Pages: 1 2 [3] 4 5 6 :: one page |
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Gal Desh
University of Caille Gallente Federation
1
|
Posted - 2016.04.25 17:19:04 -
[61] - Quote
While I never supported ganking, I viewed it as a play style. Bumping indefinitely never made sense because there was nothing that could be done about it. It lasted until either the person doing the bumping got bored or friends decided to show up and gank you. So, the 3 minutes is a great place to start.
I would argue that it is still too long. I would put it at 2 minutes. If people want to gank, then they should be ready to gank. It's not the other pilots fault (freighter or any other ship) that the ganking partying wasn't ready.
However, I would also argue that there does need to be some risk there for the people being ganked. I would propose that anyone on "auto pilot" would have a % shield/armor/hull decreased. Like a reverse damage control. Anyone not AFK, has their normal ship and is sitting in front of their computer playing the game. If they go AFK and do auto pilot, then they get a % defense nerf to whatever ship they are auto piloting.
Just my thoughts. |

Kitsune Rei
Tastes Like Purple
55
|
Posted - 2016.04.25 17:24:39 -
[62] - Quote
Shayla Etherodyne wrote:Kitsune Rei wrote:Diolo en Divalone wrote:In my mind this is not a serious nerf to ganking at all.
Most ganks are completed within three minutes. In addittion a ship with the cost of a freighter should provide a distinct advantage against attackers in much cheaper ships. If you cannot gank it within three minutes you need more people or more expensive tools.
You're describing N+1 tactics that Black Pedro has mentioned before. There's nothing fun or immersive about N+1. Instead destroying a freighter with a couple of players in high sec and without a wardec is fun and immersive .... 
If it weren't fun and immersive why would it be so popular? Why are there gaggles of Artynados hanging out in Jita? Those guys aren't sitting there thinking, "Man this is so boring. I wonder what's going on in the other room."
But every bump in Freighter EHP, all that means is you bring more guns to bear on the target. That's it. N+1. And nothing changes. EHP goes up ----> add one more Nado. Repeat. At some point this arms race has to end and another option needs to be implemented.
|

Shayla Etherodyne
United Nations Industrial Holdings
22
|
Posted - 2016.04.25 18:08:57 -
[63] - Quote
Kitsune Rei wrote:
I have nothing against trade hubs. I do take issue with complacency. How dare anyone suggest something that might make the game more interesting than:
A. Set destination B. Undock C. Press the little A on your HUD. D. Watch Netflix or walk the dog. E. Find yourself blown up and then complain that this is hard work.
So many assumptions in so few words.
Let's sum it up Kitsune Rei "I hate people that don't play as I want them to play" |

Sustrai Aditua
Irubo Kovu
121
|
Posted - 2016.04.25 18:43:56 -
[64] - Quote
sero Hita wrote: Why do you even bother changing posting alt the whole time? You are not fooling anyone. QQ Mommy! Johnny's got a bigger piece! QQ
|

Kitsune Rei
Tastes Like Purple
56
|
Posted - 2016.04.25 19:21:57 -
[65] - Quote
Shayla Etherodyne wrote:Kitsune Rei wrote:
I have nothing against trade hubs. I do take issue with complacency. How dare anyone suggest something that might make the game more interesting than:
A. Set destination B. Undock C. Press the little A on your HUD. D. Watch Netflix or walk the dog. E. Find yourself blown up and then complain that this is hard work.
So many assumptions in so few words. Try to think about the effects of your proposal. 1) trade hubs would become unsafe as soon as they start to develop, so they will disappear. 2) people would not travel to sell stuff, there is no incentive to do that, so they would put what they build or wnat tosell in their current station. You have ever tried getting all the pieces for a fit in low sec? I don't enjoy running around the map to find a module here one there. I doubt most people will like it. For what reason you want to wreck the game of a lot of people? What will be the benefit? Or the only goal is "People should play in the way Kitsune Rei want them to play"?
Not at all. I would just like to see player action have an impact. Gankers in high sec blapped freighters today. Tomorrow, they're going to blap some more freighters. And since there is obviously nothing that can be done about it due to the tactics of N+1 and an endless arms race, I thought it would be interesting to have those actions have an impact. But your complacency of buy everything in one place, sell everything in one place and adapting to changing circumstances and environments is too taxing on your delicate sensibilities you can just go on ignoring any suggestions and complaining about the game being too hard for you.
|

