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Dutarro
Kydance Radiant Industries
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Posted - 2006.07.29 17:42:00 -
[1]
There are often proposals here to nerf instas, so that travelers are not as invulnerable to attack. Maybe people have been thinking about it wrong ... instead of stopping insta travel so we can fight with existing combat mechanics, why not keep insta travel the same, but create some way to attack people flying with instas. Here is one such idea off the top of my head:
WARP SYNCHRONIZATION A properly skilled/equipped attacker can synchronize his warp drive with a target ship, so that when the target warps out, he also goes to warp in pursuit. A combat then happens inside the warp itself, a very different 'tactical environment' than normal space. Only specialized weapons work inside warp and of course the combat only lasts as long as the defender is warping. Once the defender falls out of warp, he has escaped the attack, because the attacker is flung out of warp at a different location far away from the defender.
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Mr Xofar
Minmatar
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Posted - 2006.07.29 17:51:00 -
[2]
Sounds awesome and dangerous for the attacker as well since the attacker can be "pulled" right into a trap when the "bait" goes into warp.
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Sphynx Stormlord
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Posted - 2006.07.29 18:07:00 -
[3]
Nice idea (very Bablylon 5, with its hyperspace battles).
The 'trap' aspect could be avoided if the attacker comes out of warp somewhere other than the person being chased.
It would also be nice if gangs could 'warp syncronise' with each other, so that they all warp together (and thus fight together against any enemies that chase them), but with the advantage of all arriving at the same place.
Giving people the choice of either warp syncronising with their gang (arrive together), or with an individual (probably an enemy; arrive somewhere different) would mean that one gang would only chase another gang though warp if all its members syncronised with enemy members.
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Mr Xofar
Minmatar
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Posted - 2006.07.29 18:16:00 -
[4]
Edited by: Mr Xofar on 29/07/2006 18:17:03
Originally by: Sphynx Stormlord The 'trap' aspect could be avoided if the attacker comes out of warp somewhere other than the person being chased.
Unless the attacker gets dragged right into an interdictor's bubble and gets yanked out of warp. edit: Don't get me wrong, I love the idea. The more options,the better. I'm just pointing out the dangers of it.
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Dutarro
Kydance Radiant Industries
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Posted - 2006.07.29 19:00:00 -
[5]
Originally by: Mr Xofar Edited by: Mr Xofar on 29/07/2006 18:17:03
Originally by: Sphynx Stormlord The 'trap' aspect could be avoided if the attacker comes out of warp somewhere other than the person being chased.
Unless the attacker gets dragged right into an interdictor's bubble and gets yanked out of warp. edit: Don't get me wrong, I love the idea. The more options,the better. I'm just pointing out the dangers of it.
Personally I don't think the attacker should fall out of warp anywhere near the defender. Put him 300km away at least, in a random direction. Then the attacker cannot be pulled into a trap and the defender cannot be immediately pursued again. If the defender survives the in-warp fight, he should truly escape from the attacker.
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Mr Xofar
Minmatar
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Posted - 2006.07.29 19:08:00 -
[6]
I assume the attacker would have to achieve a target lock first, then he would have to synchronize with the ship going as its into warp. Well, at what distance would the ship with the Warp Sync module need to be in order to acquire synchronization? 300km? Can a ship target at that distance? I don't know, so I'm asking.
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Zarch AlDain
The Blackwater Brigade HUZZAH FEDERATION
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Posted - 2006.07.29 20:07:00 -
[7]
Maximum targetting range is 249km.
Current warp disrupt range is 20 (going up to 28 for factional stuff - maybe more once bonussses get involved).
Would this module have a higher, lower or the same range as disrupters?
I think requireing you to be inside 15km feels 'right'.
Zarch AlDain The Blackwater Brigade Huzzah Federation
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Maya Rkell
Sebiestor tribe
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Posted - 2006.07.29 20:22:00 -
[8]
Scout frigates. Based off tier 2 T1 frigs, 2 highslots with no bonuses. Able to tag ships within 30km using a spealised midslot module. If tagged ship enters warp, the scout frigate follows, and will exit in the same relative position which it left.
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Mr Xofar
Minmatar
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Posted - 2006.07.29 20:43:00 -
[9]
Originally by: Zarch AlDain Maximum targetting range is 249km.
Current warp disrupt range is 20 (going up to 28 for factional stuff - maybe more once bonussses get involved).
Would this module have a higher, lower or the same range as disrupters?
I think requireing you to be inside 15km feels 'right'.
So, if the attacking ship is within 15km at the time of sync, and then it begins warp only moments after the target ships does, then the attacking shipp will be what, maybe 30km behind the target at best? That seems close enough to trap the attacker, regardless of what they are flying. I guess some ships take longer to achive warp? If so then that distance of course will vary. You'd have to be keeping a very close eye on things in the system, or be sure you can take out the target ship before they drag you through a bubble.
Either way, it sounds like fun.
