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Worthy Angel
Caldari Provisions Caldari State
2
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Posted - 2016.04.26 02:54:23 -
[1] - Quote
Midslot Module 30 CPU, 1 PG Range: 5km Activation Cost: 5 GJ Cycle Time: 5 seconds
The module interferes with the target ship's capsule ejection system, preventing operation in the case of ship destruction. The end result is that the pilot is "podded" when his/her ship is destroyed, assuming the module is activated at the time.
Reasons: 1. Allows pilots to be more permanently removed from fleet fights when they are destroyed, preventing quickly reshipping. 2. Allows more interesting piracy activities, as you can now leverage your target's pod against their bank account.
Balance: Takes up a midslot, which is usually pretty valuable on every fit, so it wouldn't be an auto-include on every fit. Plus, the short activation range requires the targeting ship to be close to the target, so a fleet couldn't just bring one designated "podder" to pod every primary target. |

Lugh Crow-Slave
2294
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Posted - 2016.04.26 03:18:16 -
[2] - Quote
-1
if you want to get the pod then point the pod
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elitatwo
Eve Minions The-Company
1178
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Posted - 2016.04.26 07:27:59 -
[3] - Quote
NO
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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Rivr Luzade
Kenshin. DARKNESS.
2462
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Posted - 2016.04.26 08:51:54 -
[4] - Quote
I do not quite get the point of that module. If the pilot gets insta podded upon ship destruction, they are immediately back home and can reship even quicker. Whereas, with the current system, you can keep a pod on grid indefinitely if pointed or in a bubble, but at the very least stalled for 2 minutes until they self-destruct. Or they need to travel home to reship, which takes more time.
On the other hand, if this module prevented people from ejecting via right click menu, you could keep them longer in their ship... but they could also shoot you longer. In essence, I do not really see the point of this module. vOv
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
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Lugh Crow-Slave
2296
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Posted - 2016.04.26 09:12:27 -
[5] - Quote
Rivr Luzade wrote:I do not quite get the point of that module. If the pilot gets insta podded upon ship destruction, they are immediately back home and can reship even quicker. Whereas, with the current system, you can keep a pod on grid indefinitely if pointed or in a bubble, but at the very least stalled for 2 minutes until they self-destruct. Or they need to travel home to reship, which takes more time.
On the other hand, if this module prevented people from ejecting via right click menu, you could keep them longer in their ship... but they could also shoot you longer. In essence, I do not really see the point of this module. vOv
Even if it just kept them from right click ejecting the weapons timer already does that
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Lan Wang
Knights of the Posing Meat FETID
2770
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Posted - 2016.04.26 11:53:16 -
[6] - Quote
if you want to pod someone fit a smartbomb and approach the target
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Danika Princip
GoonWaffe Goonswarm Federation
4374
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Posted - 2016.04.26 12:32:55 -
[7] - Quote
If you want pods removed, ask for pods to be removed. Don't ask for a module that guarantees a podkill 100% of the time because you can't be bothered to work for it. |

Lan Wang
Knights of the Posing Meat FETID
2770
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Posted - 2016.04.26 12:50:09 -
[8] - Quote
end up like nullsec where everyone flies empty pods, bye bye the mission runners nice income from implants
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Donnachadh
United Allegiance of Undesirables
814
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Posted - 2016.04.26 13:16:28 -
[9] - Quote
Worthy Angel wrote:The module interferes with the target ship's capsule ejection system, preventing operation in the case of ship destruction. The end result is that the pilot is "podded" when his/her ship is destroyed, assuming the module is activated at the time. Besides all the other no reasons given. No because the ability to eject and warp away to prevent you from getting the pod kill mail is a valid mechanic.
Lan Wang wrote:end up like nullsec where everyone flies empty pods, bye bye the mission runners nice income from implants Right, I actually here of more players that run expensive pods in nul when ratting etc than I hear about in high sec.,something about the ease of spotting trouble in your local chat channel that seems to make this possible. But whatever.
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Lugh Crow-Slave
2305
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Posted - 2016.04.26 13:30:32 -
[10] - Quote
Donnachadh wrote: Right, I actually here of more players that run expensive pods in nul when ratting etc than I hear about in high sec.,something about the ease of spotting trouble in your local chat channel that seems to make this possible. But whatever.
not talking ratting talking pvp where bubbles are a risk
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Frostys Virpio
KarmaFleet Goonswarm Federation
2786
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Posted - 2016.04.26 14:25:38 -
[11] - Quote
Donnachadh wrote: Right, I actually here of more players that run expensive pods in nul when ratting etc than I hear about in high sec.,something about the ease of spotting trouble in your local chat channel that seems to make this possible. But whatever.
Most people in HS would never get podded so we don't know if they bling it or not. |

