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Trent Nichols
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2008.01.05 22:52:00 -
[1]
Energy Redirection Shielding
The problem: Station services take far too long to offline to make them viable targets for small to mid size roaming gangs.
The solution: Reduce HP of station services and implement shield resists that scale upward after DPS directed at the shield passes a certain point.
With ERS in place, a small to mid size roaming gang would be able to bring down station services in a reasonable amount of time but a large gang would not be able to offline them before the station owners have time to form a defense fleet.
The way it works: The shield and armor of station services are cut to 1/10th of their current HP.
Up to 5000 DPS from an attacking fleet, the shields have 0 resists. Past this point, the shield resists increase by 5% and 5% for every 1000DPS until they reach 80%. Pilots who have the services locked are notified of a change in the resists by a pop up message.
Armor resists do not increase, leaving the owners to repair both armor and shields.
If you feel the services can still be repair too quickly after the reduction in HP, give the services a 6 hour startup time after they are repaired.
The story: Just as its name suggests, Energy Redirection Shielding redirects the backwash of energy created by an especially large amount of firepower on a single target and channels it into shield resists.
ERS is a brilliant but young technology and is not stable enough for use on ships.
Trinity: The best content release ever, completely overshadowed by the worst nerfs ever. |

Trent Nichols
Di-Tron Heavy Industries Atlas Alliance
|
Posted - 2008.01.06 16:15:00 -
[2]
On the bright side, no one flamed this :P Ive seen several threads complaining about the grind of station services
Do I need to make it easier to read or is everyone just kinda "meh" about the whole idea? .
Trinity: The best content release ever, completely overshadowed by the worst nerfs ever. |

Reggie Stoneloader
Teikoku Trade Conglomerate Visions of Warfare
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Posted - 2008.01.06 21:25:00 -
[3]
Seems... bad. Make it scale with the DPS that's brought against it? The very notion seems absurd, like it's setting a max gang size at six battleships for station siege, and anything past that is counter-productive, or at least not worth the effort. Also, it would serve to make it more of a timer than a siege, since the max speed at which it could be nuked could be calculated.
I'd rather see a new, specialized module for Marauders. Burns fuel, fits a script, takes a long time to fire, but when it goes off, it offlines the service for four hours. You could get a couple of these things and knock out all the medbays within a few constellations of a planned strike, or you could torch the repair bay during a bubble camp, or you could knock out enemy labs, or whatever. Doesn't require repairs, just a little patience, but it can be done by a handful of guys.
Crusades: Security Status |

Trent Nichols
Di-Tron Heavy Industries Atlas Alliance
|
Posted - 2008.01.07 17:13:00 -
[4]
Thanks for responding, at least now I have an idea of what people don't like.
My goal was to reduce the HP of the services so smaller gangs can offline them in a reasonable amount of time but also keep larger gangs from offlining them so fast that defenders don't have a chance to respond. I figured larger gangs could just pound on the other services once one reaches ERS.
Perhaps this could be better accomplished with a kind of short term reinforced mode?
Any way you look at it though, station services should require less time and firepower to bring down.
Trinity: The best content release ever, completely overshadowed by the worst nerfs ever. |

Cha Docebo
Caldari ETERNAL EQUINOX
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Posted - 2008.01.07 18:02:00 -
[5]
Why don't they make POSes more viable for smaller fleets/gangs and stations (which should hold sovereignty) for larger scale battles?
Sorry if I've derailed your thread.
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Reggie Stoneloader
Teikoku Trade Conglomerate Visions of Warfare
|
Posted - 2008.01.08 08:16:00 -
[6]
You're right about the problem, there should be low-value targets for gangs to attack besides miners and ratters. An invading force should be able to burn some fields, or otherwise deal a minor blow to infrastructure. As it stands, you have to race in there and kill someone before they all dock and laugh at you. Conversely, defenders just dock and wait it out, with no real motive to launch a counter-attack.
Crusades: Security Status |
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