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CCP Nullarbor
C C P C C P Alliance
343

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Posted - 2012.03.26 17:45:00 -
[1] - Quote
So Fanfest 2012 is over and we showed off a live demo of orbital bombardment followed by a roundtable discussion about some of the design challenges ahead to make this feature complete. I want to start an official thread where people can discuss their ideas for orbital warfare based on what we've already shown, for both ships shooting at the ground and the planet shooting back.
If you havn't already seen, you can watch the live demo here (just look at how excited Soundwave is!)
http://bit.ly/H7BO7g
Recapping some of the things discussed at the roundtable:
- The demo was actually live with real playstations sitting on stage and real EVE clients talking to a cluster in London. No smoke and mirrors.
- Talking specifically for the EVE side of things, we want to make Orbital Bombardment more involved in terms of skills required and weapon variations as well as spectacular in terms of visual effects. There will eventually be larger and smaller bombardments according to ship size (nuke it from orbit, it's the only way to be sure) and these will have suitably scaled skill, isk and complexity investment to match their effect. If you have any specific opinions on how you see that working, reply here.
- One feature that didn't quite make it in time for fanfest is displaying the damage done on the battlefield to people, vehicles and structures. That feedback is especially important when you don't have an EVE and DUST client side by side. I'm interested in ideas here on how you would want that information visualized.
- There have already been a variety of suggestions on how to make sure it isn't one sided or overpowered. I'm sure people have a lot of interesting ideas on how to counter an orbital strike, so feel free to discuss those here too.
Cheers! CCP Nullarbor | Exotic Dancer |
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J3ssica Alba
Federal Navy Academy Gallente Federation
225
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Posted - 2012.03.26 17:49:00 -
[2] - Quote
First off I'd like to see an improvement on the visuals. Projectiles coming in at Mach 25 or higher or a laser strong enough to burn through a planet's entire atmosphere should leave some big, glowing white-hot crater at least. To the whiners :-áCCP Soundwave "Incursions are not a big issue in terms of isk globally" CCP Recurve "However, Incursions are not the biggest ISK faucet, bounties are"
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Roll Sizzle Beef
Space Mutiny
125
|
Posted - 2012.03.26 17:50:00 -
[3] - Quote
J3ssica Alba wrote:First off I'd like to see an improvement on the visuals. Projectiles coming in at Mach 25 or higher or a laser strong enough to burn through a planet's entire atmosphere should leave some big, glowing white-hot crater at least.
Gotta leave some candy for a Dread shot. |

Yoma Karima
Kuloldas
12
|
Posted - 2012.03.26 17:50:00 -
[4] - Quote
YAAAAAAAAYYYYYYYYYY Orbital Bombard ment. so cool. Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.
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bornaa
GRiD.
133
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Posted - 2012.03.26 17:55:00 -
[5] - Quote
It was all very nice... i must say that, good job ppl.  Just, i don't know how immersive is it that usual guns that are for space-space combat are used for space-ground shooting. I would like to see new guns for that purpose so that all ships cant just come there and start shooting if they have only one extra module. (And you can give that weapons some more powerful graphic and long spool up time during witch we will see the power of that weapon)
And about ground-space weapons, are you thinking only about huge weapons putted on planet that shoot ships in orbit or are you thinking about some defensive orbital structures too? I know that the first is so much more "cool".  But I really think that EVE have too little structures and its empty with no life in the space, and this could help. (you can putt some other structures in orbit too ) |

Bienator II
madmen of the skies
631
|
Posted - 2012.03.26 17:56:00 -
[6] - Quote
just make sure that: - rainbows work http://www.youtube.com/watch?v=3SlKedQg5O8
regarding skills / balancing - accuracy variations would be kind of fun. e.g enemy desrupotrs and stuff. (chance for unintended friendly fire) a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Jarnis McPieksu
377
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Posted - 2012.03.26 18:01:00 -
[7] - Quote
CCP Nullarbor wrote: - One feature that didn't quite make it in time for fanfest is displaying the damage done on the battlefield to people, vehicles and structures. That feedback is especially important when you don't have an EVE and DUST client side by side. I'm interested in ideas here on how you would want that information visualized.
Floating combat text popping up from the target on the ground with suitable "ding ding ding" chimes for each kill. Add "mmmmomnsterkill" sounds for added cool factor. Complete the bombardment with a detailed killmail popping up once the carnage is over.
 |

Arklan1
Dunedain Rangers WUT ALLIANCE
18
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Posted - 2012.03.26 18:02:00 -
[8] - Quote
cannot WAIT to see (and fly!) dreads doing this. |

Lyron-Baktos
Selective Pressure Rote Kapelle
61
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Posted - 2012.03.26 18:05:00 -
[9] - Quote
could have some kind of decent size satellite dish on the planet that could project a shield to protect from the orbital bombardment. That way, the attackers will have to neutralize that first On holiday. -áIn some other world. Where the music of the radio was a labyrinth of sonorous colours. To a bright centre of absolute convicton. -áWhere the dripping patchouli was more than scent. -á It was a sun |

Aethlyn
104
|
Posted - 2012.03.26 18:10:00 -
[10] - Quote
I like the general concept so far, just make sure it doesn't look/play all the same from Dust's side (damage types, graphics and stuff).
I wonder whether it should be possible to drop bombs from stealth bombers instead of just shooting (might be tricky targeting wise in case current mechanics are used).
Also, will there be some limit on who's able to lock on the beacon/laser/whatever? Otherwise I could imagine defenders simply trying to shoot with low power weapons just to "waste" the target painted. Looking for more thoughts? Read my blog or follow me on Twitter. |

Lyron-Baktos
Selective Pressure Rote Kapelle
61
|
Posted - 2012.03.26 18:12:00 -
[11] - Quote
Give the people on the planet Ion Cannons 
http://www.youtube.com/watch?v=UN8YIR60Ij0 On holiday. -áIn some other world. Where the music of the radio was a labyrinth of sonorous colours. To a bright centre of absolute convicton. -áWhere the dripping patchouli was more than scent. -á It was a sun |