Shayla Etherodyne
United Nations Industrial Holdings
22
|
Posted - 2016.04.25 19:37:35 -
[66] - Quote
Kitsune Rei wrote:Not at all. I would just like to see player action have an impact. Gankers in high sec blapped freighters today. Tomorrow, they're going to blap some more freighters. And since there is obviously nothing that can be done about it due to the tactics of N+1 and an endless arms race, I thought it would be interesting to have those actions have an impact. But your complacency of buy everything in one place, sell everything in one place and adapting to changing circumstances and environments is too taxing on your delicate sensibilities you can just go on ignoring any suggestions and complaining about the game being too hard for you.
LOL, again assumptions.
It seem that you have no idea of the consequences of your suggestion. it wouldn't be "hard", it would be boring.
it will add nothing and remove a lot.
|

Nevyn Auscent
Broke Sauce
3203
|
Posted - 2016.04.25 19:50:37 -
[67] - Quote
The bumping change is a much needed fix to a poor game mechanic. The solution to more interesting ganking is to stop treating industrial ships as unfittable targets, and give them equal slots and PG/CPU to other ships of the same size. Then the target has a bunch of options they can employ and you can allow ganks more time to happen, meaning more time for strategy and outside influence to happen.
As long as ganks stay a 15 seconds and it's done, and the industrials stay unfittable targets (3 low slots does not count as fittable), we will continue to have these major issues. |

Jonah Gravenstein
Machiavellian Space Bastards
26116
|
Posted - 2016.04.25 20:15:19 -
[68] - Quote
Nevyn Auscent wrote:The solution to more interesting ganking is to stop treating industrial ships as unfittable targets CCP don't, people do. With few exceptions most industrial ships are able to be fit in a variety of ways, including for resists and hitpoints.
If you want to change "industrial ships" to freighters then you'd be correct.
Quote:and give them equal slots and PG/CPU to other ships of the same size. They're industrial ships, they're designed to move stuff around not partake in battle; they have no business having the same attributes as a combat ship.
Quote:Then the target has a bunch of options they can employ and you can allow ganks more time to happen, meaning more time for strategy and outside influence to happen. The targets already have a multitude of options that they can employ, most can be employed before they even undock.
Civilized behaviour is knowing that violence is barbaric, but paying other people to do it is business.
Nil mortifi sine lucre.
|

Mr Epeen
It's All About Me
10218
|
Posted - 2016.04.25 20:20:59 -
[69] - Quote
I wouldn't be averse to having a high slot or two on a freighter. Like with some of the smaller industrial ships.
While it's unlikely to accomplish much, at least you could laugh maniacally while picking off drones as you go down in flames.
Mr Epeen 
There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass!
|

Kitsune Rei
Tastes Like Purple
57
|
Posted - 2016.04.25 20:36:08 -
[70] - Quote
Shayla Etherodyne wrote:Kitsune Rei wrote:Not at all. I would just like to see player action have an impact. Gankers in high sec blapped freighters today. Tomorrow, they're going to blap some more freighters. And since there is obviously nothing that can be done about it due to the tactics of N+1 and an endless arms race, I thought it would be interesting to have those actions have an impact. But your complacency of buy everything in one place, sell everything in one place and adapting to changing circumstances and environments is too taxing on your delicate sensibilities you can just go on ignoring any suggestions and complaining about the game being too hard for you.
LOL, again assumptions. It seem that you have no idea of the consequences of your suggestion. it wouldn't be "hard", it would be boring. it will add nothing and remove a lot.
It adds another dynamic to hi sec and removes targets from target rich environments. You've spent the better part of this thread complaining at anyone who thinks the current status isn't bad and ridicule any who offer alternatives. Are you always this averse to both the status quo and proposed changes.
Or did you have some other option that goes along with that bitterness? |

Nevyn Auscent
Broke Sauce
3203
|
Posted - 2016.04.25 20:38:36 -
[71] - Quote
Jonah Gravenstein wrote:Quote:and give them equal slots and PG/CPU to other ships of the same size. They're industrial ships, they're designed to move stuff around not partake in battle; they have no business having the same attributes as a combat ship.. Spanish Galleons from the actual pirate era say you are wrong. Get your head out of the modern era where piracy is basically non existant, look at the actual piracy eras. Viking Longboats & Spanish Galleons were the large cargo vessels of their respective eras. And they were warships.
So yes, CCP do treat industrial ships as nothing more than targets, there are not a 'variety' of fits for them. And that is the root of the problem. |

