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Random Caldari
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Posted - 2007.05.22 12:31:00 -
[1]
Make Invulnerability Fields into true invulnerability mods.
New Invuln field makes all shield , armor and hull resists 99%. Only one can be fitted per ship.
Has an activation duration of 120 seconds. Gives shield armor hull bonuses only for a short duration per cycle
Tech I 25s Named & Tech II 30s Faction 45s Kaikka 48.75s Thon 52.5s Vepas 56.25s Estamels 60s
Overall the dps they can absorb is unaffected.
But they become great anti gank mods. Fleet battles would become more tactical as concentrated firepower would have a counter.
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Caleb Ayrania
Gallente TarNec
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Posted - 2007.05.22 13:06:00 -
[2]
A rather ok idea..
I do believe these should be made so attacking while equipped is not possible..
They should be extremely demanding on say CPU or PWR, I would prefer CPU, say they took 95% of your entire CPU and protected similarly.. This would make a great mod for transports. But they should be made so they could maybe only last through 1 or 2 gates every hour.. thus making the field a bit even for the pirates as well.
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Joshua Foiritain
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.05.22 13:44:00 -
[3]
Right... so basically everyone will fit one and they'll only engage near gates or stations so that when they lose they flick a switch and de-agress...
Thats sounds like... err... fun...? -----
[Coreli Corporation Mainfrane] |

Tobias Sjodin
Caldari Ore Mongers R0ADKILL
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Posted - 2007.05.22 14:02:00 -
[4]
Hey! It's good that people vent their bad ideas so the good ones can be found by elimination... eventually. ;)
- Recruitment open again-
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Random Caldari
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Posted - 2007.05.22 14:24:00 -
[5]
ok to explain a bit more.
Take the tech II as an example.
Tech II Inv provides near 100% protection for 30 seconds every 2 minutes. This is equal to 25% to all resists over time so is not overpowered. They dont make ships indestructable. It gives a gate runner time to do something useful and also modifies tactics in fleet battles.
Consequencies.
Gate camps will be forced to tackle instead of inst pwn. The only thing this changes is instant destruction of ships from massive alpha strikes. Which from what I read is no fun for gate runners or fleet battle combatants.
Fleets will need interdictors , scramblers in the mix to stop there oppenents running away. As an attacking fleet attacking one primary at a time becomes an inefficient tactic. As your only forcing one opponent to use there invulnerability up. Attacking multiple targets with sufficient firepower will get many of your oppenents to use up there invulnerability.
I cant guess what the most effective tactics will be there are too many combinations.
Save your fleet from a DDD anyone ?( if you are quick enough to activate ) Save you fleet from a suicide bomb attack ?
The one thing it wont do is save your fleet from multiple bomb runs or DDD's this is not an attempt to make stuff indestructable.
This is just an idea to allow more time for battle to take place and inject further tactics.
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XFreedomX
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Posted - 2007.05.22 15:06:00 -
[6]
I like it if the with the following addition...
1. Can not engage warp drive during the 120 sec. 2. Can not activate start gate during the 120 sec. 3. Can not Dock during the 120 sec.
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XFreedomX
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Posted - 2007.05.22 15:12:00 -
[7]
4. Can not activate in plex.
Also think the Faction and up seconds should be toned down... Estamels as you state will give 50% damage reduction. Too much IMO.
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Random Caldari
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Posted - 2007.05.22 15:39:00 -
[8]
Edited by: Random Caldari on 22/05/2007 15:40:19
Originally by: XFreedomX I like it if the with the following addition...
1. Can not engage warp drive during the 120 sec. 2. Can not activate start gate during the 120 sec. 3. Can not Dock during the 120 sec.
1. To stop your oppenent running away use scramblers. 2. To stop your opponent getting to a gate use webbers. 3. If your opponent has agressed he cant dock or gate jump due to agression timer. 4. Damage over time protection is not altered , so not sure why you object to in a plex.