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Ellaine TashMurkon
Em Pack HUZZAH FEDERATION
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Posted - 2006.07.29 22:02:00 -
[10]
It sounds like fun because it promotes combat rather then sudden annilation by not very surprising, but uneveitable (unless You log off for half a day or have another route or like to wait a few hours in SS) trap.
You have to warp faster then target, at that generally means smaller weaker ships or at least nanofibers instead of damage/tracking/tanking mods. It wuld be also hard o get whole attacking gang make it to contact with target at exact same time. So, defender, even a trader (even a hauler) has a good chance to be atacked by something he can acually fight with. It generally, has lots of potential for dynamic, exciting gameplay :)
Ah, and allow joining chase in middle of system by active long range warp-bubble scanner mods - if someones warp route crosses a sphere arond You, few AU in radius, You see a blink or something and have a few seconds to start following. This posibility gives; -people camping in other places then at gates only. -more nerves in mid-warp :)
--- Bookmark improvements Player owned brokers |

Mr Xofar
Minmatar
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Posted - 2006.07.29 22:31:00 -
[11]
I wonder though, would the attacking ship come out of warp as soon as the target ship is destroyed, or would the Warp Sync mod need a moment to realize that the target ship is no longer in warp? That is, assuming the target ship, or rather the pod, is knocked out of warp when the ship is destroyed.
It would almost be a blessing for the pilot being destoyed, because he may have a better chance of escaping being podded if the attacker came out of warp a moment of two after destroying the pilot's ship.
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DrAtomic
Polytope Ghosts of Retribution
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Posted - 2006.07.29 22:34:00 -
[12]
Hmmm nowhere to run, nowhere to hide, you just died...
It sounds like fun and all but doen't it lean towards the griefPK-ers too much? ----------------------------------------------- The BIG Lottery |

Mr Xofar
Minmatar
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Posted - 2006.07.29 22:48:00 -
[13]
Originally by: DrAtomic Hmmm nowhere to run, nowhere to hide, you just died...
It sounds like fun and all but doen't it lean towards the griefPK-ers too much?
I dunno, travel defensively, hunt offensively. If traveling, you would fit your ship to outrun and out maneuver, unless of course you have the guns to fight whatever is chasing you.
Also, couldn't the target pilot intensionaly drop out of warp prematurely, is that possible?* If so, he could drop out of warp and the select a new point in space and go there. Hopefully the attacking ship's Warp Sync isn't fast enough to drop out with him. If it is a good quality mod and the attacking ship can stay with him when he drops warp, then I guess the pilots is hating life.
*Actually, I recall that the only way to stop short of a point you are warping too is to drain your capacitor then warp. Although, it would be nice to be able to cause your ship to drop out of warp at a moments notice.
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Dutarro
Kydance Radiant Industries
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Posted - 2006.07.30 01:34:00 -
[14]
Edited by: Dutarro on 30/07/2006 01:33:55
Originally by: DrAtomic Hmmm nowhere to run, nowhere to hide, you just died...
It sounds like fun and all but doen't it lean towards the griefPK-ers too much?
That is the main reason for saying the attacker falls out of warp far from the defender, to give the defender a chance to escape if he fends off the in-warp assault. Also keep in mind that the griefPKs' ship of choice, the sniper BS, would be nearly useless for this type of chase. Only small, agile ships can effectively pursue into warp, and they have a harder time taking down a ship, even an industrial.
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Dutarro
Kydance Radiant Industries
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Posted - 2006.07.30 01:52:00 -
[15]
Originally by: Ellaine TashMurkon ...Ah, and allow joining chase in middle of system by active long range warp-bubble scanner mods - if someones warp route crosses a sphere arond You, few AU in radius, You see a blink or something and have a few seconds to start following. This posibility gives; -people camping in other places then at gates only. -more nerves in mid-warp :)
To intercept an already-warping ship, the 'tagging' model mentioned earlier by Maya could work through scan probes. Your scan probe sees a distant ship in warp, you remotely tag the ship and synchronize, then your ship immediately jumps to warp on intercept course.
There is a slight problem of geometry, since warp drive has thus far only moved us in straight lines. The intercept course, on the other hand, would be a curve or a zigzag. From an EVE developer's point of view, a zigzag is probably easier to implement -- you move in a straight line that intersects the target's course, then at interception your warp line instantly turns to follow.
From an EVE fiction point of view, maybe your first warp bubble collapses on contact with the target's warp bubble, and your ship is left inside his bubble.
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Maya Rkell
Sebiestor tribe
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Posted - 2006.07.30 02:22:00 -
[16]
Eh. An important balance point is you first have to get close. In a fragile frigate. It's not really possible in a 1v1 situation, it's a ship designed to sit cloaked with a group..
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Maysta PhaCade
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Posted - 2006.07.30 02:43:00 -
[17]
There is one way to mess with a warp. I have seen this. Warping to a gate that has a bubble around it, and your warp gets thrown off. I'm wondering if you had to drop a bubble in between 2 gates, if people warping from gate to gate would be thrown out of warp at the bubble.
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Maya Rkell
Sebiestor tribe
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Posted - 2006.07.30 03:43:00 -
[18]
Nope, only currently works in the final grid of a warp.
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