Sobaan Tali
Caldari Quick Reaction Force
901
|
Posted - 2016.04.25 20:58:42 -
[72] - Quote
Mr Epeen wrote:I wouldn't be averse to having a high slot or two on a freighter. Like with some of the smaller industrial ships. While it's unlikely to accomplish much, at least you could laugh maniacally while picking off drones as you go down in flames. Mr Epeen 
Why not?
Hell, CCP could go pure troll-powers-activated mode and give them disco options and a range buff with some massive "no-dock, no jump" restricting weapons timer (say 30 minute timer or until your ship go boom). I overheard someone post that in chat once some time ago and thought, "Eh...useless and unneeded, but it'd be kind of funny to watch at least. For once, a freighter could actually pick up a rare kill before eating a bullet." Giving them a direct defense mechanism might be blasphemously contrary to their intentional way of design, but then again so was slapping rigs on them, right?
It wouldn't be enough to really save a freighter and that's intentional, but it would also just be funny seeing a supposedly defenseless creature such as a freighter bloody somebody's noose a bit before dying. AND, it would encourage active play more since it would never work on AP.
"Tomahawks?"
"----in' A, right?"
"Trouble is, those things cost like a million and a half each."
"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."
|

Kitsune Rei
Tastes Like Purple
58
|
Posted - 2016.04.25 21:01:12 -
[73] - Quote
Nevyn Auscent wrote:Jonah Gravenstein wrote:Quote:and give them equal slots and PG/CPU to other ships of the same size. They're industrial ships, they're designed to move stuff around not partake in battle; they have no business having the same attributes as a combat ship.. Spanish Galleons from the actual pirate era say you are wrong. Get your head out of the modern era where piracy is basically non existant, look at the actual piracy eras. Viking Longboats & Spanish Galleons were the large cargo vessels of their respective eras. And they were warships. So yes, CCP do treat industrial ships as nothing more than targets, there are not a 'variety' of fits for them. And that is the root of the problem.
Spanish Galleons were easy targets for faster ships. Viking Longboat were more troop transport than combat vessel. So unless you''re talking about having a Badger full of trained mercenaries boarding another ship, this allegory makes no sense. |

Jonah Gravenstein
Machiavellian Space Bastards
26116
|
Posted - 2016.04.25 21:01:23 -
[74] - Quote
Nevyn Auscent wrote:Jonah Gravenstein wrote:Quote:and give them equal slots and PG/CPU to other ships of the same size. They're industrial ships, they're designed to move stuff around not partake in battle; they have no business having the same attributes as a combat ship.. Spanish Galleons from the actual pirate era say you are wrong. Get your head out of the modern era where piracy is basically non existant, look at the actual piracy eras. Viking Longboats & Spanish Galleons were the large cargo vessels of their respective eras. And they were warships. A Galleon was a warship that was used to transport goods; they were basically hauling with a battleship.
A Viking Longboat was primarily a troop transport when used for war, IIRC they rarely engaged in naval combat.
Quote:So yes, CCP do treat industrial ships as nothing more than targets, there are not a 'variety' of fits for them. And that is the root of the problem. Nope, the root of the problem is that you believe this to be the case, when in fact it is not.
The fact of the matter is that most of the industrial ship line up, haulers in particular, can be fitted in ways that makes them undesirable targets; unless the pilot is AFK.
Civilized behaviour is knowing that violence is barbaric, but paying other people to do it is business.
Nil mortifi sine lucre.
|

Tau Cabalander
Retirement Retreat Working Stiffs
5995
|
Posted - 2016.04.25 21:04:11 -
[75] - Quote
If you were not AFK, you might as well as go AFK once the bumping begins.
Freighters, orca, and bowhead, are just cat toys once the bumping begins. |

Kitsune Rei
Tastes Like Purple
58
|
Posted - 2016.04.25 21:11:19 -
[76] - Quote
Jonah Gravenstein wrote:A Galleon was a warship that was used to transport goods; they were basically hauling with a battleship.
I imagine a Raven with nothing but Expanded Cargohold IIs in the lows and Cargohold Optimization Rigs 
|