Grumpy Owly
414
|
Posted - 2012.03.26 18:15:00 -
[12] - Quote
Considered stealth bombers applying bombs?
Also perhaps consider some e-war effects that some of these bombs can generate? Bounty Hunting for CSM7
It's just criminal - Smuggling |

Roll Sizzle Beef
Space Mutiny
126
|
Posted - 2012.03.26 18:15:00 -
[13] - Quote
How about different ammo's for the bombardment effects. Inferno shells or pure thermal beams that can firestorm an area for a time limiting troop movement without tanks. EM shells or beams for breaking shields around installations or artillery. The classic standard beams or kinetics as seen in video. Its your responsibility to be a Dust solders swiss army knife for hard situations. |

EI Digin
Dreddit Test Alliance Please Ignore
251
|
Posted - 2012.03.26 18:18:00 -
[14] - Quote
There must be an element of risk to doing an orbital bombardment, I think in the preview there was a "siege" module for the battleship doing the orbital bombardment. This can be good because it provides targets for eve players, and only a 5 minute-long siege cycle, like dreadnaughts would be fine. Of course, capital ships should not require this module, dreads already have one and carriers/supercarriers/titans are already vulnerable if they show up.
A smaller siege timer for smaller ships could be used. The siege module should take up some power grid/cpu to slightly nerf the combat ability your strike ship has, so that everyone in your fleet just doesn't fit the siege module. The siege module timer is required to allow mercs to notify eve players that there is a juicy target waiting to get destroyed at their planet if they are being bombarded, even if they don't win the battle, and it will help to prevent people from just shooting at every planet they see for kicks.
Bombardments also shouldn't be able to be completed as effectively in disposable ships like stealth bombers or t3 battlecruisers, who can use battleship weapons but with drastically less cost. Anything smaller than battleship weapons should be not very effective on a tide-turning scale, but might be good for taking out a tank or a group of clustered-up players.
Different gun types should have different bombardment effects, both visually and the types of damage dealt and the precision of the strike. ex: Autocannons can be more spread out and deal less damage, whereas a beam laser will be right on target and do a ton of damage, but only have a small area of effect.
Of course, the planets should be able to fire back and destroy at anything that can shoot at it, so if you allow titans and supers to bombard, the planets should be able to kill them too. The anti-bombardment guns shouldn't necessarily require the ownership of a specific, highly-important structure, but it could potentially be a deployable, or a minor objective on a map. It should be destroyable by eve players, but repairable by dust players if they receive the opportunity. |

Nova Fox
Novafox Shipyards
3541
|
Posted - 2012.03.26 18:33:00 -
[15] - Quote
My views on orbital strikes
FRIENDLY FIRE ENABLED! I cannot stress this enough this will leave room for backstabbing that eve is accustomed too and Dust 514 needs its fair share.
Orbitally striking a MCC should be hard but not impossible. This will mostly rely on the MCC pilot to be afk at the controls or poorly fitted.
I strongly belive that the orbital strike equires a 'heavy weapon' painting equipment thus this make orbital strikes unable to be fired in fog of war and allows defenders to catch the guy (since its a heavy weapon should be quite apperant hes lugging one around) before he attains lock on the area and launch code request is sent up the chain of command.
Chain of command can set parameters on thier orbital strike requests. Have a fail to safe default however where the eve player requires at least a launch code that is generated by MCC pilot/commander.
On less secure settings individuals on the ground can generate thier own launch codes and send it up.
Launch codes should be generated on demand not preset POS starbase passwords. 3 letter/number code is reasonable enough.
Special Visors and Sensor modules can inform players where orbital strikes are targeted at in a chance to evade the posisble doom.
Eve based and possibly dust based skills dictate accurady of the strike on the painted spot. After all accidents DO happen. Also grouping of the shot for eve based skills only. Highty trained orbtial bombardiers will be able to do more damage in a concentrated area instead of lesser damage over a wider uneffective area.
Districts should be able to get shield generators up to severly reduce the damage an orbital strike could make. Dust 514 marines will have to take it down to be able to use orbital strike to cause wide spread damage.
Battleships should be imo the smallest ship to launch said strike. The damage they bring down should not be pernament or long lasting effects (precision strikes).
Orbital Strike module should be a seige mode. Immobilzation of ship (or ship positioning) during spool up which anchors the ship into sync with the district and cool down only activated once the strike is made. During cool down the ship is mobile again. Transition to cooldown is a albit delayed if module canceled.
I do like the idea of using anchorable platforms as well but they should be considerably weak on Eve side however I belive its much better for them to be in control (and possibly launched from) the MCCs, if MCC launched the platform would then be self anchored and eventually self expire as well.
For example MCC launches orbital platforms and can direct strikes where needed by his troops upon his approval. However the opposing side could have orbital assests as small as a frig to tear these platforms apart before they get utilized.
Dreadnaughts/Titans : I belive you are going have to get concord involved and have them not allow the titan super weapon to be used at all.
However XL guns should be used for the orbital bombardment if titans get involved.
XL Guns bombardments should cause widespread damage over a very large area and do serious damage to the infastructure there. Requiring the owner after the battle to repair it before they can make use of it again.
On that note scraping a district zone should take more time, cost more money, and even more for a reutilization of the district to avoid the similar eve side problem of scrapping guns selling minerals and installing replacment modules from overheat and salvage.
If titan super weapons are used, make it a nuke it all option. Everything on that map is destroyed and removed and battle is over. The defending side retains ownership regardless who fired. Additional funds must be spent into repairing the land before the district can have a facility installed again. Maps could get an api peramenter to adjust landscape to show scarring from that level of bombardment.
Counter bombardment.
Disctricts should be able to have thier own 'module' slots so to say.
When installing a district you can have these modules installed and they cna help defend the area against either ground forces or orbital assests.
Balance must be struk between the two.
Make various counter orbital weapons in different sizes. Smallest of them will be able to self target battleships and larger. These batteries attempt to 'sink' them. Any battleship that stays in the 'gauntlet' of thier seiged obrital strike module will get sunk by either damage (which could be remote repaired.) All counter orbital weapons should pull the ship closer into the planet as well (which cannot be tanked or remote repaired)
This makes staying in the zone extremly risky and is a commitment based risk.
The new tactical overlay (one shown at fan fest) should show the orbital strike pocket, the hot zone and the point of no return.
Planets (as well as suns) should cause increasing amounts thermal damage if too close to the stellar object in question.
Ships that enter the point of no return (the point where ship cannot escape the gravity well based on ship's speed) will auto inject the pod out of the ship at more than sufficent velocity+ out of the hot zone. Pilots will get to see a neat little animation of thier ship breaking up in orbit.
Larger batteries which can sink dreadnaughts and titans quickly require orbtial assests to lock and direct these systems weapon fire.
Larger the battery the less frequent they can send vollies up so the damage must be high and posisbly aera of effect as well to prevent 'crowding' the bombardment zone which will hopefully force more players to escort the bombarder instead of trying to participate.
|

