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Garr Anders
Minmatar Eve University Ivy League
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Posted - 2007.04.27 14:34:00 -
[1]
According to the latest Dev Blogs, the Devs are looking for a reason not to create larger and larger Blobs.
One very simple solution, AFAIK not yet mentioned is: Ship Explosions.
Why not have a ship (or everything) that explodes do damage to what is within a certain area, just like an area of effect weapon?
The larger the ship, the bigger the area of effect as the well as damage.
You could have chain reactions of ships blow up other ships in their area, which would heavily discourage blobbing too many ships next to each other. You could also sucide your ship into the enemy line by selfdestructing it, trying to cause just this chain reaction, also discouraging blobbing.
Garr Anders - Minmatar
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Winter II
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Posted - 2007.04.27 15:26:00 -
[2]
Well that will effect everything not just blobs...
If you fight close range mega vs other ship you maybe orbit at 3k... so to be able to kill the ship and not take damage by the explosion you need to back away to be able to do that final shot.
eve is not a simulator where you stear your ship where you want it and that can make this problematic.
or lets say you are in a tackling frig/af/interceptor. you orbit close range to avoid getting hitted and then your friends blow up the ship and you die:P
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Yamichi Wiggin
Caldari Rising Knights SMASH Alliance
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Posted - 2007.04.27 15:38:00 -
[3]
This won't nerf blobs. This will nerf blasters and intys as mentioned. When I've been on camp blobs, we stay fairly scattered. The snipers and long-range boats are usually spread several dozen km apart. The only people this would impact are the ones with short-range setups. And short-range setups are needed. And frankly- they're fun. ------ Pain is weakness leaving the body.
There is no love in fear |

Sheriff Jones
Amarr Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.04.27 15:48:00 -
[4]
I made a thread about this on the ships and modules section.
Lot's of stuff there..hmm...have to ask it to be moved or something... 
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Mzilikazi
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Posted - 2007.04.27 16:17:00 -
[5]
Sorry I'm not too keen on this one. I don't like the idea of being collateral damage in some empire war that I'm not taking part in. It would be like as you undock... "Oh look that T2 Mega is taking a pounding outside my HQ <<BADABING-BADABOOM!!!>>> Drat my first Bantam is splashed up against the station entrance because some rich guys decided to have a war...great...f*@#ing great!" 
You gotta love eve, imagine paying all that money every month just so you have to avoid the warring b@5t@rds killing each other as you peacefully haul veld - the day you hop into your own T2 mega will look a LONG LONG way off (unless you visit ebay from time to time and pay more money of course) Suddenly if you're a noob its not such an attractive game.
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Uzou
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Posted - 2007.04.27 17:39:00 -
[6]
Make a mobile shield generator :) a BS sized ship able to fit a bubble with very large amounts of hp and not able to shoot in or out of. A gang would have to close in on it to destroy the shield. During this "siege" mode the ship will not be able to move for the duration of the shield bubble module.
The module should require heavy water and stronthium to use :)
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Garr Anders
Minmatar Eve University Ivy League
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Posted - 2007.04.30 10:28:00 -
[7]
I still think that this might be an option to reduce blogging.
There is already an explosion velocity just like for rockets and missles so faster/close range ships could escape an explosion.
Damage and range could be adjust to have this an noticeable but not devastating effect if it's just one ship. It just might be the little bit of extra damage in to tip the scale of a tank.
Empire wars with their blow up ships at the undock point style are a problem, espcially if you look at places like Jita or more common for me Rens.
But maybe an slight stronger intervention from Concord would help here, since the explosion radius is probaldy hitting the station or gate as well, concord could jump in to see who caused the explosion and take on them.
I think though it might have some drawbacks this idea, with some little bit more brainstorming might prove a viable solution.
Garr Anders - Minmatar
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LLeBRing
Gallente RONA Corporation RONA Alliance
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Posted - 2007.04.30 12:49:00 -
[8]
Look in the old dev blogs from 2003/2004 and read why they took out splash damage on torpedoes. This is likely related to a similar reason as to why they wouldn't implement the same thing for ships explosions.
RONA Corporation |

Garr Anders
Minmatar Eve University Ivy League
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Posted - 2007.05.01 09:32:00 -
[9]
Thank you, I didn't found the dev blob about it (maybe you can link to it) but have found a more or less recent discussion about splash damage on torpedos, with some hints toward the discussion in the past.
I have the EON Magazine 1 here, and it was said that they would like to move fights away from gates.
"The new capital ships will accelerate the focus of the battles away from gates and regional chokepoints." - EON 1, page 25
AFAIK it didn't happen. Wars are still fought around gates, in empire, as well as in 0.0.
Also the DEVs themself are thinking about new weapons with splash damage as mentioned in one of their last blogs
"A hint of the type of AOE weapons we've been working on? Think bombs and bursts! You can probably imagine what they do, if not they go boom. More tactical bombs are also scheduled. Remote ECM bursts work pretty much like our current ECM burst except you can target it on someone and it can break lock of ships surrounding that target."
My sentiment is, in addition to those new area of effect weapons to add explosion damage for exploding ships.
Sure this needs an "overhaul" of existing strategies, especially for very close range tacklers and empire wars.
I would even go so far that splash damage in overall should be able to damage gates ;) and make it "disrupt" the wormhole for a certain duration depending on the damage.
Yes, this would be even a more severe change but if you want to keep your gate intact, you would be forced not to fight to close to it.
It would be for defenders as well for attackers another tactical option (in 0.0 sec, in high sec concord would interfene before the gate would take to much damage). It would lock out defenders as well attackers of reinforcements or at least slow them down (apart from the current lag).
Garr Anders - Minmatar
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Trovax
Amarr
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Posted - 2007.05.01 09:47:00 -
[10]
Edited by: Trovax on 01/05/2007 09:42:58 Im not sure either way on this subject. Too many variables that need thinking about. However, i do think (although it would probably never happen) that an exploding titan that has just been shot up by a bunch of frigs should put out some kind of collateral damadge.
What if all those that were caught in the blast were temproarily disabled? I.E. Sensors disrupted so no lock possible for a few seconds, thrusters/engines knocked offline, or even ships 'ride' the blast wave for so much distance depending on their mass?
And, although im reluctant to suggest more skills, the intorduction of new ones such as, thruster recovery, sensor recover, or whatever other skills for the systems that will be effected.
Not only would it be alot more fun and challenging and add more or a tactical approach to combat, but would make for some awsome Fraps vid's from the players.
"I know that you believe that you understood what you think I said, but I am not sure you realize that what you heard is not what I meant" |

