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Joshua Calvert
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Posted - 2004.03.28 13:33:00 -
[1]
Edited by: Joshua Calvert on 28/03/2004 13:43:26 Make warp-jammers delay warping for a period of time rather than stopping it altogether.
For example: 1 warp-jammer will prevent a ship warping for 10 seconds base (improved by 5%/10% per Propulsion Jamming level). Add a stacking effect such as the one hardeners/dmg mods receive for each one added thereafter.
Warp-core stabilizers can then be used to improve warp-drive activation strength, thereby reducing the length of time you're "stuck".
Give them (the modules) a range dependant upon size (with appropriate fitting rquirements) - frigs get 10km range, cruisers 20km, battleships 45km.
This means you could escape someone who only has 1 warp-jammer but only after 10 seconds of sweating it out but if someone has you warp-jammed 4 times you'd pretty much take a beating and, if 4 battleships are hitting you, you're pretty much dead. Under the current system you'd still be dead unless you're one of the rare few who use 4 warp-core stabs.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Xtro 2
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Posted - 2004.03.28 13:35:00 -
[2]
Sounds a lot better than the current, jammed and stay jammed system. __________________________________________
Hell is nothing more than an office with fluorecent lights. |

Cleric
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Posted - 2004.03.28 14:07:00 -
[3]
I second that. Good Suggestion!
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Valeria
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Posted - 2004.03.28 14:28:00 -
[4]
Hum. But then you'd need a scorpion full of warpjammers just to take out a single battleship, and that scorpion will die before its target does.
More like 60 seconds / warp jammer.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Cao Cao
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Posted - 2004.03.28 14:50:00 -
[5]
Aw, did someone lose his ship?
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Siddy
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Posted - 2004.03.28 15:25:00 -
[6]
 -------------------------------------------
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Sphalerite
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Posted - 2004.03.28 15:43:00 -
[7]
This would eat midslots from any solo PvPers, and make it even eaiser for people to get away from combat they don't want.
Longer ranged warp jammers are needed, but I don't think this is the way to do it. I think putting in a 40k jammer and messing with either the cap/CPU/grid or the jamming points would work better for this. say something like 40k 1 pt, 20k 2 pts, 7.5k 5pts, T1 stab 2 pts, T2 stab 3 pts.
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Joshua Calvert
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Posted - 2004.03.28 16:02:00 -
[8]
Quote: Aw, did someone lose his ship?
Certainly not me.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
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Posted - 2004.03.28 16:09:00 -
[9]
Quote: Hum. But then you'd need a scorpion full of warpjammers just to take out a single battleship, and that scorpion will die before its target does.
More like 60 seconds / warp jammer.
Aye, the length of time it was active was always going to be the hard part of my idea to balance.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Valeria
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Posted - 2004.03.28 16:18:00 -
[10]
It would kinda neat if the calculation was based on the mass of the targetted ship, so a frigate might only be affected for a few seconds whilst a battleship will be stuck for a while.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Negotiator
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Posted - 2004.03.28 16:23:00 -
[11]
ummm...dont like this...
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Joshua Calvert
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Posted - 2004.03.28 16:28:00 -
[12]
The way I look at it, CCP won't give us a long-range/certain warp-jam solution, and the delay-warp-jam + range feature seems a good compromise.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

XpoHoc
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Posted - 2004.03.28 16:36:00 -
[13]
Sorry, don't like the idea at all.
 |

Gariuys
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Posted - 2004.03.28 16:39:00 -
[14]
Horrible idea ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Rhunako
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Posted - 2004.03.29 00:30:00 -
[15]
good idea. cause stabalizers aint doin it atm
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Luc Boye
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Posted - 2004.03.29 01:17:00 -
[16]
I think it's a bad idea. It is already hard as it is to make all party involved commit to the fight, especially in fleet battles. Everybody is warping out anyway, either when they get too damaged, or to avoid missiles. This would only work for quick gank situations like 4v1, and in that case, it doesn't really matter anyway.
--
2004.12.29 23:33:40combatMining Pollution Cloud hits you, doing 140.0 damage. |