Roll Sizzle Beef
Space Mutiny
127
|
Posted - 2012.03.26 18:34:00 -
[16] - Quote
EI Digin wrote: Bombardments also shouldn't be able to be completed as effectively in disposable ships like stealth bombers or t3 battlecruisers, who can use battleship weapons but with drastically less cost. Anything smaller than battleship weapons should be not very effective on a tide-turning scale, but might be good for taking out a tank or a group of clustered-up players.
I think bombers both cov-ops and supers should have similar rolls, a large area strafe with gaps between hits. Since a super can field more bombers, it will be a more compact stream of death like a napalm run in a half mile stretch. O hit | == gap Cov-ops run: O====O=========O======O A Supers bomber wave O==OoO=O=OoO=O=OoOoO==O
Yet a Cov-op has a much faster reload time compared to the drone fleet. |

Ntrails
Merch Industrial Goonswarm Federation
57
|
Posted - 2012.03.26 18:35:00 -
[17] - Quote
Yes, console gamers will really enjoy maps where the results are impacted by faggots on a PC fapping untouchably from space |

Roll Sizzle Beef
Space Mutiny
127
|
Posted - 2012.03.26 18:36:00 -
[18] - Quote
Ntrails wrote:Yes, console gamers will really enjoy maps where the results are impacted by faggots on a PC fapping untouchably from space
Herp a derp: - There have already been a variety of suggestions on how to make sure it isn't one sided or overpowered. |

My Neutral Toon
Knights Who Til Recently Said Ni
29
|
Posted - 2012.03.26 18:41:00 -
[19] - Quote
Im curious to see how the orbital mechanics work
As it stands, all planets have the same warp in spot. I heard you would be able to orbit the planet to get into position to do the orbit strike.
Problem is, BS+ size ships move very slow.
For example sake, lets say 100 m/s (some are much slower, especially caps).
100 m/s = 10 sec to go 1Km so 6km in 1 minute.
For a comparison of size, the earth has a circumference of 40,075.16 km. At ground level. Once you get 1000 miles or more in the sky, this number is going to duplicate many fold.
How would be be able to efficiently warp to the planet, then orbit to get into position on the OPPOSITE side of the planet?
Maybe add a feature of "Warp to Bombardment Location"...
...Can't. Tell. If ...Troll? Or Serious.... |

My Neutral Toon
Knights Who Til Recently Said Ni
29
|
Posted - 2012.03.26 18:42:00 -
[20] - Quote
Ntrails wrote:Yes, console gamers will really enjoy maps where the results are impacted by faggots on a PC fapping untouchably from space
Because I go on the forums posting all willy nilly like without ever watching the video where the guy shoots down a Moros in 1 hit from the ground... ...Can't. Tell. If ...Troll? Or Serious.... |

Roll Sizzle Beef
Space Mutiny
128
|
Posted - 2012.03.26 18:42:00 -
[21] - Quote
[quote=My Neutral Toon]Im curious to see how the orbital mechanics wor
As it stands, all planets have the same warp in spot. I heard you would be able to orbit the planet to get into position to do the orbit strike [/quote
The positioning is still WIP as they haven't decided how to handle it yet from the DUST seeding panel
That panel is here BTW. http://youtu.be/e5vVppQm68 Its a good watch other than merely going off the Dust keynote as there is Q&A. |

Adunh Slavy
Ammatar Trade Syndicate
445
|
Posted - 2012.03.26 18:47:00 -
[22] - Quote
Defiantly need some feed back, eye candy of course. A simple number of dead and vehicles destroyed would be nice. I suppose the simplest thing to do is put it up where we see dmg notifications now, but that is not terribly exciting, although will allow players to post it in their Bios easily enough for epeening. How much damage you did to this dust player or that I don't think matters so much.
Since over powering the weapons is a bad idea, overpowering the effects would be bad too. Don't want to have a nuke go off and it kill three guys out of 100. Then it looks like the game is trying too hard and drifts into cheesy.
As for more feed back ... I'm not sure how far you want to go with that, I can come up with a number of ideas that will consume all your bandwidth if you'd like, I am sure many can and will.
I gather that the idea long term is multiple orbital structures of some kind, one for each possible district on the ground, and space fights will not be taking place necessarily at the planet warp in position. It would be nice from a defensive point of view, and more strategic depth, if districts adjacent to the contested orbital area, could fire into that area of space, so that whatever ground defesnes there are, are not the only ones that can be brought to bear. This could be said for the fire comming from space as well.
This will allow a battle to consist of more than one part of a planet at a time, it will allow for larger Dust Corps to participate since the battle instances will likely not be supprting 500 v 500 battles any time soon. This way more of the dust players and all the eve players from any one alliance/corp can take part in one larger battle at the same time, raging across multiple districts and multiple grids.
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Ntrails
Merch Industrial Goonswarm Federation
58
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Posted - 2012.03.26 18:48:00 -
[23] - Quote
Roll Sizzle Beef wrote:Ntrails wrote:Yes, console gamers will really enjoy maps where the results are impacted by faggots on a PC fapping untouchably from space Herp a derp: - There have already been a variety of suggestions on how to make sure it isn't one sided or overpowered.
Has anyone asked how to make it fun though? CCP are pretty awful at asking that question of themselves. 'Cool', they tend to remember, but fun?
Not to mention CCP have a historic inability to balance effectively, and a console shooter will not retain players in the way eve does when things go a bit pear shaped. |
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CCP Nullarbor
C C P C C P Alliance
344

|
Posted - 2012.03.26 18:50:00 -
[24] - Quote
My Neutral Toon wrote:Maybe add a feature of "Warp to Bombardment Location"...
If you look carefully at the video you'll see we are not actually at the planet warp in, but at a location closer to the target.
We are iterating on a number of solutions to achieve this. CCP Nullarbor | Exotic Dancer |
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Lyron-Baktos
Selective Pressure Rote Kapelle
61
|
Posted - 2012.03.26 18:50:00 -
[25] - Quote
I think the orbital bombardment weapons should be on caps only. At least no lower than battleships On holiday. -áIn some other world. Where the music of the radio was a labyrinth of sonorous colours. To a bright centre of absolute convicton. -áWhere the dripping patchouli was more than scent. -á It was a sun |