Renox
Gallente Celestial Apocalypse Insurgency
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Posted - 2007.05.04 09:11:00 -
[11]
Having read the dev blogs about their antiblob weapons I immediately had the mental image of multiple mini DDD exploding simultaniously on a small gang.
What do I mean by that? Well, todays "anti-blob weapon" aka the DDD works as well on 1000 ships as on 1 making it prone to be (ab)used whenever possible. If CCP really want to make some new AOE weapons to fight blobs then they need to rethink how they work. They need to only work well on their intended targets, the blob. Other small gangs and lone ships should not be at signifigant threat from them.
How can this be achieved? One option would be to make it scale to the number of ships within its AOE. Say you have an EMP pulse with an AOE of 30km. It start with a jam strength of 5 on all sensor and then effect is multiplied by the number of ships within its AOE. So against a lone ship it has a str of 5 but if 20 ships are inside the radius it has a str of 100 making it very unlikely to have an effect on the lone ship but almost certain to break the lock of all ships in the mini blob (or powerball I think it was called in the devblog).
Something like that could work with most effects. A damage weapon could start with 100 dam and then be multiplied with the number of ships inside its AOE until it reach a max. A mechanism like that will make the antiblob weapons ineffective against anything but an actual blob.
Anyway just my ideas for making antiblob weapons truely antiblob.
PS I think the DDD should be changed for something similar.
TheJay > grrr slow stupid garlic eating surrender monkeys |

Tutomech
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Posted - 2007.05.04 10:27:00 -
[12]
Quote:
How can this be achieved? One option would be to make it scale to the number of ships within its AOE. Say you have an EMP pulse with an AOE of 30km. It start with a jam strength of 5 on all sensor and then effect is multiplied by the number of ships within its AOE. So against a lone ship it has a str of 5 but if 20 ships are inside the radius it has a str of 100 making it very unlikely to have an effect on the lone ship but almost certain to break the lock of all ships in the mini blob.
I don't like this idea. It is unrealistic.
Quote:
Anyway just my ideas for making antiblob weapons truely antiblob.
I think making ammunition / bombs pricy. This should make every trriger happy pilot make think before using souch a weapon.
Remember simple soulutions are always the best. 
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Mecinia Lua
Galactic Express Frontier Trade League
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Posted - 2007.05.04 10:54:00 -
[13]
It would be a mistake to allow ship explosions to do damage.
It would be used as a griefing tool. The same reason collision damage does not exist.
Folks would just run their ships up to another and self destruct them. Empire, Low Empire, O.0 wouldn't matter.
It would in fact make EVE even more hostile to new players and make it even harder to keep subscriptions.
Galactic Express Recruitment Post Thoughts expressed are mine and |

Garr Anders
Minmatar Eve University Ivy League
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Posted - 2007.05.04 11:10:00 -
[14]
Originally by: Mecinia Lua
(A) It would be used as a griefing tool. The same reason collision damage does not exist.
(B) Folks would just run their ships up to another and self destruct them. Empire, Low Empire, O.0 wouldn't matter.
(C) It would in fact make EVE even more hostile to new players and make it even harder to keep subscriptions.
(A) + (B) It depends on how much damage the ship does. If this e.g. depends on the size of the ships it makes your wonder if somebody is willing to selfdestruct his x-million battleship to blow up a new in frig.
To avoid griefing it needs balancing between the damage and the area of effect. Es there is already explosion velocity, this explosion velocity could be rather low but including a huge are for big ships, thus allowing smaller ships "running" away Millenium Falcon-esk Style.
The damage should not be as high to take out full ships, but in blob battles it could be just that needed 10dps more to break someones tank.
(C) IMHO the biggest bouncer to new players is the freaking long and partially boring tutorial. A "privateer storyline esk" introduction evolving around the character, might be better than just having aurora explain everything, even when auroras voice sounds sexy as hell ;). Garr Anders - Minmatar
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Christopher Dalran
Gallente Deadly Alliance
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Posted - 2007.05.04 18:22:00 -
[15]
Yes, because i realy want to replace all my t2 heavy drones every time i destroy a ship. ------------------------------- C.D's Formula for success ------------------------------- Credit Card = Game Time Card Gametime Card = ISK Therefore Credit Card = ISK.
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