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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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Sir Substance
Minmatar Sunspot Requisitions Worlds End Consortium
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Posted - 2008.07.23 09:06:00 -
[2]
navigational disruptor might be a better name, and i kinda like it. it would need to be carefully balanced though, so its not an i-win when it comes to escaping a warp disruptor.
Originally by: Ekrid Edited by: Ekrid on 02/07/2008 14:33:35 because trying to fit medium beam lasers is like trying to shove a cow in your mailbox. doable, but it gets messy.
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Akiba Penrose
The Movement
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Posted - 2008.07.23 09:32:00 -
[3]
Well presented idea. But i dont like the idea of losing control of my ship tbh. I can just imagen the frustration such a module would cause me .
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Injuries
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Posted - 2008.07.23 09:33:00 -
[4]
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 -
[5]
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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Xindi Kraid
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Posted - 2008.07.23 10:12:00 -
[6]
Originally by: Akiba Penrose Well presented idea. But i dont like the idea of losing control of my ship tbh. I can just imagen the frustration such a module would cause me .
You mean like the frustraiton of suddenly losing target lock?
I think it is an interesting idea. Might help with nano ships. Slows them down long enough for you to get a few shots off --Bird of Prey: Forum God
Caveat Emptor Caveat Venditor CAVEAT |

Scouteye
Locasta Tactical
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Posted - 2008.07.23 10:45:00 -
[7]
Trajectory Inhibitor might be a good one to combat nano ships?
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Sir Substance
Minmatar Sunspot Requisitions Worlds End Consortium
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Posted - 2008.07.23 11:46:00 -
[8]
it would also have other posative effects. for example, it might encourage people to adjust the course of their ships a bit. if we make it lock navigational control so that the ship just continues forward from where it is, people who have the habit of orbiting a target in a fast ship, putting the guns and reppers on then going and getting a sandwich might suddenly find themselves flying off at a tangent to their enemy, moving well out of gun range.
im thinking how this will work, and i reckon the best way is to have max/min ranges.
by default, when you activate this module, when they are within 10km of you it will work.
you can get scripts to make that 10-20, 20-30, 30-40 etc.
the reason i suggest this is there is only one other alternative, and that's a chance based timer system, not unlike ECM's.
a chance based timer has one inherent problem: ships have different speeds. what might be sufficient to fling an interceptor halfway to the next system will be useless against a BS.
i suppose that might be considered a good thing by some, but i dont think so.
Originally by: Ekrid
because trying to fit medium beam lasers is like trying to shove a cow in your mailbox. doable, but it gets messy.
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J'Mkarr Soban
Amarr Proxenetae Invicti
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Posted - 2008.07.23 11:52:00 -
[9]
Originally by: Sir Substance it would also have other posative effects. for example, it might encourage people to adjust the course of their ships a bit. if we make it lock navigational control so that the ship just continues forward from where it is, people who have the habit of orbiting a target in a fast ship, putting the guns and reppers on then going and getting a sandwich might suddenly find themselves flying off at a tangent to their enemy, moving well out of gun range.
im thinking how this will work, and i reckon the best way is to have max/min ranges.
by default, when you activate this module, when they are within 10km of you it will work.
you can get scripts to make that 10-20, 20-30, 30-40 etc.
the reason i suggest this is there is only one other alternative, and that's a chance based timer system, not unlike ECM's.
a chance based timer has one inherent problem: ships have different speeds. what might be sufficient to fling an interceptor halfway to the next system will be useless against a BS.
i suppose that might be considered a good thing by some, but i dont think so.
This is a better way of doing it, however it would replace point-based scramblers. If they can't align, they can't warp. And it stops nano-ships. It's basically a one-module iWin button.
The Chameleon module has been suggested many times.
I quite like the Damage Projection, might have potential for solo roamers. However, an entire fleet of ships at 1%? It could work the other way, though - you could scale it so that they detect less damage than you've actually taken, making them think the ship is uber-tanked, and thus not worth attacking more.
-- These are my personal views and in no way represent the views of Proxenetae Invicti, which maintains a neutral stance stemming from the strong ethics demanded of its work. |

Sir Substance
Minmatar Sunspot Requisitions Worlds End Consortium
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Posted - 2008.07.23 12:11:00 -
[10]
Originally by: J'Mkarr Soban
This is a better way of doing it, however it would replace point-based scramblers. If they can't align, they can't warp. And it stops nano-ships. It's basically a one-module iWin button.
hrm, true that. perhaps make the band narrower and force the using ship to stop when it fires it?
if you have a 5km band, and while the module remains turned onthe firing ship cant move, it gives the ship fired opon a choice to warp out once out of range?
or perhaps warping disrupts the effects, so if you start a warp, it stops affecting your ship?
Originally by: Ekrid
because trying to fit medium beam lasers is like trying to shove a cow in your mailbox. doable, but it gets messy.
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Injuries
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Posted - 2008.07.23 14:17:00 -
[11]
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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Sir Substance
Minmatar Sunspot Requisitions Worlds End Consortium
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Posted - 2008.07.23 15:30:00 -
[12]
Originally by: Injuries 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.
this is precicely why i think it would make an awesome module. there's nothing in the game that can do something like that. the right timing would take skill, but if done correctly would be epic.
Originally by: Ekrid
because trying to fit medium beam lasers is like trying to shove a cow in your mailbox. doable, but it gets messy.
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Straight Chillen
Gallente Solar Wind Ministry Of Amarrian Secret Service
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Posted - 2008.07.23 16:35:00 -
[13]
hmmm something like this could be very intersting indeed. I imagine it as something that would use gravitons to effectivly "bounce" ships. I think this could be an awesome thing if implement into bombs for Stealth Bombers, imagine a Graviton Bomb, You drop it in a blob of enemy ships, and all ships within range of the blast get sent flying scatter in different direction. This would add a whole new dimention to fleet warfare.
My reason for suggest it as a bomb, is that in my opinion, if this is a module, everyone and their mother would fit them, it refines it to something thats more of a tactical use instead of just using it to bump peeps off stations, and it restricts its use to 0.0 space
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Caractacus Potts
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Posted - 2008.07.23 17:30:00 -
[14]
Originally by: Straight Chillen hmmm something like this could be very intersting indeed. I imagine it as something that would use gravitons to effectivly "bounce" ships. I think this could be an awesome thing if implement into bombs for Stealth Bombers, imagine a Graviton Bomb, You drop it in a blob of enemy ships, and all ships within range of the blast get sent flying scatter in different direction. This would add a whole new dimention to fleet warfare.
My reason for suggest it as a bomb, is that in my opinion, if this is a module, everyone and their mother would fit them, it refines it to something thats more of a tactical use instead of just using it to bump peeps off stations, and it restricts its use to 0.0 space
I'm going to go with a big fat yes to bump-bombs. Would be both an offensive and defensive tool. Would have to make sure it doesn't bump sieged or triaged caps however, otherwise it would be overpowered.
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Injuries
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Posted - 2008.07.24 17:34:00 -
[15]
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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