Tau Cabalander
Retirement Retreat Working Stiffs
5995
|
Posted - 2016.04.25 21:18:45 -
[77] - Quote
Kitsune Rei wrote:Jonah Gravenstein wrote:A Galleon was a warship that was used to transport goods; they were basically hauling with a battleship. I imagine a Raven with nothing but Expanded Cargohold IIs in the lows and Cargohold Optimization Rigs  Once upon a time, hauling with dreads was common.
Then came the great cargo nerf. |

Sobaan Tali
Caldari Quick Reaction Force
902
|
Posted - 2016.04.25 21:47:04 -
[78] - Quote
Tau Cabalander wrote:If you were not AFK, you might as well as go AFK once the bumping begins.
Freighters, orca, and bowhead, are just cat toys once the bumping begins.
I think that also brings up another interesting point that disturbingly few people seem to get...that a freighter's best form of tank is not really the tank...it's planning and pilots' instinct more so. If you ever get to the point that someone starts bumping your freighter, you've already failed in that defense. They just haven't pulled the trigger yet. Too many people think the issue is that a freighter doesn't have a chance when in reality, the chance they argue they never had was one that they simply took far sooner in the day than they thought.
"Tomahawks?"
"----in' A, right?"
"Trouble is, those things cost like a million and a half each."
"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."
|

Geronimo McVain
McVain's Minning and Exploration Inc
36
|
Posted - 2016.04.26 09:40:38 -
[79] - Quote
I really don't think that the ganking is the real problem: it's that the gankers can operate so freely.
There should be some mechanic like a cooldown INDEPENDENT from Sec Status. If you ganked x ships within 2 Month in High you get a permanent suspect flag until the Counter is below some threshold. This way the gankers can still operate but it gets dangerous because others can attack them. At the moment Concord is protecting the gankers till they hit a target. This way they would either have to stop ganking or take higher risks. You can now raise your Sec Status quickly again to gain the Concord immunity which more or less destroys all anti-gank activities. Just raising the difficulty to gank will reduce player interaction but raising the danger for Gankers will spark more Anti-Gankers. Or you can reduce the weapon damage in very high sec areas (Trade hubs) and prolong the Concord response time so that Anti-Gankers have a chance to intervene or totally void Concord involvement when there are players fighting the gankers. It would be much more satisfying to kill the ganker then to watch Concord do the Job.
|

Lugh Crow-Slave
2296
|
Posted - 2016.04.26 10:31:25 -
[80] - Quote
GsyBoy wrote:Bobb Bobbington wrote:GsyBoy wrote:My point is still not being understood.
Nothing should be 100% safe or not safe.
At the moment a targeted freighter is dead 100% of the time.
This three minute rule fixes nothing. I mean, you could also use that logic to state that if you jump into a lowsec gatecamp in a t1 hauler you have a near 100% chance of dieing also, so they should get a module that lets them escape the gatecamp. However, in reality, it is the hauler's fault for ignoring safety and not getting a scout or just not going through low. The key part of your post is the "targeted freighter". Exactly. A targeted freighter. You wouldn't complain about not being able to ignore a scram, because it's your own fault getting into such a situation. A freighter stays safe by keeping the cargo value low enough so that gankers won't bother, or by traveling through high-highsec systems. A group of 30 people should be able to kill a single freighter if he becomes a target through his own fault of hauling too high-value goods. Why should one person be able to stop thirty? You argument makes no sense. I could have a cloak/mwd or tank/cyno or battle hauler or be a decoy to agro to either clear gate or prevent jumping after my main cargo ship. A freighter carries stuff a to b, that's it. My point still stands, this change is pointless, just need to scram every 3 mins and can still bump to hearts content. Also can follow all the above and freighters still get killed for giggles, Just think they need a little valid love.
All of your tactics for avoiding that low sec camp have a variation that works with hs freighters
Citadel worm hole tax
|

Ima Wreckyou
The Conference Elite
2431
|
Posted - 2016.04.26 12:27:20 -
[81] - Quote
Nevyn Auscent wrote:So yes, CCP do treat industrial ships as nothing more than targets, there are not a 'variety' of fits for them. And that is the root of the problem. A freighter in highsec is already protected by a automated, invincible, 100% deadly police force which even scales with the amount of Gankers there are. So what kind of weapons on a freighter will save you from destruction if 40+ people attack you? What if they bring 5 more to compensate for the amount you can kill in a worst case scenario. What about all the friends you could bring to the fight RIGHT NOW? Why do you think that CCP should change the rules so you can win in a 1 vs 40 fight without effort?
I am also not surprised that this is a thread about another nerf to ganking and carebears already start to cry for the next nerf while they paint on this one is not even dry.
the Code ALWAYS wins
Elite PvPer, #74 in 2014
|

