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Injuries
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Posted - 2008.07.23 08:31:00 -
[1]
Howdy =) I'd like to suggest a few ideas for electronic warfare to the game. Hopefully these are unique and interesting enough that would make them considered. So without further delay, here are some concepts I've been thinking of.
Trajectory Inhibitor: Module description: A module designed to interfere with the targeted ship's maneuvering subsystems. This causes the enemy ship to briefly lose their ability to control the direction of their ship.
Function: If the ship is aligned to a particular target, it will lose this alignment for a few seconds as the ship twists and turns uncontrollably. This also works on ships that are moving as well and will cause them to move in awkward directions while they are traveling or orbiting. It is a mid slot module that works at a preset range. The capacitance lost by activation of the module will require the player fit the necessary support modules to run the device. There is also a duration that must elapse prior to reactivating the module. Using multiple modules on the target at the same time will have no added benefit. Chaining the module's effect by using multiple ships to extend the disruption effect is doable. But it is not recommended as the effect is subject to diminishing returns. Chaining this module's effect more than 3 times in a row does nothing for up to 5 minutes. This results in a maximum of 9 seconds of disruption per 5 minutes.
Purpose: The goal of this module is to offer a new way of disrupting an attack or escape from an enemy ship. Fast ships as well as ships at a distance would now have a new threat that could interfere with organized assaults. While it's function is somewhat like a limited warp disruptor, its main purpose is to take advantage of speedy ships. Causing an enemy ship to fly out of range could allow for an escape. It can also allow for added seconds to take down a target should they be attempting to run away.
Counters: This module has no effect on ships that utilize Inertia Stabilizers. It may also be modified to have a less of an effect to ships that are heavier or larger. Keeping out of range is another form of defense. It can also be countered by using rigs that add to the mass of a ship.
To be continued.
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Injuries
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Posted - 2008.07.23 09:33:00 -
[2]
Illusionary Vessel Projector: Module Description: Creates an illusion that you are flying a much larger ship than you actually are thereby fooling enemies into fleeing.
Function: This module does not work on T2 or capital sized ships. This high slot module can only be activated when you are outside of a station. While activated, your ship appears to be a more powerful version (T2) of the ship you are currently flying. This effect consumes a large percentage of CPU and will also consume some amount of capacitance. The module cannot be activated if you are withing 10km of another player. The module will deactivate if you are withing 10km of another player. Specialized versions of this can even allow the illusion that you are flying a different class of ship entirely. However these modules are very rare and harder to fit.
Purpose: This module is designed to trick enemies into thinking that you are more powerful than you actually are. Allowing corporations to engage in bluff tactics could be a new way of manipulating the battlefield by hiding the actual ships being controlled. Enemies preparing to battle battleships may suddenly find they are actually fighting battlecruisers fitted for a different form of attack. It can also be used as a combat deterrent. Cloaked ships that get too close will cause the ship to lose it's illusion. This will not decloak the enemy ship unless the ship is within decloaking range. This trick could also be favorable to ships attempting to hunt down a cloaked vessel or thwart a stealth bomber assault. You can still use other modules on your ship without fear of causing the module to cease its function.
Counter: Get within 10km range of the vessel using this module to cause the illusion to fail. Deal any kind of damage to the vessel using this module to cause the illusion to fail. Use any form of Ewar on the vessel using this module to cause the illusion to fail. Use a cloaked ship to get within 10 km of the vessel using this module to cause the illusion to fail. Warping causes the module to fail. Any other object within 3km will cause the module to deactivate. Fitting this module takes up large amounts of CPU. This module takes up a high slot which can hamper its effectiveness.
More to come.
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Injuries
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Posted - 2008.07.23 09:59:00 -
[3]
Damage Projection Unit: Module description: A module designed to fool the enemy into thinking you have sustained structural damage thus creating the illusion that your ship is an easy target.
Function: This high fitting module is designed so that your ship appears to be emanating smoke and flames when activated. All ships that target the vessel utilizing this module will see a false structure damage between 1% to 20%. This module uses a portion of capacitance to create the illusion of the structure damage as well as manipulating the enemy ships sensors. Players must be withing 20 km range to see this illusion.
Purpose: This is for those who want to trick the enemy that they are an easy target to attack. It can also fool enemies into thinking they are winning and will be more inclined to stick around while backup arrives.
Counter: Remain out of their 20km illusion range. Skilled players who keep a close eye on their damage and the sudden change to structure damage could figure it out. It may also be obvious to see a ship sitting in one place with significant structure damage while sustaining no other forms of damage. Also failure to warp while significantly damaged in this way makes it obvious it is a trick. It uses a high slot and reduces the ships effectiveness in battle.
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Injuries
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Posted - 2008.07.23 14:17:00 -
[4]
Edited by: Injuries on 23/07/2008 14:22:08 Well it wouldn't replace warp inhibitors due to the fact the module will only have about 5 seconds of effective maneuvering disruption. The second use would be about 3 seconds and your third attempt would be about 1 second (and thats once every 30 seconds unless you have friends to chain the effect right after the next for a total of 9 seconds). And even then you have to wait a whole 5 minutes to be able to once again apply the effects on the target ship. But that may be what you need to counter a nanoship that has you in a tough spot.
It could also be useful to get a few seconds of warp disruption on the target, but then you would have to have another player actually use a REAL warp scrambler or the target is going to get away. You would also need to be within range to use it. So if you are out of range, its not going to help you.
I mentioned that Inertia Stabilizers can be used to counter the effects. I don't know if nano ships use them or not, the Inertia Stabilizers can cut down or even practically eliminate the effect of the module with enough fitted. So it makes having them onboard more worth while.
Actually the suggestion of having it jam your ability to turn instead of erratic steering may not be such a bad idea. It can allow for some strategic use of the module. Especially if you are being assaulted by ships that like to orbit at high speeds. With good timing, it might even be possible to throw an orbiting ship directly at a group of fellow corp mates. Allowing to turn the tides in battle.
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Injuries
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Posted - 2008.07.24 17:34:00 -
[5]
You bring up a good point about keeping the module specialized. But if it gets the specialization treatment then it might need to be more effective for those specialized tasks. I like the Anti-Gravity Bomb idea that can throw ships in many directions. Can definitely add to the strategy of the game. But you would also have to deal with lag from using it. Keep in mind this is affecting multiple ships at the same time. So some kind of limitation needs to be in place. Probably have it have a short blast radius or have its effect most noticeable on smaller ships. This will help reduce problems with using something that can effectively bounce an enemy target multiple times. Another idea is to have a delay to set it up. So this way it is not so easy to deploy them and cause a ping pong pandemonium. Would definitely ruin a good attack thats for sure!
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