Lan Wang
Knights of the Posing Meat FETID
2770
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Posted - 2016.04.26 14:55:48 -
[12] - Quote
Lugh Crow-Slave wrote:Donnachadh wrote: Right, I actually here of more players that run expensive pods in nul when ratting etc than I hear about in high sec.,something about the ease of spotting trouble in your local chat channel that seems to make this possible. But whatever.
not talking ratting talking pvp where bubbles are a risk
This. if you get bubbled then your losing your pod and ship, which i pretty similar to what the op proposes, lowsec, no bubbles so you have a chance to get a pod out so people risk shiney pods, you dont see null pvpers running around in hg snake sets because it dies to the first cloaky sabre
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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
15199
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Posted - 2016.04.26 15:20:45 -
[13] - Quote
Nope, if im going to lose the two bill i have knockingaround in my head it will be because i got outplayed or because of my own damn drunken incompitance not because you fit some gimiky mod.
Better the Devil you know.
=]|[=
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Agondray
Avenger Mercenaries VOID Intergalactic Forces
345
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Posted - 2016.04.26 19:48:48 -
[14] - Quote
hahaha your a riot, im guessing you missed the point of an "escape" capsule
"Sarcasm is the Recourse of a weak mind." -Dr. Smith
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beor oranes
Macabre Votum Northern Coalition.
29
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Posted - 2016.04.27 13:37:52 -
[15] - Quote
The only way this would even be considered not completely broken was if it gimped your fitting/cap to fit it and only fits on BS.
So like:
100CPU 1000PG 2.5km 1000GJ 1 minute cycle time that also means YOU are unable to receive remote reps, warp, leave your ship, etc (like entosis), regardless of whether you manage to activate it on a ship. Small % chance of the module having a feedback and destroying your ship and pod depending on the difference between the value of your pod and theres (so basically if you have an empty head you are more likely to explode than if you had HG implants in).
That way it is a tactical decision to use it.
You know the person has HG implants and want to cause them financial damage then put your ship and implants on the line to get them.
Basically your idea is really silly and would be mainly used by people in lowsec camping gates in insta-locking stuff to get more shiny KM's with no risk to yourselves. As your 'balance' is not a balance, one of your dudes would drop a sensor booster to fit it.
If you want to kill peoples pods; smartbomb people.
Actually I quite like the feedback idea to destroy your own pod. You use a module like this to destroy someone's pod in a ship without actually destroying the ship, but the draw back is fitting/cap usage (BC's/BS's only) as well as consuming your own pod. Your pod is always lost but the other persons pod is lost based on % chance which is modified depending on the cost of the implants (more they are worth the less chance your pod will explode; the more yours are worth the higher the chance of destroying theirs). 30 second module time and the effect happens at the end, which would pretty much mean its useless in highsec, except against war targets or people who have timers. If they pull out of range or break lock, you still die!
It would still be a horrible module and I really would hope CCP are smart enough not to even entertain the idea, but at least my idea has some real 'balance' to it. Was a nice distraction for 10 minutes. |

Lan Wang
Knights of the Posing Meat FETID
2773
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Posted - 2016.04.27 13:55:40 -
[16] - Quote
people in lowsec dont need this mechanic we have smartbombers for that
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Serendipity Lost
Repo Industries
1960
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Posted - 2016.04.27 14:31:32 -
[17] - Quote
Ralph King-Griffin wrote:Nope, if im going to lose the two bill i have knockingaround in my head it will be because i got outplayed or because of my own damn drunken incompitance not because you fit some gimiky mod.
You have a 2 bil pod..... where do you normally hang out? |

Serendipity Lost
Repo Industries
1960
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Posted - 2016.04.27 14:33:36 -
[18] - Quote
Came hoping for a module that kicked risk averse players out of stations/docking range - Left totally disappointed and on the verge of quitting eve. |
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