Lugh Crow-Slave
2304
|
Posted - 2016.04.26 12:34:24 -
[82] - Quote
Ima Wreckyou wrote:Nevyn Auscent wrote:So yes, CCP do treat industrial ships as nothing more than targets, there are not a 'variety' of fits for them. And that is the root of the problem. A freighter in highsec is already protected by a automated, invincible, 100% deadly police force which even scales with the amount of Gankers there are. So what kind of weapons on a freighter will save you from destruction if 40+ people attack you? What if they bring 5 more to compensate for the amount you can kill in a worst case scenario. What about all the friends you could bring to the fight RIGHT NOW? Why do you think that CCP should change the rules so you can win in a 1 vs 40 fight without effort? I am also not surprised that this is a thread about another nerf to ganking and carebears already start to cry for the next nerf while they paint on this one is not even dry.
not even dry? try it is still being painted we still have a day till its in the game
Citadel worm hole tax
|

Jenn aSide
Shinigami Miners Test Alliance Please Ignore
13956
|
Posted - 2016.04.26 13:07:18 -
[83] - Quote
Nevyn Auscent wrote: Get your head out of the modern era where piracy is basically non existant.
No one let facts get in this guy's way.. I wish I had 6-7 billion non-existent dollars per year. |

Brokk Witgenstein
Extreme Agony The Wraithguard.
258
|
Posted - 2016.04.26 13:53:38 -
[84] - Quote
Oh man. I just love it when the word "carebear" gets flung around, when in threads such as these it is mostly the gankers crying it ain't fair.
It's easy: IF your ganksquad is ready, nothing changes.
One would almost think they're "entitled" or somesuch nonsense.
I do agree there is a problem with highsec in general though; it'd be a lot more entertaining if (1) docking rights for criminals were revoked (2) there'd be no faction police and (3) concord would start off with frigs and gradually step up the game eventually dropping battleships -- including a chance to get away with it.
Perhaps not "the" perfect solution, but far more engaging than the 30 second window we have now. A larger window of opportunity would encourage antigankers to form and roam the spacelanes. It's bad when an NPC corp has to do a player's job.
On topic of bumping... I can't see any reasonable line of thinking that allows warp disruption without criminal flag. Piling bad mechanics on top of flawed concepts will not improve the design. Already the fact that empires highsec borders meet each other without some lowsec in between is poorly conceived. We need more reasons to shoot one another in proper fleet battles. We do not need to bicker over 30 seconds of spasm only because the game mechanics don't allow anything else. There is no PvP honour in throwing 2 mil catalysts at unarmed targets while operating in NPC corps under Concord protection yourself. Enough with the "carebear" already, focus on the mechanics please.
Brokk out. Fly safe 'n all that. (or die trying) |

Isaac Armer
The Soup Kitchen
172
|
Posted - 2016.04.26 14:02:40 -
[85] - Quote
Ima Wreckyou wrote:A freighter in highsec is already protected
To start, there's nothing wrong with ganking at all, but I'm not sure you understand what the word 'protected' means. Protection is proactive, concord is not.
And gankers calling people carebears is a bit hypocritical, isn't it? Ganking and HS wardeccing are some of the most risk-free playstyles in game. Nothing wrong with them, but don't sugarcoat what they are. |

