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Thread Statistics | Show CCP posts - 5 post(s) |

Udonor
Native Freshfood Minmatar Republic
15
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Posted - 2012.05.22 09:43:00 -
[1] - Quote
Deception cloak -- creates ECM effects that change the appearance of ship to that of another hull type as real world ECM can.
Merlin can pretend to be Tempest
weaknesses:
Target takes damage based on any larger hull it pretends to be but gains no benefits from pretending to be smaller..
overview effect dissipates at a range from observer determined by sensor strength (consider this for regular cloak too)
look effect (visual mark I eyeball) unmasks at range of x10 ship length either actual or impersonated ship hull which ever is larger.
*imitated ship hull/fit is chosen by script. Ideally script can be built based on fits in player fitting tool at time of manufacture.
Limited scripts seeded on market should at least be good common fits.
basic specs like current stealth modules. Covert Deception cloak to maintain during MWD or arp. |

Udonor
Native Freshfood Minmatar Republic
15
|
Posted - 2012.05.22 12:07:00 -
[2] - Quote
Guru7 wrote:Parking Lock (yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)
A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.
This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.
To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.
Weakness: uses up a mid-slot, or maybe its even a rig?
Reasonable only if locked ship is totally inoperable.inaccessible. Additional features that do things like leaving Orca bays accessible should require an additional automation module slot per feature active.
I think ECM should logically jam all attempts to unlock ship and board ship or to put ships in maintenance bay.
Finally hacking lock idea is a problem. In the end you are talking a specific module with customized cycle time to hack "parking brake". IF pure skill done brute force then alarm goes off immediately even if you eventually succeed -- meaning CONCORD is there at like 20 seconds. If pure skill elegantly done no alarm ever goes to CONCORD even if you fail.
So overall this may not be worth anyone's time for mining. Sounds more like for hiding a spare ship at a safe point as backup or to switch to in a system without a station. |

Udonor
Native Freshfood Minmatar Republic
18
|
Posted - 2012.06.24 22:30:00 -
[3] - Quote
Extra External missile packs and bombs -- fits pattern of consumable modules and is well founded in RL examples.
Primarily Intended to boost to boost initial PVP alpha strikes (alpha being a little vague when talking about am potential succession of new targets) -- all such modules lack in flight reload capability and to some degree should affect ship agility, inertia and possibly top speed...until fully expended (module destroyed). It is possible that partial expenditure of more outsized ordinance might give an incremental improvement in handling prior to total expenditure. It is also possible that some penalty may still incur if the pilot opts to retain destroyed modules for salvage of pricey parts rather than ejecting destroyed module into space to be lost during combat.
I suggest smaller rocket packs (say 1-2 salvos of 4 rockets) have negligible effect even on frigates. Wheres larger rocket packs (up to 32 rockets fired in groups of 4 or 8) or pairs of missiles/torpedoes or bombs normally too large for that ship class may have severe effects depending on how outsized the payload.
I suggest limiting the number external missile/bomb modules to 1 if any of the ordinance is very outsized (1x1 cruise/bomb, 1x2 torpedoes, or small 2x2 pack of heavy missiles on frigate). But potentially even a rookie ship should be able to carry at least one of any type sub-capital missile/bomb though cruise missiles and bombs might make it handle like a mining barge and cut speeds to half or even 1/3.
If the external ordinance is limited to merely slightly outsized (8x4 light assault pack or 1x2 heavy assault missiles on frigate or 2x2 torpedo pack on destroyer) then 2 modules --- except ship merely one size too low might mount 4 external modules (destroyer might mount 4 - 2x2 heavy missile packs).
Capital missiles could well be available starting on cruisers as very outsized with moderate effects on ship handling. BC should see capital missiles as merely slight outsized and able to mount two modules of the 1x2 pair fired variety. And BS would be able to mount 4 of the 1x2 or even 2x2 modules at upper tiers with relatively slight handling penalties.
All such modules probably use the internal slot for fire control and other support structures and are represented by such modules. Externally I suggest visual representation by bands of duct tape wrapped aroudn ship. LOL - joking but I know its a matter that some people get wrapped around -- gathering ship intelligence via visual appearance and without use of sensors.
Finally although fire control is most obvious wired through high slots, its quite possible that external missile packs might work in the same mid-slots that support EW by using one use internal tracking computers dedicated to that missile/bomb launcher pack or in high slots not normally usable by launchers. Module cost is probably one of the variables that determines the feasibility of such ideas.
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Udonor
Native Freshfood Minmatar Republic
18
|
Posted - 2012.06.24 22:48:00 -
[4] - Quote
External missile packs...the ganker's friend. Make them lazy miners come out and PvP with any dessie they see.
Rather than just accepting lower yield while armoring up and praying CONCORD gets there first.
Plus why should we waste T2 guns on folk who won't play the game? |

Udonor
Native Freshfood Minmatar Republic
18
|
Posted - 2012.07.09 18:53:00 -
[5] - Quote
Ancillary propulsion drives both AB and MWD. There is long RL history of drives with separate fuel supplies due to special demands etc. JATO, nitro, etc.
Suggest that all ancilary drives deliver 3-10 times normal output BUT take thermal damage during use as inheriently overloaded drives. As drives with separate fuel systems consider allowing them to be mounted in conjunciton with regular AB or MWD which are limited to one install by needing to be tied into standard cap and engine systems..
I note ancilary MWD could be so fast that a new control to limit duration by km might be necessary. This drive would possibly be used to close on PVP enemies so fast that fleet calavary charges with use of BS blasters might be more practical. (Sort of doubt it but it might look cool.)
If necessary these ancilary drive can be given reload safety limitations -- i.e. reloads in space may have a chance of causing explosions or not be mechanically possible at all. In fact you could go one step further with ancilary MWD and say most stations refuse to allow reloads due to chances of explosion. Only factory corp assembly plants may deliver preassembled and loaded ancilary MWD drives. Players can reload ancilary MWD at ship maintenance bays knowing there is hazard of explosions which can damage both ships or POS array. NPC corp which makes drive BPO would possibly reload at their assembly stations for free. |

Udonor
Native Freshfood Minmatar Republic
18
|
Posted - 2012.07.09 19:04:00 -
[6] - Quote
Now for the ridiculous. Ancilary sub-capital lasers. For BS/BC technically capital lasers but taking some clues from Tier 3 BC and ancilary shield boosters -- the ancilary laser family gives most smaller ships the ability to mount guns normally available only on larger size class vessels. Powered by cap charges to meet the extreme weapon demands outside normal ship power and cap systems -- the number of shots before a lengthy reload is extremely limited and much cargo space consumed by reload charges.
Morever all to the majority (60%) of normal CPU needs (meta dependent in 10% decrements) must still be meet by the host ship.
Q-ship fire control units might be a possible extra ordinary source of CPU for turret and missile weapons only but use a high slot. Thus allowing your two high slot hauler to mount one big gun effectively...at great expense. |
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