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ErrorS
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Posted - 2006.01.26 21:12:00 -
[1]
Edited by: ErrorS on 26/01/2006 21:16:15
While reading another thread I got to thinking about this. I think we should be able to capture ships, it would make a lot of pirates happy and might add a bit to the game.. would this work for everyone?
1. Ship capturing mod - high slot. 50% chance to capture ship, 60 second activation time. (requires 'mercs', the number dependant on the size of the ship trying to be captured? you load them into the capture mod and launch them at the ship, lol :D).. Ok, I dunno about the merc thing, still..... 2. The ship has to be moving 20m/s or less. 3. The mod cannot be activated unless the ship is at or below 20% structure. 4. Ship must be within 500m. 5. Skill - reduces module activation time by 2% per level.
gives people enough time to self destruct if they wanted to rob the pirate of a capture, capturing wouldn't be easy and the victim would have to be really overwhelmed to lose his ship to a capture. Whatever the methods are it would have to be different per ship with the bigger ships being much harder than the smaller ships.. and capital ships being close to impossible.
You would only eject the pilot from his ship. Or if CCP was ambitious enough they could allow players that captured a ship to warp it a single time to any point in that space.
Insurance is the only thing that would screw this up.. but that's why anyone would rather self destruct than lose their ship to a capture.
yes, no? ________
I'm strict Caldari
"The grass is always greener on the other side" - Maybe they're not as uber as you think?
-ErrorS |
Sadayiel
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Posted - 2006.01.26 21:17:00 -
[2]
The trouble comes that for capture a ship u need to board it and take control over the systems, in other words move ur pod into it or get into the "captured ship pod" the trouble comes when there is a pilot already sitting into the pod, that of course blocks any action from outsiders into ships controls.
and due the fact that leave a ship and be alive and lost the ship and die, only matter mostly for the fact of buy a new clone or lost implants, im sure nearly 100% players likes to risk to ship destruction (at least u not get it) and try to get out in pod.
Suicide it's man way to tell God. You can't fire me so I quit |
Blind Man
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Posted - 2006.01.26 21:18:00 -
[3]
we should just be able to salvage "ship wrecks" and actually be able to make money from killing people even if they are noobs, (like 1/6 the value of the ship etc)
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ErrorS
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Posted - 2006.01.26 21:19:00 -
[4]
Edited by: ErrorS on 26/01/2006 21:21:54 a capture would just eject the victim from their ship and they would have a 60 second timer before they could reboard it. They wouldn't stick around in fear of being podded and the victors would have to work out how to move the ship.. it wouldn't be that hard though, just have someone waiting in a shuttle or something.
edit: oooh better yet, have tractors work on ships that don't have anyone aboard. (small for frigs, med for cruisers, large for battleships/battlecruisers) Let people use tractors on ships in warp, so they can drag them through warp to a safespot? :D ________
I'm strict Caldari
"The grass is always greener on the other side" - Maybe they're not as uber as you think?
-ErrorS |
Gutsani
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Posted - 2006.01.26 21:23:00 -
[5]
I have thought about this also, and i would do it different. You need to setup your ship to eject your pod at a specific % hull. 0% is 50% chance of pod to get killed by explosion of ship. 50% is 0% of pod to explode because of ship, but ship can survive and be captured and stuff.
Only way to do it effective tbh. And maybe make tractor beams able to draw the unmanned ships to a station/safespot then.
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Filan
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Posted - 2006.01.26 21:34:00 -
[6]
self destruct should destroy or majorly damage a ship attempting to capture the destructing ship. claim to capture the capping ship has to lower its shields and interity fields.
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Vegeir
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Posted - 2006.01.26 21:35:00 -
[7]
Honestly think about this a second. Simplify it.
A module. Module must be activated. If certain criteria are met when module is activated the targeted ship's pod is ejected from that ship.
Criteria could incude but not be limited to. Ship speed below X. Shields at 0 Armor at 0 Cap below X Warp scrambled Target Jammed. ship proximity.
Personally I think it would add a reason not to just snipe as pirate, and a different degree of ransom potential.
Two pirates go hunting, 1 is fitted with a boarding module. They find a retriever and web and scrambled it, they take down the shields and armor which allows the boarding module to cut into the exposed hull. It takes 60 seconds for the module to cycle.
