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Thread Statistics | Show CCP posts - 2 post(s) |

Max Hardcase
Art of War Cult of War
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Posted - 2007.03.20 23:16:00 -
[1]
Decoy launcher: High slot utility item. Fitting reqs, not gonna bother with these here.
Duration 15s Cargo capacity 15m3 Ammo size/decoy 5m3 Effect : -12.5% sig radius Defender skill is changed to decoy operation skill, increases duration by 5%/level.
Simple personal defense item that lowers your sig radius making you less vulnerable to missiles and guns.
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Max Hardcase
Art of War Cult of War
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Posted - 2007.03.21 15:40:00 -
[2]
Good idea, bad idea ?
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morifeine
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Posted - 2007.03.21 16:22:00 -
[3]
I like the idea, but the effect is too cheap for one high slot ;)
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Max Hardcase
Art of War Cult of War
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Posted - 2007.03.21 20:29:00 -
[4]
Edited by: Max Hardcase on 21/03/2007 20:27:44 How about adding an advanced skill that increases the effect by 5%/level. And -12.5% sig radius is not that bad tbh.
The only problem is that some cruisers have sig radii that are WAY out of whack, like ~160 for some recons, its a problem with the missile damage, but it would still help for gun tracking.
If the sig radius bonus was increased it would be pretty much be only if you could fit 1 launcher, but that can degrade into the "must fit decoys" scenario.
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Sentry Skills
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Posted - 2007.03.21 20:41:00 -
[5]
The Idea is "okay" but a launcher is not, It would cuase to many other problems with other area in the game, maybe a Turret witch can only shoot missiles or a drone type made for killing the missile, OR they could make the Smartbombs able to kill missiles again.
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Winters Chill
Amarr Ministry of War
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Posted - 2007.03.21 22:24:00 -
[6]
Good idea.
What about plain old decoy drones though. Easier to program methinks.
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Max Hardcase
Art of War Cult of War
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Posted - 2007.03.21 23:58:00 -
[7]
Don't think launchers think cap boosters. Its a module that uses charges to give its effects.
And as to the drones : stacking limits guys
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Lance Fighter
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Posted - 2007.03.22 04:13:00 -
[8]
When you said "decoy launcher" in your title, I was thinking something along the lines of a chaff launcher... not a decreased sig radius effect. Wonder if that would be possible... I'd hate to hijack your thread here, but would changing the sig radius do that much? Why not instead have a launcher, that instead of decreasing sig radius, makes anyone locking you lose their lock on you, and instead lock onto the 'decoy' (of course named the same, looks the same on overveiw, ect - just does not shoot or move) The ship would launch their missiles, or shoot off their guns at the decoy - till it either popped or they noticed it was a fake. [/thread_hijack]
Someone keeps truncating my signature, I swear |

Max Hardcase
Art of War Cult of War
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Posted - 2007.03.22 10:08:00 -
[9]
Sig radius is one of the principal factors in turret tracking, it also factors in heavily for missiles.
By decreasing sig radius you make it harder for people to damage you. The false lock idea is a good one, but it will make the coders cringe I suspect. A Sig radius effect is much easier to put into game.
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Thargat
Caldari S-44 Tre Kroner
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Posted - 2007.03.22 14:23:00 -
[10]
Great concept, I really like it, except that every1 will use one. Opens up a big can of worms. I like the ide with "targetswapping" better though. Where each Decoy has a chance to disrupt your targeting (where it will target your decoy aswell). Should be dependant on your sig radius though, and should also have some nasty drawback (breaking your own lock aswell?).
Would be really cool if they applied to area (but would prolly cause havoc with the server).
I had an idea of my own. Point defense guns (autotargets and shoots at drones and missiles, as well as ships who gets too close, wich works even when scrambled). They would partially replace smarbombs, have a fantastic rate of fire and would make really cool IWO JIMA type of graphical effect. (Of course a high slot). And would look extremely cool on say destroyers (who sould then be able to run as picketships on the flanks of a fleet, 8 high slots anyone?).
If you don't like what I say, just ignore it, or admit I got to you. |

morifeine
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Posted - 2007.03.22 16:54:00 -
[11]
@Thargat : The problem will then be to identify the drones and missile to fire at.
The chaff launcher thing would do great against the call primary thing. Good idea indeed. I see it with a long time to reload, and a huge stacking penalty (or even just one activated at a time).
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Seiji Hannah
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Posted - 2007.03.22 17:35:00 -
[12]
The OP idea is great, however there is little chance it would be considered, cuz of the high possibility to exploit, this is evident by the lack of mods that lower your sig radius. If this would somehow be limited to a sigle module active at any time, or perhaps put it into a medslot - it could work or at least be harder to disrupt whatever balance currently exists.
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Mr Cleann
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Posted - 2007.03.22 17:58:00 -
[13]
I like that idea. Personally I think the defender missiles suk atm. Particularly the way they work. The defenders should be an automatic system. Once activated it fires automatically at any inccoming enemy missile regaurdless if its headed to you or a corp m8. Once its on it should nolonger require human interaction until the player decides to turn it off (i.e. act simular to the way the sensor booster works).
With the addition to a decoy device, if it isnt a device that launches a "drone missile" to lure the incoming missiles away. Then it should be relegated to a low slot as it is only sending a "jamming signal" to the opposing missile.
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Max Hardcase
Art of War Cult of War
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Posted - 2007.03.22 20:21:00 -
[14]
Edited by: Max Hardcase on 22/03/2007 20:21:37 The only other way I could see a Point defense system or decoy system work is for it to offer a straight % miss chance for each incoming missile/normal attack.
PDS would only work on missiles but would offer a higher chance to intercept them. Decoy would work for all attackers but offers a lower % chance.
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Daniel Lentz
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Posted - 2007.03.22 21:07:00 -
[15]
Smaller missiles fired at larger targets would be unaffected by your given level of signature reduction. Defender missiles affect all missile types that they can land a hit on (which AFAIK is all missiles).
Was that an intentional side affect that you were looking for?
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Max Hardcase
Art of War Cult of War
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Posted - 2007.03.23 09:53:00 -
[16]
Edited by: Max Hardcase on 23/03/2007 09:50:08 Well generally I dont tend to worry so much about smaller sized missiles hitting my big ship anyway. It would have helped more versus even sized and bigger missiles. Smaller sig would still have helped against any gun ( however marginally for small guns vs big ships ).
You need 2 defenders as it is now to take out 1 torp however.
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