
Andreask14
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Posted - 2006.04.14 00:34:00 -
[1]
Something a bit off the usual lines:
Add more spice to the ECM-War. Wether it is chance or an absolute number, ECM, expecially jamming only relies on two attributes, jamming strength and sensor strength. Its quite boring to play with.
To spice things up, give all ECM modules a new type of CHARGE, just like CHAFF or FLARE charges deployed by present day planes. In EvE you would need to load up your ECM with one of 4 racial charges, say:
Amarr = CHAFF charge (deflects radar) Minmatar = FLARE charge (confuses ladar) Gallente = ALLOY charge (confuses magnetometric) Caldari = Grav-WELL charge (confuses gravimetric)
It would work like this:
You equip one of the ECM modules in a med-slot, which are different by range, held charges, reload, re-fire, cap-use and fitting-reqs. The charge you load would have a jamming strength, determined by its quality (there could be 3 variants of each racial for example), if you activate the module, one charge is consumed, and a one-staged try is performed, basically the same way it is now, if you hit, the target is jammed, duration depending on the charge, if you miss, the following will happen:
Accorgding to the ROF of your module a new charge will be consumed and it will be tried again. If no charges are left, the module has to reload another box, taking 20 seconds. If you dont have more charges in your trunk, the module will deactivate, if you only have charges for other races iny our trunk, the module will load one of these, but wont jam the target, scince every charge can only jam one race. You will have to switch the module to a new target.
My system uses the following approaches to make ECm more fun:
Charges for ECM, only effective on one race per charge, thus, you have to fit the right charge or reaload for 20 seconds. If you fit 8 ECM, you could have 2 charges of each race. However, you wont be perfectly set still. Charges will vary range, rof, and cap consume of your ECM, so if you have highest range, charges will consume more cap, and have less rof, giving you less tries. High-range charges may also be limited to one or two charges per load, thus forcing a 20 second relaod every two tries. Charges will have different strength, the shorter the range, the more strength. This promotes teamwork, as you will need more tries on longer ranges, ut the individual module is slower. Also, you will get a stacking bonus if you fit more than two modules with charges of the same kind.
In short:
- ECM gets "Ammunition" - Ammunition varies: race, range, number of attempts per minute, cooldown, strength, cap use - Using many charges of one type on different modules will get stacking penalty in strength - Having multiple ships jamm one target will be useful, as you can escape the stacking penalty - The high-range, high strength charges will have only few attempts per minute (like 2) and use much cap so you cant tank when using them. - There is no place for multi-specs in this system. - Charges may clutter up your trunk, so you cant use many offensive weapons
Ammo for ECM is a brilliant idea.
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