EI Digin
Dreddit Test Alliance Please Ignore
251
|
Posted - 2012.03.26 18:51:00 -
[26] - Quote
An easy way to get around orbiting a planet to be on top of a district would to have districts line up with existing celestial objects around the planet (asteroid belts, customs offices, planet warpin, etc) so that if you wanted to bombard a specific district you would warp to a specific celestial. Of course, the districts should say which object they are closest to to make it easy.
If you don't want to do this, you could group together a bunch of districts in a specific area on the planet and have them become new warpable objects. |

Nova Fox
Novafox Shipyards
3542
|
Posted - 2012.03.26 18:57:00 -
[27] - Quote
CCP Nullarbor wrote:My Neutral Toon wrote:Maybe add a feature of "Warp to Bombardment Location"... If you look carefully at the video you'll see we are not actually at the planet warp in, but at a location closer to the target. We are iterating on a number of solutions to achieve this.
Have you considered using relative positioning in eve?
Ie Star is the reference point for all planets. Tie in a clock/calander to thier degrees on thier obrital planes in relation to the sun. Then have moons use planets as thier reference. Stations thier orbiting bodies.
Make the grids and all contents within move with thier relative point until no longer needed.
I dunno I mean I know its complicated and there are the crap tonns of 'what ifs' but planets that dont revolve around thier star is something missing from eve in forever and even sadder if and when implimented would have minor visual effects cept for people living from a station where one day its dark side next day on the bright side of the planet.
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Nova Fox
Novafox Shipyards
3542
|
Posted - 2012.03.26 18:58:00 -
[28] - Quote
EI Digin wrote:An easy way to get around orbiting a planet to be on top of a district would to have districts line up with existing celestial objects around the planet (asteroid belts, customs offices, planet warpin, etc) so that if you wanted to bombard a specific district you would warp to a specific celestial. Of course, the districts should say which object they are closest to to make it easy.
If you don't want to do this, you could group together a bunch of districts in a specific area on the planet and have them become new warpable objects.
Planets spin in Eve. The grids do not spin with them.
|

Gilbaron
Free-Space-Ranger Ev0ke
168
|
Posted - 2012.03.26 18:59:00 -
[29] - Quote
what about shooting back ? |

Baneken
Hyvat Pahat ja Eric The Polaris Syndicate
87
|
Posted - 2012.03.26 18:59:00 -
[30] - Quote
I would really like to have a possibility of being able to assign fighters to help dusties as an air force and drones while were at it. They could obviously be destroyed by ground forces once deployed of c. |

Skorpynekomimi
Omega Vector
155
|
Posted - 2012.03.26 19:00:00 -
[31] - Quote
I want to see lasting craters in the battlefield. If someone's leading a charge of vehicles, bombard in front of them so it dumps them into still-hot craters.
Why just one strike location? You should be able to drag it across the map. A series of chained craters for an autocannon, or a big hot smear for a beam laser.
Artillery needs physics effects. Send things flying.
I like the target painter and shield ideas.
As for where you're bombarding from, why not have the DUST people set up a beacon? Maybe have it act a bit like a cyno, so that everyone in-system is alerted to it and can warp directly to it? |

Nova Fox
Novafox Shipyards
3542
|
Posted - 2012.03.26 19:01:00 -
[32] - Quote
A cheap solution would be to park somewhere and sling shot the strike to location. However i feel thats very un-science fictiony despite being an actual possibility in reality.
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Roll Sizzle Beef
Space Mutiny
129
|
Posted - 2012.03.26 19:02:00 -
[33] - Quote
Nova Fox wrote: I dunno I mean I know its complicated and there are the crap tonns of 'what ifs' but planets that dont revolve around thier star is something missing from eve in forever and even sadder if and when implimented would have minor visual effects cept for people living from a station where one day its dark side next day on the bright side of the planet.
The core of EVEs physics engine cant handle this. and not likely to for years to come as it would require major surgery to the guts of EVEs submarine mechanics.
|

Roll Sizzle Beef
Space Mutiny
129
|
Posted - 2012.03.26 19:06:00 -
[34] - Quote
Nova Fox wrote:A cheap solution would be to park somewhere and sling shot the strike to location. However i feel thats very un-science fictiony despite being an actual possibility in reality.
two warp-ins could handle the planet. and the further away from the equator the site is, the more angled the strike becomes in Dust to the point hills or large structures could block the shot? leading to different planning per area as the same thing wont always work. |

Kinis Deren
EVE University Ivy League
39
|
Posted - 2012.03.26 19:07:00 -
[35] - Quote
If orbital strikes are taking place at much lower altitudes (mesosphere) could shields and armor take damage from atmospheric erosion, in much the same way as entering a toxic gas cloud? Visually, this could be seen by the capsuleer as an ionisation halo surrounding their ship. |