Thanks for the response , but the idea is to give an attacked ship some time to respond and add gameplay and tactics not make it a sitting duck.
and on the 50% estamels issue 50% over time is what an estamels invulnerability gives to a shield tank atm, they are rare and cost +8B so not really overpowered for what they cost.
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XFreedomX
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Posted - 2007.05.22 16:01:00 -
[9]
If the idea is to give reaction time during combat then the constraints will not alter that... what it will do is remove this module as a get-away after a gank tool, which it currently is.
1. Use Scram.... how far can a mwd ship burn in 45sec (named mod). Vagabond or interceptors will use this for hit and run. 2. Delay for the gate. Weber won't work if they are already on the gate... Agression timer is 60 sec for gate activation, so now people can gate camp in empire, activate mod then wait additional 15 sec to jump out (I am assuming you are not allow to fit multiple of this mod) 3. Docking, see above. 4. Not allowing this in the plex... well... NPC's are stupid, I am sure this mod will be abused in some way.
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Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2007.05.22 16:25:00 -
[10]
How about:
Emergency Defense System I:
100 tf, 500 pg, hi power slot
Activation Time 300 seconds Duration 30 seconds Energy Cost 1000
Active Effects: +99% Structure Resists Invulnerable to Propulsion EW -50% Scan Resolution -50% Max Targeting Range
Passive Effects: +10% to Hull, Armor, and Shield hp -50% Stasis Webifier effectiveness _________________________ ~Thor Xian, Star Commander |

Neener
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Posted - 2007.05.22 18:51:00 -
[11]
Module to negate doomsday completely.
Dunno if its a good or bad thing though :p
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Caleb Ayrania
Gallente TarNec
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Posted - 2007.05.22 19:21:00 -
[12]
The point was actually to make it an option for avoiding gate gankers..
The abusive nature of pirates is without end, they are even more resourceful than leet hackers. The whole wtz was implemented to help this problem, and remove the annoying need for bookmarks.
Somewhere out there there must be a way to move the combat away from the gates. Maybe some way to "pull" ships out of warp would be a way to make "highwayman" work possible, and avoid the troubles around gates.
Sure imo gate camping should somehow still be possible, its just to easy and dumbed down atm.. I would prefer something like all gates having rather tough canons, that could be hacked taking them offline for a period. This action would take the gate into a hacked mode aswell that could be detected and maybe issued in some npc corp/ faction news outlet.. Thus if you missed this warning you could end up in trouble, but the pirates could have a delay based on the security of the system. So a 1.0 hacked gate (demanding UBER skill as in almost impossible) would be instant warning, and true -1.0 would be no warning, in the middle something like 0.5 would take 10 minutes.
Fact is that transporting around in naught naught is as risky as swimming around a pool with hippos, its really dividing the players way to much into all pvp pirate life, or pve and RP. Would like to soften the tones a bit any way possible..
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Neuromandis
Novastorm Inc Interstellar Alcohol Conglomerate
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Posted - 2007.05.22 20:04:00 -
[13]
At the beginning I thought it was a dumb idea.
But after thinking it through, i think it is at least interesting. But it needs tons of careful consideration.
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Reggie Stoneloader
Teikoku Trade Conglomerate
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Posted - 2007.05.23 16:08:00 -
[14]
Edited by: Reggie Stoneloader on 23/05/2007 16:07:27 I think it should be a high-slot module with considerable CPU demands, so it fits best on haulers, and is tough for combat ships to use, like WCS.
And in case nobody mentioned it, you should only be able to use one at a time, since four staggered units = God Mode.
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Random Caldari
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Posted - 2007.05.23 17:01:00 -
[15]
yup only 1 per ship as per OP.
having thought about it more , its probably best for the 99% to apply just to shields and have a seperate mod for armor tankers.
Only 1 per ship thou , so 1 shield or 1 armor not one of each.
should be med slot ( shield ) and low slot ( armor ). Making it high slot would increase the overall tank over time of a ship.
If you use a new shield Invuln in med u are giving up 1 slot that could have been used for a standard tank item. Likewise for armor in low.
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