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Heloise ChateauBriande
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Posted - 2006.05.20 08:06:00 -
[1]
In real life air combat there are two different technologies that I think should be present in some fashion in EVE but I can't find analogies. My thought is that they should both be mid-slot active modules.
The first idea I have comes from the plethera of anti-missile technologies (flares, flack, etc) that are fitted in modern times even on passenger jets. I would like to fit some of these on my ships. I'm sorry but defender missiles aren't enough because few of the ships I fly have missile launcher fitting and the defenders don't work so hot anyhow. I'm thinking maybe a mid-slot fitting module that gives a chance of a missile miss. I mean missile boats never miss? Without a module like this one... okay I can see missiles hitting all the time (they're guided) but if you have a module that can misdirect them perhaps we have an accuracy check and a chance for a miss (no damage) or near-miss (reduced damage).
Second idea is jamming. Okay there is caldari ECM but I'm talking about a more diffuse kind of jamming that makes it harder to lock onto a ship. This is more analogous to what modern jets do and have. I think the way to implement this into the game is as a midslot activated module that would give a signature radius decrease of some percentage to the ship. This would decrease locking time and that seems to be what modern jamming mostly does. This does not seem to me like an overpowered module, technically unfeasible, and it is something that might find in all sorts of builds whether for a battleship or a frigate.
You thoughts?
- Helo
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Drizit
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Posted - 2006.05.20 10:02:00 -
[2]
The first is another anti-missile idea which definitely won't go down very well as others have managed to cause a number of arguements over missiles. You already have defender missiles as a defence against missles and missiles were heavily nerfed a while ago because they were too powerful. What you propose on top of their recent nerf would make missles completely useless as a weapon.
The second idea you already have, it's the ECM Burst and it's variants that target ladar/radar/graviton based systems with a lot more power. It already is a mid slot item. Others even more powerful allow you to disrupt enemy targetting systems at far greater ranges and requires the Sensor Linking skill (looks a bit like a popes hat).
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Ricdic
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Posted - 2006.05.20 10:21:00 -
[3]
Number 1 -
If you get med slot missile disruptors, I would like high slot tracking disruptors
kthx ------------------------------------------ Dreadnought Production INC is recruiting Join DPI Channel Or Visit (IGB) http://www.mmorpg-online.net/intro.html |

James Duar
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Posted - 2006.05.20 12:51:00 -
[4]
You know for dodging missiles you could just fit an MWD and run like hell when you have an incoming missile.
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Del Imbrhir
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Posted - 2006.05.20 23:17:00 -
[5]
I like the idea of chaff or flares, etc. Most of my ships don't have missile launchers slots, so I can't have defenders missiles.
It shouldn't be too efficient, maybe related somehow to the ship sig radius or agility... i don't know. the bigger the ship, the less efficient it would be.
Best regards,
Del Imbrhir "Rebellion is the slave's nobelty." |