Keras Authion
Science and Trade Institute Caldari State
77
|
Posted - 2012.03.26 19:09:00 -
[36] - Quote
Here's my 0.02 isk. In the time it took to write this some of it might have already been suggested :)
Target feedback:
Seeing the bombardment from the caller's point of view in the target window on the new UI would be awesome. A more simple solution would be just a box that lists the damaged and destroyed targets. If nothing gets hit list the distance to the nearest hostile to give a hunch if it's just someone messing around or if the enemy moved out of range. Not nearly as exciting but gets the job done 
Weapon effects:
The weapon types really need distinctive efffects. A laser vapourizes everything it hits, rails cough up a huge shockwave and a dust cloud, projectiles explode and missiles do their thing by slowly drifting into the area few seconds later but with bigger AoE or something. Fighters (and fighter bombers, maybe even drones) would be awesome too if they could be assigned to an area and the ground soldiers were able to point targets for them as long as they are assigned to the ground troops. Of course they should be destroyable 
Shooting back to space:
Big stationary cannons or missile batteries on the surface. If it's unfeasible to place them on the maps, make it low-orbit defence platforms. Need a structure or a vehicle to scan the orbit for targets. Scanning should take some time and require the player scanning to hold the position for the duration. Make them captureable for more fun. Alternatively or additionally create a module usable on the EvE ships to point targets to shoot at. Ideally the damage for the weapons would be high enough to drive the ships in orbit off (or destroy them if they decide to stay) with maybe a doomsday cannon with a long cooldown as a planetary upgrade. Fighter (or drone) garrisons could be an option too (AI piloted, of course).
Other stuff:
Depending on the frequency the planet can be bombarded there might be a need for some additional defensive options. A bombardment shield vehicle that can absorb some fire coming from above. Of course it shouldn't stand up to a concentrated orbital fire and being vulnerable to ground attacks would make it an interesting option. Another way of preventing a bombardment could be with an area scrambler. It either blocks the signal entirely or redirects the fire to a random spot on the map. This option might need a signal strength indicator for the spaceship but opens up another option of adding signal amplifiers for dedicated bombardment ships. And lastly there's always an option for point defence cannons. Always on, defends a few kilometers of area near them but can be disabled by cutting off the ammunition supply or destroying the weapon itself. High chance of deflecting any incoming fire from orbit. |

Hiram Alexander
Seraphim Securities
175
|
Posted - 2012.03.26 19:09:00 -
[37] - Quote
I'm not sure how much of a meta-gaming tactic it would be, but I'd like to see a far-longer duration for the 'dust cloud' that's blown up by the bombardment, and could imagine it been used to mask the advance of valuable/fragile vehicles... |

Roll Sizzle Beef
Space Mutiny
129
|
Posted - 2012.03.26 19:10:00 -
[38] - Quote
Kinis Deren wrote:If orbital strikes are taking place at much lower altitudes (mesosphere) could shields and armor take damage from atmospheric erosion, in much the same way as entering a toxic gas cloud? Visually, this could be seen by the capsuleer as an ionisation halo surrounding their ship.
Interesting point as currently there is no physical object to bounce off of for a planet. Will there be a large bounding spheres around planets soon that make us "skip" across the atmosphere? |

Sirinda
Offworld Miners and Fabricators Guild
44
|
Posted - 2012.03.26 19:11:00 -
[39] - Quote
Just add another nav point for each dustside mission currently available. The same thing was done with the PI command center launcher.
On another note, I don't really care as I won't buy a PS3 just to play one game. Scratch that, I won't buy any console, ever. |

Nova Fox
Novafox Shipyards
3542
|
Posted - 2012.03.26 19:11:00 -
[40] - Quote
Roll Sizzle Beef wrote:Nova Fox wrote: I dunno I mean I know its complicated and there are the crap tonns of 'what ifs' but planets that dont revolve around thier star is something missing from eve in forever and even sadder if and when implimented would have minor visual effects cept for people living from a station where one day its dark side next day on the bright side of the planet.
The core of EVEs physics engine cant handle this. and not likely to for years to come as it would require major surgery to the guts of EVEs submarine mechanics.
The idea behind the relative system is to be less stressful on the server at least.
Something that is always XYZ away from reference and stuck on this rotation/obit rate tied into the server clock is three entry lines in data base and they're static.
Moving a grid is where we start to have problems. This is where some of those phsyics come into play. While its possible to keep a grid stuck into a XYZ cordinate in releative to a reference and everything on this grid is hunkydory the server would probably flip a lid if two grids 'collided.'
This would mean having to reprogram site spawning to avoid any pernament grids.
You can also further reduce server stress by making spawned/used grids non orbital.
The list of problems however still go on like book marks and the sort.
Pernament Grid bookmarks would be easy. In a realtive system theyll be filed under that grid's inventory. Its the free floating grid bookmakrs that get collided with orbtiging pernament grids we have concerns over.
|

Nova Fox
Novafox Shipyards
3543
|
Posted - 2012.03.26 19:12:00 -
[41] - Quote
Sirinda wrote:Just add another nav point for each dustside mission currently available. The same thing was done with the PI command center launcher.
On another note, I don't really care as I won't buy a PS3 just to play one game. Scratch that, I won't buy any console, ever.
So does that include
Ipad Iphone? Smart Phones as well? What about TVs?
|

Nova Fox
Novafox Shipyards
3543
|
Posted - 2012.03.26 19:15:00 -
[42] - Quote
Sirinda wrote:Just add another nav point for each dustside mission currently available. The same thing was done with the PI command center launcher.
On another note, I don't really care as I won't buy a PS3 just to play one game. Scratch that, I won't buy any console, ever.
and on the first note, this doesnt work Ive parked at a planet where it spun fast enough that one island guessing the size of austrailia was in and out of view in about 3 minutes.
|

Camios
Minmatar Bread Corporation
77
|
Posted - 2012.03.26 19:16:00 -
[43] - Quote
As currently shown in the demo, orbital bombing (OB) looks really OP.
I think that it should never be possible to win against an opponent just by nuking him from orbit; OB should be just a rightfully important complement but not the main weapon used to win the DUST game.
on the "nerf it please" side:
- There must be a spool up time proportional to the damage that will be done in the shot
- an incoming orbital bombing should be visible by anyone on the battlefield, especially the commanders
- There could be a module that increase the resistance to orbital bombing
- It should be possible to deploy bunkers on the battlefield in order to protect infantry and vehicles from OB
- in my opinion it is crucial to have skyfire batteries in the game at same the same time OB is released, so that mercenaries can fire back if they have them.
on the general note:
- OB should be described by a "damage per m^2" ratio. High damage/m2 means high damage concentration and is more effective when pinpointed on specific targets.
- High dmg/m2 OB shoud have long reload times (minutes).
- Low dmg/m2 OB shoud be a bit faster to do
- high dmg/m2 OB should be restricted to really limited areas
- with low dmg/m2 OB it should be possible instead to do sort of a "carpet bombing"-style siege if you have enough ships
Skyfire batteries (SFB) should behave like orbital bombing reversed, that is:
- they should be just a rightfully important complement but not the main weapon used to win the space game.
- High dmg SFB shoud have long reload times (minutes).
- Low dmg SFB shoud be a bit faster
- It should be possible to have low damage AOE skyfire batteries
- with these I think that it should be possible to have AAA-like barrage fire in space.
|