Black Pedro
Yammerschooner
2424
|
Posted - 2016.04.26 14:25:21 -
[86] - Quote
Ima Wreckyou wrote:Nevyn Auscent wrote:So yes, CCP do treat industrial ships as nothing more than targets, there are not a 'variety' of fits for them. And that is the root of the problem. A freighter in highsec is already protected by a automated, invincible, 100% deadly police force which even scales with the amount of Gankers there are. So what kind of weapons on a freighter will save you from destruction if 40+ people attack you? What if they bring 5 more to compensate for the amount you can kill in a worst case scenario. What about all the friends you could bring to the fight RIGHT NOW? Why do you think that CCP should change the rules so you can win in a 1 vs 40 fight without effort? I am also not surprised that this is a thread about another nerf to ganking and carebears already start to cry for the next nerf while they paint on this one is not even dry. I agree that is usually customary to wait for the incoming ganking nerf to be implemented before asking for the 'one more' that will make everything balanced. Otherwise, how can you keep up the pretense that this is the one that is going to finally set things straight?
But more generally, you are absolutely correct. The problem is that years of carebear whining (and the resulting cascade of 'one more nerfs') has resulted in ganking penalties so onerous, and a NPC response so much more efficient and powerful than players could ever hope to be. No matter how many guns you gave a freighter, it could never approach the power and influence the CONCORD response brings to a PvP engagement so aside from some false psychological value, it would do nothing to make a difference. When you already set the bar at multiple dozen ships to even attempt an attack on a freighter, a few more to deal with the meager damage a freighter could do means little.
Players can't really have it both ways. Either you benefit from the increasingly punitive safety blanket of highsec that has criminal penalties so onerous (like the faction police) it keeps criminals in stations except briefly to strike, and a CONCORD response so quick and powerful that it makes it impossible for your friends to come help you or even make a difference if they do show up, or you have more moderate restrictions that allow criminals to fly in space and give good fights, and slower and less omnipotent CONCORD response that could potentially allow more nuanced fights to take place. Clearly some protection or safety system is needed in highsec of course, but complaining that criminals are not vulnerable enough or ganking isn't interesting enough when the very restrictive mechanics carebears whined for over the years is what forces criminals to use such overwhelming force in hit and run strikes is completely missing the big picture.
The reality is criminals are going to commit crimes and do their part to keep a little bit of risk in highsec as the developers of the game intend whether the game allows them to use something other than suicide catalysts or not. Don't hate the player hate the game and all that. But the game could really be much better if the whole mechanic was rethought from the ground up so that quick, suicide strikes were not the only mechanism to waylay a freighter and there was potential for escalation on both sides. But until then, gankers are still gonna gank with or without this slight modification changing bump->repeat->gank to bump->point ->repeat->gank and players (usually recently exploded ones) will keep coming to these forums with that one nerf that if implement, would suddenly make ganking fair and balanced.
It's one of those eternal circles of Eve.
Why Do They Gank?
|

David Therman
University of Caille Gallente Federation
141
|
Posted - 2016.04.26 14:51:31 -
[87] - Quote
Ima Wreckyou wrote: So what kind of weapons on a freighter will save you from destruction if 40+ people attack you?
Welllll.... not a traditional offensive system, but what if CCP introduces a module similar to the new damage controls (emergency hull energizer?) for capitals... only in this case it's industrial/freighter specific, and that it re-directs ALL damage done during the duration back to the ship that delivered it. The module then self-destructs after the cycle is complete. I'm thinking, ohhh... 5, maybe10 seconds or thereabouts?
Of course, you could have penalties such as the 0% resists found with polarised weapons, or a 50% reduction in cargo capacity... and it would have fairly steep costs for manufacturing it too. This would be an active module, so I imagine a lot of targets who just set auto-pilot and let their ship sail to their doom are still going to blow up anyway. The thought of tornado's trying to blow away an unsuspecting hauler only to self-combust is quite amusing, I must say... that's just one mod, I'm sure I can think of a few more.

|

Kitsune Rei
Tastes Like Purple
59
|
Posted - 2016.04.26 14:58:15 -
[88] - Quote
David Therman wrote:Ima Wreckyou wrote: So what kind of weapons on a freighter will save you from destruction if 40+ people attack you? Welllll.... not a traditional offensive system, but what if CCP introduces a module similar to the new damage controls (emergency hull energizer?) for capitals... only in this case it's industrial/freighter specific, and that it re-directs ALL damage done during the duration back to the ship that delivered it. The module then self-destructs after the cycle is complete. I'm thinking, ohhh... 5, maybe10 seconds or thereabouts? Of course, you could have penalties such as the 0% resists found with polarised weapons, or a 50% reduction in cargo capacity... and it would have fairly steep costs for manufacturing it too. This would be an active module, so I imagine a lot of targets who just set auto-pilot and let their ship sail to their doom are still going to blow up anyway. The thought of tornado's trying to blow away an unsuspecting hauler only to self-combust is quite amusing, I must say... that's just one mod, I'm sure I can think of a few more. 
All damage inflicted by a PvP enthusiast to any ship in high sec is already reflected back when space 5-0 shows up. I fail to see how this addresses anything. A freighter reflects damage back at their assailant while CONCORD is shooting at them as well? |

