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Jim McGregor
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Posted - 2006.03.17 12:08:00 -
[1]
Would be nice with a missile defensive module like flares or other counter-messures. Would require a launcher high slot to use.
Good/bad idea?
--- "Automatic override. Manual control overridden by autopilot. Please wait for operation to complete. You can override the automatic autopilot override in 28 seconds. Then you can make it wait" |

Arclyte
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Posted - 2006.03.17 12:12:00 -
[2]
I agree to an extent, but that is part of the reason for Defender Missiles. I believe it could be a useful module, but it would not be good to eliminate the missiles completely. Maybe some sort of Impact Armor or Impact Shield module which reduces impacts of missiles by 10%.
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Da Death
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Posted - 2006.03.17 12:13:00 -
[3]
flares in space?
Selling: Absolution - Curse - Gleam S - BPC's - check my bio
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Grey Area
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Posted - 2006.03.17 12:18:00 -
[4]
Edited by: Grey Area on 17/03/2006 12:22:02 Defenders are a bit broken, and i think a turret to shoot down missiles is a bit of a nightmare to get right.
People think about it the wrong way around. You don't need something that targets missiles, you need something that the missiles target...in other words, a decoy.
A decoy that you launch from a dedicated launcher, and all missiles targetted on the controlling ship instead attack the decoy. The decoy has a certain number of hitpoints before it is destroyed. There should be some limitations on the controlling ship required to keep the decoy active...speed below 100m/s or something like that...and rather than have the speed AUTOMATICALLY set to 100m/s maximum, it would be more challenging if the player had to CHOOSE to keep his speed low...that way if he went ABOVE 100m/s, the missiles retargetted the ship again.
It does require missiles to have the ability to switch targets though...I don't know how much of a challenge this is to program...would be a lot more fun though!
Edit: I suppose it also introduces the possibility of a decoy that draws turret fire too...maybe the same launcher but with a different "ammo type" loaded? Also maybe some limitation on the ship firing back...hard to imagine a decoy working effectively when a muli-million ton battleship is unleashing hot molten death only a few metres away.
Monty Pythons spoof of the EVE Forums; Palin: "Is this the right room for an argument?" Cleese: "I've told you once." |

Sir Juri
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Posted - 2006.03.17 12:36:00 -
[5]
then I want a module for shootin down bullets 
Im a noob, bear with me :P |

Arclyte
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Posted - 2006.03.17 12:38:00 -
[6]
Exactly, no need for defenses against missiles, missiles have necessary limitations just like guns. I believe this is fine, but for any type of improvement module against missiles, see "ABOVE" this could also be applied against specific types of weapons, like Hybrid, Laser or Projectile superiority.
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Spoon Thumb
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Posted - 2006.03.17 13:08:00 -
[7]
I proposed a module to stop bullets a while back.
Basically it was a webifier between ship firing and ship being fired upon. Depending on various attributes, it reduces Kinetic damage x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x Spoon Thumb - I can scoop ice cream with my thumbs! |

Spoon Thumb
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Posted - 2006.03.17 13:10:00 -
[8]
Also, everyone knows NPC's have defender missile modules that are active and detect an incoming missile instantly after it fires, releasing a defender missile from the launcher to intercept.
Defender missiles would be used if you didn't have to activate module after the inbound missile were fired x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x Spoon Thumb - I can scoop ice cream with my thumbs! |

gordon861
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Posted - 2006.03.17 14:16:00 -
[9]
They could add something similar to the current 'gatekeeper' that is fitted to some modern ships. It's a very high rate of fire mini-gun and only short range but the idea it to do enough damage to the incoming missiles so they either fail to detonate or go off early.
If these were fitted to turret slots they would only cover a fixed portion of the ship so multiple turrets would be needed to cover the whole ship, would limit the ship-to-ship capabilities of the ship, and wouldn't stop all missiles all the time. The turrets would also run out of ammo fairly quickly and take a long time to reload. It would still be possible to kill the ship being protected it would just take longer.
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TuRtLe HeAd
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Posted - 2006.03.17 17:30:00 -
[10]
defender missiles work
------------------------------------------------ Everyone is Entitled to thier own opinion, Its just yours stinks ! |

Jinx Barker
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Posted - 2006.03.17 19:13:00 -
[11]
Missiles are the most nerfed object in EVE. So far, we, the missile users, have adapted to our limitations. For crying out loud, get little good with your Missile Launcher Skills and fit couple of Defender launchers and are you are sorted.
Leave Missiles Alone. Unless of course you would agree to:
1)Increase Base Damage to All Cruise/Heavy/Light Missiles 2)Increase Base Speed to Torpedoes+Base Damage 3)Make Exploding Missile have a spalsh damage (which does not affect anyone but the target) 4)Give Ravens, Caracals, Rattlers greater ROF+another 10% to Missile Damage Bounus.
Then I will go for your proposition.
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Maya Rkell
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Posted - 2006.03.17 21:23:00 -
[12]
"Sorted" in the Mafia sense of "screwed", yes. Defenders should be removed from the game afaik, they get players who try and use them killed.
Grey Area, basically a decoy missile launcher, right?
Here's my take (pretty sure I posted this before) - instead of hitpoints, just give it a chance of absorbing missile hits on the ship which has fired it (Like the Starfire EDM, if that means anything to you) for a brief period.
The bigger the size of the decoy missile used, the bigger the chance that missiles would go for it. Only one at a time would be useful, and with say a 10 second duration the largest versions would either require 2 launchers dedicated to the missiles or have gaps in the coverage.
I was thinking...
Light 20% Heavy 25% Cruise 30%
(no rocket/torp option!)
With torpedos doing 1/2 damage even IF intercepted because of their blast area.
Either that or simply reduce the damage from every missile by that % if you want it less random, with a smaller effect on torps.
Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command |

Keven
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Posted - 2006.03.17 23:59:00 -
[13]
rather go fix defenders.
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Ossprey
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Posted - 2006.03.18 00:32:00 -
[14]
Defenders Still don't work Close up at high speed
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