DarthNefarius
102
|
Posted - 2012.03.26 19:18:00 -
[44] - Quote
Seems to me Stealth Bomberz are well suited for Orbital Carpet bombing... will they be able to do this as well or will it just be BS & larger ships ableto rain downfires from the heavens? Will there be a special skill I have to train for to use my Pureifier? "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." - D. Adams |

Roll Sizzle Beef
Space Mutiny
129
|
Posted - 2012.03.26 19:23:00 -
[45] - Quote
Camios wrote:As currently shown in the demo, orbital bombing (OB) looks really OP.
I think that it should never be possible to win against an opponent just by nuking him from orbit; OB should be just a rightfully important complement but not the main weapon used to win the DUST game.
A: the cannon-fodder extras purposely clusterfucked and turtled the objective to show off how to beat a stalemate... or just a dumb team.
B. They Dev hacked the second strike so soon to show the crowd again. |

Valeo Galaem
New Eden Advanced Reconnaissance Unit Sentient World Observation and Response Directive
43
|
Posted - 2012.03.26 19:29:00 -
[46] - Quote
There could be an in space engagement zone above each district. Since the planet rotates these would need to be detached from the solar system's physics simulation. To keep things simple a ship would have to first warp to the planet, then "enter orbit" which would move them to the engagement zone at a lower altitude. This would also allow blockades as groups could fortify the planet's warp in points. The normal warp in, custom's office, orbital command center, etc could all be valid points for entering orbit. |

Lexmana
Imperial Stout
275
|
Posted - 2012.03.26 19:38:00 -
[47] - Quote
Assigning fighters and drones to friendly forces on the ground is a cool thing. It will give dustbunnies a positive view of their capsuleer overlords, and a sense of belonging, and may even make them prey not only for mercy from the bombardment but also for a miracle to happen |

Riggs Droput
Born-2-Kill 0ccupational Hazzard
29
|
Posted - 2012.03.26 19:46:00 -
[48] - Quote
I always though that a possible idea for dust players would be ship boarding, this could create another style of environment for dust players to play in. Instead of large outdoor areas have the ability for dust mercs to use a boarding shuttle to attach to larger ships.
In defense of this capitals like dreads would be given the option to have a dust clone vat where they can call for dust mite reinforcements to defend their ships from within.
Using boarding parties would be another way to defend against orbital bombardments.
example: Dusties realize that there is a dread orbiting the planet preparing for a bombardment. Dusties send up a 6 man boarding party to neutralize the threat from within. Once the boarding shuttle is launched it appears in on grid in EVE creating a target smaller ships can attack to prevent them from attaching to the dread. Once they attach to the dread there is a count down of 2-5 minutes (for the attacking party to cut through the hull) allowing the dread to call for Dust reinforcements from the pool available or from the defenders on the planet, offering them isk, at whatever he feels it is worth to him. Once the reinforcements choose to take the contract they are spawned on the dread (only if he has a dust clone vat module installed). Battle occurs in the corridors of the dread, again 6v6 or 8v8 smaller style matches.
If the Defenders destroy the attacking dusties shuttle (with a clove vat in it) they win the match. If the attackers reach the pod of the Dread pilot they are given the option to either Self destruct the ship or eject the pilot. (dusties cannot fly dreads so they would have to contact another pilot to take the dread).
With this option you could expand on it to all capitals and super caps creating another way to attack supers and titans in fleet battles. This would also open up another style of ship where players could have a dust carrier (name patent pending) where it has boarding party shuttles.
Riggs I would rather die on my feet, than live on my knees |

Fidelium Mortis
Quantum Cats Syndicate Villore Accords
70
|
Posted - 2012.03.26 19:51:00 -
[49] - Quote
A few things I would like to see with Orbital Bombardment:
1. Bombardment seige module - 2-5 minute cooldown - don't make it ship specific but rather have a fairly high CPU requirement, so you could have some novelty fits with stacked Co-Processors or something. 2. Bombardment specific weapons and ammo - only operational in siege mode 3. Sub-optimal surface to air defenses that are optimized by Dust/EVE player cooperation - basically a reverse of the orbital bombardment mechanic. 4. ECM or ECCM deploy-able structures for Dust players that would jam the link for orbital bombardment ICRS - Intergalactic Certified Rocket Surgeon |

Herping yourDerp
Federal Navy Academy Gallente Federation
421
|
Posted - 2012.03.26 20:01:00 -
[50] - Quote
if i am the one shooting the planet i want to see what i hit, maybe a video of the hits, also i want killmails for it.
different ammo should look different. it looks like scorch was used in the show, but would conflag look different,also would it have a different effect? or would all attacks do the same damage in the same radius
|