Maya Rkell
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Posted - 2006.05.20 23:58:00 -
[6]
Originally by: James Duar You know for dodging missiles you could just fit an MWD and run like hell when you have an incoming missile.
Yes, then take near the same damage because your sig radius is bigger. Or much MORE damage if you're hit while still accelerating. Um.
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Valator Uel
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Posted - 2006.05.21 06:14:00 -
[7]
Keep in mind about balancing. If you have an anti missile item you need an anti railgun, laser ect item. I actually think these anti-weapon systems would be nice to prolong combat - something the CCP devs are desperatly trying to do so they can implement sub-system targeting and heat.
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Heloise ChateauBriande
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Posted - 2006.05.23 00:15:00 -
[8]
The ECM burst does not do anything like what I'm proposing. The ECM busrt could be made useful if many AI changes in the game were used. Currently if you use a good ECM burst withing 15K of a stargate you will be destroyed by CONCORD. Seeing as I'm looking to fit something on an industrial to help it survive... and since I am never further than 15K from a stargete in an industrial... the ECM burst is basically just a "self-destruct" option and I've already got that option on every ship without taking up a mid-slot and accpeting a security hit as well.
As I had said before... defender missiles are well and good but I don't have any missile launchers. If CCP puts missile launchers on all industrials then I'll use the defender missiles.
Also... I'm not interested in a missile nerf. I'd be perfectly happy for CCP to work this out in a balanced way and give hi-slot tracking disruptor options or whatever. Just give me something useful to slot on an industrial to give it 0.8 more seconds of life in a gate camp and I'll be happy.
- Helo
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TuRtLe HeAd
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Posted - 2006.05.23 09:16:00 -
[9]
not a bad idea in one respect.
We have missile and turret hard points, Why not have Jamming/ecm hardpoints.
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Rhamnousia
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Posted - 2006.05.26 01:07:00 -
[10]
one stated that u need to balance the system, if there's anti missiles mod, there's should be anti rail/blaster, laser/projectile...soo, here sum ideas
Flare Launcher: (anti guided missiles)
launch a flare that travel away from the vessle, to confuse the incoming missile, thus gives a chance that the missile in question will lock and strike down the flare instead of the ship.
Cloud Generator: (anti auto-target missiles)
use space or specified particle to generate a cloud that last for only moment and launch into space. the cloud would generate the same image of a ship on the missile radar, thus give a chance for the incoming missile to be confused and aim for the cloud instead of the ship.
Magnetic Field Generator: (anti hybrid weapon)
use energy from the ship to generate a magnetic field around the ship, that cause the particles from the hybrid charge have a chance to be disrupted and evolve around the magnetic field, instead of penetrate on the ship's shield or armor.
Energy Dispersion Field Generator: (anti laser weapon)
use energy from the ship to generate an energy field that surround the ship's hull. this energy field will disrupt electric pulse (EM) and thermic energy around it, thus give a chance to negate the energy beam/pulse from a laser weapon.
Magnetic Shield Generator: (anti projectile weapon)
use energy from the ship to generate a small shield surround the ship with high magnetic energy that can repel high velocity projectile. give a chance to stop the shell before it penetrate the ship.
Balancing these modules:
Although with the advantage of the mentioned modules which can stop the shell, energy beam, missile, and particles from the other ship's turrets/bay, these modules would also give a small chance to disrupt the user's weapon as well as the incoming threat. This will prevent from overly use and provide more tactic in using this type of module, not just only turn it on and let it do the job.
example:
- remain cloud/flare that haven't run out of its life cycle yet still have a chance of confusing nearby missiles, that's included friendly missiles (of gang members, or of user). - the magnetic field can disrupt and make the particles from user's weapon to be evolved around the field instead of firing at designated target.
and vice versa for other mods.
your thought? --------------------------------------- - yes, im a noob - yes, im a nut job - no, i dont give a .... about what u think of my noobness - now, tell me sumtime i dont know |

Reggie Stoneloader
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Posted - 2006.05.26 03:21:00 -
[11]
Mmm... high slot turret destabilizer...
A "Scrambler Missile" would do the job. Like a Defender, it's crazy fast, has no damage dealing power and can fit in any launcher. It hits the target ship and releases a localized EMP, scrambling tracking systems and reducing tracking speed and optimal range by x% for X seconds. Boo-yah.
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KittyPilot
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Posted - 2006.05.26 08:02:00 -
[12]
"Close In Weapons System"
fires GODAWFUL amounts of small rounds creating a 'wall o depleted Uranium' to take down incoming missiles at VERY CLOSE RANGE.
make them turrets. Give them a 'magazine' of say 6, but a rapid reload...say 5 seconds. totally ineffective against ANYTHING larger than a drone.
MAX range of say 450 meters.
Insanely HIGH tracking speed, as it's only designed to hit REALLY FAST things REALLY CLOSE.
just enough mathematical damage to take out missiles/cruise missiles/torps.
Fix up the math to ensure someone doesn't put 8 on a DD and go pwn a Battleship, and make a skillbook for it, maybe "Defensive Systems". Allow only one per Industrial and Frigate, 2 for anything larger. can I play with the cute mouse...can I? |
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