David Therman
University of Caille Gallente Federation
141
|
Posted - 2016.04.26 15:38:18 -
[89] - Quote
Kitsune Rei wrote:David Therman wrote:Ima Wreckyou wrote: So what kind of weapons on a freighter will save you from destruction if 40+ people attack you? Welllll.... not a traditional offensive system, but what if CCP introduces a module similar to the new damage controls (emergency hull energizer?) for capitals... only in this case it's industrial/freighter specific, and that it re-directs ALL damage done during the duration back to the ship that delivered it. The module then self-destructs after the cycle is complete. I'm thinking, ohhh... 5, maybe10 seconds or thereabouts? Of course, you could have penalties such as the 0% resists found with polarised weapons, or a 50% reduction in cargo capacity... and it would have fairly steep costs for manufacturing it too. This would be an active module, so I imagine a lot of targets who just set auto-pilot and let their ship sail to their doom are still going to blow up anyway. The thought of tornado's trying to blow away an unsuspecting hauler only to self-combust is quite amusing, I must say... that's just one mod, I'm sure I can think of a few more.  All damage inflicted by a PvP enthusiast to any ship in high sec is already reflected back when space 5-0 shows up. I fail to see how this addresses anything. A freighter reflects damage back at their assailant while CONCORD is shooting at them as well?
I wasn't being entirely serious with that idea (actually, not at all) but surely you must know there's a window between when the gankers start firing and when Concord show up? It's during that window where you would use it, if such a module existed and you timed it right you could redirect 2, if not 3 volleys from a Talos, which I'm assuming would be enough to blow it up... and thus one less Talos on the field, and a kill for the indy pilot. Or in the case of a tornado pilot, his insta-gib volley smashes straight back into him, and thus the gank is prevented. Having said that I can imagine catalyst/talos ganks would wise up to it very quickly.
Honestly though, I wasn't expecting anyone to take that idea seriously... it was something that just popped into my head when I saw Ima's post, it probably should have stayed in there. Or posted with the other bad ideas in F+I. |

Kitsune Rei
Tastes Like Purple
59
|
Posted - 2016.04.26 16:20:06 -
[90] - Quote
David Therman wrote:Kitsune Rei wrote:David Therman wrote:Ima Wreckyou wrote: So what kind of weapons on a freighter will save you from destruction if 40+ people attack you? Welllll.... not a traditional offensive system, but what if CCP introduces a module similar to the new damage controls (emergency hull energizer?) for capitals... only in this case it's industrial/freighter specific, and that it re-directs ALL damage done during the duration back to the ship that delivered it. The module then self-destructs after the cycle is complete. I'm thinking, ohhh... 5, maybe10 seconds or thereabouts? Of course, you could have penalties such as the 0% resists found with polarised weapons, or a 50% reduction in cargo capacity... and it would have fairly steep costs for manufacturing it too. This would be an active module, so I imagine a lot of targets who just set auto-pilot and let their ship sail to their doom are still going to blow up anyway. The thought of tornado's trying to blow away an unsuspecting hauler only to self-combust is quite amusing, I must say... that's just one mod, I'm sure I can think of a few more.  All damage inflicted by a PvP enthusiast to any ship in high sec is already reflected back when space 5-0 shows up. I fail to see how this addresses anything. A freighter reflects damage back at their assailant while CONCORD is shooting at them as well? I wasn't being entirely serious with that idea (actually, not at all) but surely you must know there's a window between when the gankers start firing and when Concord show up? It's during that window where you would use it, if such a module existed and you timed it right you could redirect 2, if not 3 volleys from a Talos, which I'm assuming would be enough to blow it up... and thus one less Talos on the field, and a kill for the indy pilot. Or in the case of a tornado pilot, his insta-gib volley smashes straight back into him, and thus the gank is prevented. Having said that I can imagine catalyst/talos ganks would wise up to it very quickly. Honestly though, I wasn't expecting anyone to take that idea seriously... it was something that just popped into my head when I saw Ima's post, it probably should have stayed in there. Or posted with the other bad ideas in F+I.
I totally understand. I myself have poorly thought out or even stupid ideas all the time. Now get out of my head! There's only room for so many in here!
|
|
|
Pages: 1 2 [3] 4 5 6 :: one page |
First page | Previous page | Next page | Last page |