AkJon Ferguson
JC Ferguson and Son Ltd Ferguson Alliance
107
|
Posted - 2012.03.26 20:04:00 -
[51] - Quote
I think Dust is going to bomb. The gameplay is already nothing special, add to that orbital bombardment where players of ANOTHER GAME are going to influence the results of the game you're playing and it will very quickly be populated only by EVE players. |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
409
|
Posted - 2012.03.26 20:09:00 -
[52] - Quote
I want the properties of the weapons I am using to have a visible effect on the bombardment FX.
So I can use a rainbow tachyon abaddon to nuke people. |

okst666
Bad Request
138
|
Posted - 2012.03.26 20:19:00 -
[53] - Quote
I don't know if this has allready been pointed out, but all I saw was one battleship shooting at a marked location and this is all well and good, but will eveplayers be able to shoot a planet with whole fleets of like 20 Battleships at one time?
Are there any plans to destroy the structures too? That was not visible in the fanfest-video.
Will different Ammo also be visible in different kind of explosions on the groudn like on the ships in the future?
What would happen in Real World when 6 XL Antimatter Charges hit a city with ultra high velocity?
[X] < Nail here for new monitor |

quickshot89
No trouble in the midst STR8NGE BREW
9
|
Posted - 2012.03.26 20:25:00 -
[54] - Quote
Roll Sizzle Beef wrote:[quote=J3ssica Alba] Gotta leave some candy for a Titan shot.
Fixed for you ;)
I think O-Bom should be restricted to BS or larger, unless Stealth bombers can launch bombs to the surface too.
Would quite like to see carpet bomb runs by fighter bombers
|

Khanh'rhh
Red Federation RvB - RED Federation
921
|
Posted - 2012.03.26 20:29:00 -
[55] - Quote
I want the on-ground effects to look like god himself is mad at some ants running around, and is reaching down to squash them with helldeath.
It didn't look *quite* badass enough in the keynote  - "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930's |

quickshot89
No trouble in the midst STR8NGE BREW
9
|
Posted - 2012.03.26 20:30:00 -
[56] - Quote
Just thought of another feature, and it would help give some love to under-used ships,
Let EW frigs help boost the effectiveness of the strike, by fitting something like a target painter but a planet version |

Kinis Deren
EVE University Ivy League
39
|
Posted - 2012.03.26 20:37:00 -
[57] - Quote
Valeo Galaem wrote:There could be an in space engagement zone for the purposes of Orbital Bombardment above each district. Since the planet rotates these would need to be detached from the solar system's physics simulation. To keep things simple a ship would have to first warp to the planet, then "enter orbit" which would move them to the engagement zone at a lower altitude. This would also allow blockades as groups could fortify the planet's warp in points. The normal warp in, customs office, orbital command center, etc could all be valid points for entering orbit.
I like that idea 
If the aggressors can issue a contract for an OB, I would hope that defenders could, in turn, issue a contract for Orbital Defence. This would be like a DGC of the complex like idea (if I'm interpreting it right) of Valeo's quoted post. |

eliorra
DOCTOR NIPPLES RETREAT
1
|
Posted - 2012.03.26 20:43:00 -
[58] - Quote
CCP Nullarbor wrote: - There have already been a variety of suggestions on how to make sure it isn't one sided or overpowered. I'm sure people have a lot of interesting ideas on how to counter an orbital strike, so feel free to discuss those here too.
If there is low risk involved on the eve side, the power of the OB should follow and not be very effective.On contrary if we have a massive engagment on the eve side with large fleets, the OB should reflect that fact
To make it so.We can establish that an OB requires a huge amount of power ;creating a large disturbance on surrounding ships. -If we are in the case where a fleet is not facing an opposing fleet, this disturbance would have very negative effects on all the fleet( maybe disrupting warp,reducing capacitor ... -If we are in the other case,we could have the possibility to focus that disturbance on the enemy fleet, making the OB even more powerfull and deadly for our little rabits
We may also take into consideration that dust combats are relatively quick compared to the reactivity in eve.So launching an OB should take time and everyone arround have to know what is happening.Like sirenes and huge red alerts all arround the place .Maybe all cyno jammers should be turned off to give more reactivity to the defenders; or maybe not  |

Fredfredbug4
Kings of Kill EVE Animal Control
136
|
Posted - 2012.03.26 20:44:00 -
[59] - Quote
For something hurtling towards the planet at increasing speeds and gaining kinetic energy, the effects on the ground seem rather lack luster. They look just like an artillery strike from anyone of the 5000 FPS out there.
An orbital bombardment should look completely devastating, completely warping and damaging the landscape and all those caught in it's path.
As for everything else, things look solid. I feel the Orbital Bombardment is balanced. Logically the ground forces with the superior support fleet should have a better chance at winning. Making EVE interaction a non-deciding factor in a battle defeats the purpose of linking the games. Of course Dust Bunnies should have some planetary guns, missile batteries, or just shields to deal with the risk of a planetary bombardment. |

Roll Sizzle Beef
Space Mutiny
132
|
Posted - 2012.03.26 20:45:00 -
[60] - Quote
quickshot89 wrote:Just thought of another feature, and it would help give some love to under-used ships,
Let EW frigs help boost the effectiveness of the strike, by fitting something like a target painter but a planet version
Or scanning for bio sigs as as long as the module is in operation it gives a radar sweep of where current targets are to a more precise degree. ex: Rather than motion sensor like typical fps. A dustbunny helm can use a tac overlay and see targets behind walls where the sensor sweep is. EW frigs would have a smaller radius of scanning, like one building compared to a black-ops BS that can scan a whole facility at a time. |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
477
|
Posted - 2012.03.26 20:51:00 -
[61] - Quote
I have a mechanics question.
I'm an avid Halo player. Lag is a straight up killer. I don't even want to play a laggy game... at all. EvE is different so it's not really as big an issue in big fleet fights, and time dilation is just awesome. Truely... so nice work there. Now for the question:
What happens if you are sitting in siege in your dread above a planet getting ready to nuke the surface and 2000 of your closest friends warp in and the system goes into time dilation? What happens on the ground in DUST? Are the DUST players on the same tranquility node?
Thanks in advance for any replies.
|

eliorra
DOCTOR NIPPLES RETREAT
1
|
Posted - 2012.03.26 20:55:00 -
[62] - Quote
quickshot89 wrote:Just thought of another feature, and it would help give some love to under-used ships,
Let EW frigs help boost the effectiveness of the strike, by fitting something like a target painter but a planet version
And also give them the ability to destabilize the OB for a moment. |

Nova Fox
Novafox Shipyards
3545
|
Posted - 2012.03.26 21:52:00 -
[63] - Quote
Another thing to possibly suggest.
Specialzied ammo just for orbital bombardment thats generally useless for anything else.
|

