49
|
Posted - 2013.11.14 14:34:00 -
[68] - Quote
Skill: Drone Movement Explanation: Each level adds skill to decoy movement. lvl 1 - decoy starts to approach agressor lvl 2 - decoy orbits agressor @2500 lvl 3 - decoy orbits agressor with meta 0 afterburner bonus @ 5000 lvl 4 - decoy orbits agressor with meta 0 microwarpdrive bonus @7500 lvl 5 - decoy orbits agressor with tech II microwarpdrive bonus @13000
Note: Engage cyno field command will immobilize the decoy. |

Electrique Wizard
Mutually Lucrative Business Proposals Market and Contract PVP
86
|
Posted - 2013.11.14 15:05:00 -
[69] - Quote
Now you're overdoing it. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2843
|
Posted - 2013.11.14 15:37:00 -
[70] - Quote
Electrique Wizard wrote:Now you're overdoing it.
The KISS approach will be just fine.
We don't need a dozen skills to make decoys realistic. To be honest, I don't want perfect decoys. I want something that anyone with good situational awareness will spot, yet the unprepared will fall for.
|

Nikk Narrel
Infinite Improbability Inc Insidious Empire
3244
|
Posted - 2013.11.14 15:49:00 -
[71] - Quote
Gizznitt Malikite wrote:Electrique Wizard wrote:Now you're overdoing it. The KISS approach will be just fine. We don't need a dozen skills to make decoys realistic. To be honest, I don't want perfect decoys. I want something that anyone with good situational awareness will spot, yet the unprepared will fall for. Absolutely.
The game does not require complexity, any more than it requires teamwork. But, the game is intended to reward teamwork, since it is an MMO, and the option to improve your results by using more complex tactics and strategies should always be an option.
It makes for good gameplay, by leveraging intelligence as well as superior numbers. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Gizznitt Malikite
Agony Unleashed Agony Empire
2851
|
Posted - 2013.11.14 18:06:00 -
[72] - Quote
Uriel Paradisi Anteovnuecci wrote:Gizznitt Malikite wrote:Uriel Paradisi Anteovnuecci wrote:This is a great idea  And just an on-the-spot suggestion: how about you have to put a ship's BPC into it to activate it in that ship's form? This would keep people from just making hundreds of them in space (unless shuttles  ) and would be kind of balancing. Also, the corpse idea is a great suggestion - i'd have a use for them! And we may see some CCP members floating around eventually, if that's the case  i like the BPC idea.... although that would essentially stop people from deploying these as capital ships (i.e. no one would make a decoy titan then). TBH, it's a great idea, but makes these a bit too expensive IMO. I see your point- anything above a BS (~2 mil) may start to be...difficult to do. Maybe capital ships could use something else... Or maybe they could all use a sort of data core or specific item. Either way, decoys would be a great feature 
TBH, I really like the idea it "requires" a BPC of the ship it wants to mimic... but am attempting to find a workaround for t2, t3, and capital ships. I don't mind a 10m setup cost... but a 100m or more setup cost is really limiting.
Also, there definitely should be some mechanism that makes spamming these things uncommon. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2851
|
Posted - 2013.11.14 18:18:00 -
[73] - Quote
I know a lot of players (especially in my corp) feel that decoy ships would make hunting ratters and miners in nullsec that much harder than it already is. To be honest, it is fairly difficult to catch an alert miner (although the warp changes may alter that, time will tell).
Spamming these in a system to obfuscate yourself, spamming these in the middle of a large sov fight, etc... are generally considered a bad thing.
One thing is very clear, there needs to be some pragmatic limits to how these are deployed, or they will become abused.
|

Nikk Narrel
Infinite Improbability Inc Insidious Empire
3245
|
Posted - 2013.11.14 18:29:00 -
[74] - Quote
Gizznitt Malikite wrote: I know a lot of players (especially in my corp) feel that decoy ships would make hunting ratters and miners in nullsec that much harder than it already is. To be honest, it is fairly difficult to catch an alert miner (although the warp changes may alter that, time will tell).
Spamming these in a system to obfuscate yourself, spamming these in the middle of a large sov fight, etc... are generally considered a bad thing.
One thing is very clear, there needs to be some pragmatic limits to how these are deployed, or they will become abused.
Have them use a form of bandwidth, like a drone does.
Certain ships will be geared to more effective use, perhaps, certain modules will make it stronger.
Possibly the use of an anchorable jamming device to block activating these could be considered.
Just don't use ISK as a limiting factor. They thought that would work with titans, and unintentionally made them too common. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Daichi Yamato
Xero Security and Technologies
814
|
Posted - 2013.11.14 19:06:00 -
[75] - Quote
love it!
There are no vets in EVE. Only varying levels of Noobery. |

Sarah Stallman
International Unification
59
|
Posted - 2013.11.14 21:10:00 -
[76] - Quote
Nikk Narrel wrote:Let it have preprogrammed 1 or 2 lines it can say, either by a timer, or if someone puts a keyword into chat. That keyword could be as simple as the name of the pilot they impersonate, or anything else, really.
Are you really suggesting they mainline spam bots? |

Nikk Narrel
Infinite Improbability Inc Insidious Empire
3246
|
Posted - 2013.11.14 21:15:00 -
[77] - Quote
Sarah Stallman wrote:Nikk Narrel wrote:Let it have preprogrammed 1 or 2 lines it can say, either by a timer, or if someone puts a keyword into chat. That keyword could be as simple as the name of the pilot they impersonate, or anything else, really. Are you really suggesting they mainline spam bots? In a way, yes.
But this is the really cool part: you can find these in space, and blow them up. They can't hide in an outpost or POS.
Could be therapeutic, imagine creating one of someone you have anger issues towards, and nuking them repeatedly. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
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