
Endo Pryde
Imperial Academy Amarr Empire
0
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Posted - 2012.11.18 09:12:00 -
[1] - Quote
I have several ideas for the addition of more AoE abilities. I'm not sure about the legality of such things, and they may need to be limited to 0.0 at first.
Part of the idea is to give Marauders and Black Ops the role of AoE in large fleets, where they will become incredible force multipliers. The goal is for them to be expensive to field, but worth the risk especially for s small fleet that needs to take on a larger fleet.
To this end, both classes of ship receive the double-damage bonus of the marauder as well as the ability to fit bomb launchers. Otherwise there is not enough incentive to use weapons instead of the various High-slot utilities available.
Bombs
Bomb Launcher II: High Power - can use Scripts and T2 bombs -Tracking Script: with this script the launcher requires a locked target to fire. The bomb will chase after the target until it impacts or reaches max range then it will detonate. Its area is reduced. -Self-propulsion script: with this script the bomb will consume part of its warhead in order to travel faster. The bomb will have reduced flight time and increased speed, resulting in roughly the same range but a much faster arrival. Its warhead is reduced.
Pirate Bombs: These bombs deal the same damage as regular bombs, but divide it between two damage types: one primary and one secondary depending on the pirate race. They carry two resist bonuses to allow them to survive other bombs of the same type.
T2 Bombs: These bombs deal only slightly higher damage than T1 bombs, but are 100% immune to their own damage type which allows any number of them to be delivered at once.
Parallel Reloading Bay: High Power slot - increases Bomb launcher rate of fire. -this would allow a stealth bomber to drop its torpedo firepower in favor of pure bomb usage, however it does not increase the ship's burst damage. Fitting 3 would double the launcher's rate of fire, but would require a RCU on any stealth bomber.
Black Ops and Area of Effect Ewar
Beacons: Beacons are like the bubbles dropped by Interdictors, they apply their effect over an area and can be targeted and destroyed. There is a beacon type for each race, and the beacons it deploys cause that race's Electronic Warfare in a small area. Beacons have a very short lifetime, which is improved by the relevant skills and T2 versions. Each beacon requires its own type of launcher, which is a High Power slot module usable only on certain specialized T2 cruisers.
Beacons will have a slow reload and a relatively weak effect, and the ships that use them must be able to contribute to the battle in other ways as well. It would be difficult to determine the legality of such a module, and it may need to stay in 0.0 only.
Projectors: Like the relationship between interdictors and heavy interdictors, Black Ops ships can mount a mobile, ship based version. In addition these modules have a choice of two scripts: -FoF algorithms: the strength of the Ewar is halved, but it will only affect targets considered unfriendly by the player -Focusing algorithms: the strength of the Ewar is greatly increased and it becomes a single-target effect.
Marauders and Smartbombs
Allow all T2 Smartbombs to use scripts: -Shaped Charge: causes the smartbomb to deal damage only in an area in front of the ship, for reduced damage. -Wide burst: doubles the smartbomb's range but greatly reduces its damage.
The shaped script allows smartbombs to be used against close targets without endangering one's allies, while the wide burst makes it into an an effective anti-missile weapon. Smartbombs are very difficult to fit on a regular combat ship, and should remain so to balance out their new advantages.
Now, give Marauders a bonus that doubles or maybe triples their Smartbomb damage. The shaped charge is relatively difficult to use, but the wide burst can be used as its primary attack against groups of ships. And if the lumbering marauder manages to close on its target, their death is all but assured.
Also how about a module or rig that gives you a special pod when you die, with a slightly higher warp speed and lower sig radius? Possibly more warp strength. The bonus would only last about 30-seconds to a minute, so it can't be used for anything other than escaping. |