Darkwolf
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Posted - 2004.03.29 03:25:00 -
[17]
Have a look at TomB's blog about EW changes and what wil happen to scramblers. Your suggestion is basically covered :)
I'm looking forward to the EW changes. Should be good.
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Levin Cavil
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Posted - 2004.03.29 03:40:00 -
[18]
Yet another change WE DON'T NEED. Nothing is wrong with the current jammed/not jammed setup.
------------------------------
<Hammerhead> we can't do anything that requires programming
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Darkwolf
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Posted - 2004.03.29 04:07:00 -
[19]
Quote: Yet another change WE DON'T NEED. Nothing is wrong with the current jammed/not jammed setup.
So you don't find it strange that a single module can lead a ship into certain death, with no possibility for escape?
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project ARI
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Posted - 2004.03.29 10:41:00 -
[20]
if you don't want to get warpscrambled you'll have to fit a warp core stab., if you want to be sure then fit 2 of them. A warpscrambler is not a sure way to scramble anyone. I think the way the scramblers are now is fair. If you want more scramble strength you'll have to get really close(and fit a short range 2scramblestrength module), wich is always difficult since it takes time to get that close, and in that time you could already be destroyed.
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Chode Rizoum
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Posted - 2004.03.29 11:04:00 -
[21]
:/ dont like it
Centuria > whoot? Centuria > you stalking me? :) -- Nafri > then I a bird pooed on my head AND ON MY MEAL -- http://www.subroc.net/teddybears/
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Chode Rizoum
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Posted - 2004.03.29 11:05:00 -
[22]
Edited by: Chode Rizoum on 29/03/2004 11:05:56 ups
Centuria > whoot? Centuria > you stalking me? :) -- Nafri > then I a bird pooed on my head AND ON MY MEAL -- http://www.subroc.net/teddybears/
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Juan Andalusian
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Posted - 2004.03.29 12:15:00 -
[23]
Quote: Warp Jamming: Solution
Did Calvert manage to create the first thread where we have an answer but are lacking the problem?
**Pain is meant to be felt** |

Xavier Perez
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Posted - 2004.03.29 15:59:00 -
[24]
I think this thread is about as useful as my grandma's glass eye.
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Joshua Calvert
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Posted - 2004.03.29 16:03:00 -
[25]
It was just a spur-of-the-moment idea  
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Xavier Perez
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Posted - 2004.03.29 19:08:00 -
[26]
So was asking my grandma for her glass eye.
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Zaridin
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Posted - 2004.03.29 20:17:00 -
[27]
Warp Jamming Solution = 21km nuff said
...who cares about apathy?... An elephant is a mouse drawn to government specifications.
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Shamis Orzoz
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Posted - 2004.03.29 22:11:00 -
[28]
This might be a good idea for long range warp disruptors, but if you are in close, the guy should stay jammed as long as you can keep the device on.
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archangel sean
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Posted - 2004.03.30 03:40:00 -
[29]
Quote: Edited by: Joshua Calvert on 28/03/2004 13:43:26 Make warp-jammers delay warping for a period of time rather than stopping it altogether.
For example: 1 warp-jammer will prevent a ship warping for 10 seconds base (improved by 5%/10% per Propulsion Jamming level). Add a stacking effect such as the one hardeners/dmg mods receive for each one added thereafter.
Warp-core stabilizers can then be used to improve warp-drive activation strength, thereby reducing the length of time you're "stuck".
Give them (the modules) a range dependant upon size (with appropriate fitting rquirements) - frigs get 10km range, cruisers 20km, battleships 45km.
This means you could escape someone who only has 1 warp-jammer but only after 10 seconds of sweating it out but if someone has you warp-jammed 4 times you'd pretty much take a beating and, if 4 battleships are hitting you, you're pretty much dead. Under the current system you'd still be dead unless you're one of the rare few who use 4 warp-core stabs.
hehe..josh, I know how you feel...(..joke)
..but it's already too hard to catch ppl from running...I have to carry 2 warp jammers to catch you, and then I don't have room for a decent defence..
..well you get the point.
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Siddy
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Posted - 2004.03.30 09:04:00 -
[30]
if u going to make it to last only some period of time u need to increase it atleast to 30km if not 40
u cant imagine how big pain in the arse is to get in range  -------------------------------------------
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