The module finishes and the pilot's pod is ejected, he then warps away to prevent being podded or having his pod tackled. The pirate then has to eject and board the unmanned ship, leaving his ship vulnerable. The pod might even come back and try and take his ship.
Or the pilot seeing "pirate001 is attempting to board miner001" hits his self destruct and ejects to safety.
Anti pirates could even stage an ambush. Take a ship and lure a pirate into boarding and then as he ejects to board have the friendlies jump in local and warp to the spot. Now the pirate has either boarded the new ship and has to run away leaving his behind or eject and wait the 30 seconds to get his ship back. He might want to bring friends.
Other option would be boarding drones. or salvage drones would be nice. I think even in a simple form it's a kewl idea.
Originally by: Vegeir
Experience exists in EVE, it just isn't measured in numbers.
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Merv Tring
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Posted - 2006.01.26 21:41:00 -
[8]
There are already two modules for this. They're called Warp Core Scramblers and Energy Vampires. You use them together and tell you target that "Hey, you can't do anything. Bugger off and I won't kill your pod."
Ok, so it may not be very effective... but the option's already there. A module to forcibly eject a pod from a ship seems rather daft to me, as it's tantamount to a complete takeover of all ship systems and in that case you might as well just tell it to overload the pod and kill the pilot. ---------------------------------- Hermes, take pity upon thy faithful servant! Deliver unto me the bits for my new computer, as the last one blew up on me and EVE-withdrawal's a pain.
[i]"Out ri |
Tasuric Orka
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Posted - 2006.01.26 21:56:00 -
[9]
What about adding a high chance for projectile (aka, non explosive) weapons to destroy the pod while it's still in the ship when structure is below 40%? It is perfectly reasonable from a realism point of view.
Maybe even a special weapon could be introduced, somewhat like a high precision cannon that can take out specific modules on a ship without shields and 50% armor , and a pod on a ship that lacks both shield, armor and most of the structure.
It would be nice if ships could carry more then one pod, one for control, and more as passengers depending on the size of the ship. This would make pirating more interesting.
"Bail now and you live, stay and we kill you and still take your ship." ________________________________________________ Hypocritical. |
Rephern Muare
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Posted - 2006.01.26 21:59:00 -
[10]
Originally by: Blind Man we should just be able to salvage "ship wrecks" and actually be able to make money from killing people even if they are noobs, (like 1/6 the value of the ship etc)
I would much rather this, it would be very much like homeworld where you can salvage the remains of the larger ships i.e Battleships, cruisers, Battlecruisers etc...
Perhaps there could be a chance that the ship could be entirely disabled and would need to by towed back to station(think tractor beams) and then it would require maybe half or 3/4 of the resources to repair it.
The key point here is the ship has a random chance of being disabled to a certain percent or entirely destroyed. There might be factors that that certain weapons are more viable in order to leave a ship more intact then another though. Also just because you are disabling a ship doesnt mean you dont need to give the person flying it the full access to the ship system until it goes down. It operates normally only difference is the ship at the end is destroyed or salvagable
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ErrorS
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Posted - 2006.01.26 22:16:00 -
[11]
I would love for that as well.. but insurance makes it exploitable
I've been wanting ships to have like 10k structure so it takes a while to kill them.. but while being attacked they lose modules and eventually can be disabled.
the capturable ship thing would sound cool on paper for new players though. "Capture enemy ships!" ________
I'm strict Caldari
"The grass is always greener on the other side" - Maybe they're not as uber as you think?
-ErrorS |
Jabroney
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Posted - 2006.01.26 22:18:00 -
[12]
i carry marines in my cargo hold ( big homeworld fan ) would be cool to attach yourself to ship and let your marines board and take over the ship
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HippoKing
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Posted - 2006.01.26 22:30:00 -
[13]
i don't think this would add anything to the game personally.
but you can try and steal ships - get them blackholed, and fly up to them in a smartbomb caracal.
suggest that they eject, or you'll make them explode, and then the smartbombs will kick in
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Lucas Seraphim
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Posted - 2006.01.26 23:58:00 -
[14]
Was it this thread?
/signed __________________________________________________
There are traitors in our midst... - Lucas Seraphim
That is all. |
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