Alavaria Fera
GoonWaffe Goonswarm Federation
262
|
Posted - 2012.03.26 22:11:00 -
[64] - Quote
Vimsy Vortis wrote:I want the properties of the weapons I am using to have a visible effect on the bombardment FX.
So I can use a rainbow tachyon abaddon to nuke people. A rainbow barrage of death would indeed increase morale on the side using it on their enemies. Take all the tech Build all the titans Drop all the POSes
Bees incoming, nerf ERRYTHING ERRYDAY |

Baneken
Hyvat Pahat ja Eric The Polaris Syndicate
88
|
Posted - 2012.03.26 22:16:00 -
[65] - Quote
One thing is also that accuracy of the hit should depend on your gunnery skills, with poor skills you shoot all over the place and with good skills you actually hit where you're supposed to.
This would : a) Tie orbital bombardment to EVE skill system b) Would mean that DUSTies would have to consider when and where they should call in the strike and whether the caller might get his ass in line as well, exactly like when calling artillery/air craft support fire in RL.
Also there should be possibility that if EVE side isn't on the ball they might shoot too late ... or too soon or even shoot the wrong target. This would make it so that EVE and DUST players would have to really communicate with each other and it would also give EVE players a feeling that it does matter where and when they are shooting. |

Camios
Minmatar Bread Corporation
77
|
Posted - 2012.03.26 22:17:00 -
[66] - Quote
The "only battleships and bigger" thing
From a "common sense" standing point, OB should be restricted to the longest range guns, that is only L and XL long range guns should be able to do OB.
On the other side anyway it would be cool if even frigates were able to shoot at the surface, while dealing little damage.
Perhaps, the damage should be calculated as if you were shooting to a ship in space at the same distance. You should be near enough to acquire lock, so frigates should go really near the surface while battleships could saty far.
The planet rotation problem
Planet rotation will move the battlefield under the ships, but that is not a great concern (fleet will just have to warp in and out). The biggest inconsistency I see is that the "orbital command center" should stay above his district, and so it should move because of planet rotation... that thing will move faster than a Dramiel... don't know if that is something CCP wants to be in the game, it just breaks immersion.
=> The easiest thing is to just stop planet rotation, and have a random planet rotation happen during downtimes in order to have artificial day/night cycles on Dust maps. |

Ibn Taymiyyah
Treasures Collectors Northern Associates.
0
|
Posted - 2012.03.26 22:22:00 -
[67] - Quote
There's two key points missing in all this. Where and why!
I'm assuming OB will only be possible in Low/null/wh space.
TL;DR; PI isn't all that valuable to justify all this conflict. There wont be that much fighting unless they open it up to highsec and it's legion of griefers! :D
Where? Nullsec (except WH and NPC space) is heavily regulated in access, and it's more than likely that the guys on the same planets you're in are in your alliance. You're not going to attack your alliance mates, unless you're trolling and just want to nuke everyone from orbit! :D Lowsec might have something going except the fact that it's deserted, and having people constantly attacking you will put alot of people off, leading to more highsec crowding.
The point I'm getting at, is that the conflict will be minimal due to the fact that the people that operate in that space (null and lowsec) are probably the same occupying the planet and not likely to attack their neighbour.
Why? Is the PI reward actually worth all this trouble? Sure, it's expanding PI, but honestly, if PI can one shot a BS, I'm not even going to deal with that crap. Even more so, if you're attacked in null, it's likely that you just had you ass handed to you and/or your alliance fail cascaded, in which case, you don't really (really! :P) want those planets anymore!
Sure, it's all fun to start with and everyone will be killing dust pawns from orbit ... but what for? :| I think CCP is giving way to much credit to PI as a conflict driver in all of this.
My idea of a perfect conflict driver in all of this? Have dust crews invade outposts so you can actually destroy them. Destructable outposts with the need for Dust! I'm sure there's tons of alliances that would hire tons of dusties for this purpose :D
Not trying to rain on anyones parade with all this, but my guess is that PI will not compensate all the work you have to put in just to be able to nuke someone :|
Anyway, on the meta gaming frame of this, please allow the EVE pilot to target either the intended target, or the "ally" that is painting the target, making it easier to back stab merc clans! :D Make it fair and allow them to shoot your ass out of the sky while being friendly! I love the blue on blue fire kind of grief :D |

Baneken
Hyvat Pahat ja Eric The Polaris Syndicate
88
|
Posted - 2012.03.26 22:27:00 -
[68] - Quote
Well, the platform is likely on stationary orbit just like the satellites on earth so considering that your ship is on the same orbit it would seem to be staying in fixed position while rotating with the planet.
As far as tracking formula goes there could be a random transversal velocity rolled for each hit and otherwise use a standard tracking formula, this would of c. mean that missiles would be very pin point weapons but with very slow traveling time (think of moon probing ...). Damage should scale as usual so that if you hit the planet for 1000 it should obviously hit with bigger force then a hit with only a 100 damage (saying 10x as big might be too big for the scope of DUST). |

Fidelium Mortis
Quantum Cats Syndicate Villore Accords
71
|
Posted - 2012.03.26 22:48:00 -
[69] - Quote
Ibn Taymiyyah wrote:There's two key points missing in all this. Where and why!
I'm assuming OB will only be possible in Low/null/wh space.
TL;DR; PI isn't all that valuable to justify all this conflict. There wont be that much fighting unless they open it up to highsec and it's legion of griefers! :D
I would suggest making PI a bit more profitable (than it currently is) in low sec which will draw more people into low sec and provide more opportunities for fights between the attackers and defenders. The sov restrictions in null are an issue, and well it sucks shooting stuff in high sec.
The POCOs in low sec have been a decent source of fights, and I could see orbital bombardment adding some great small fleet conflict opportunities. ICRS - Intergalactic Certified Rocket Surgeon |

Akai Kvaesir
0ffice of Naval Intelligence
0
|
Posted - 2012.03.26 23:11:00 -
[70] - Quote
Y'all are forgetting FW. Inferno is (from what I've read/seen) centered on expanding faction warfare, and since it (and Escalation) are also both lead-ups to DUST, I think it's safe to assume there will be a decent FW connection.
That said, it'll depend on what they will end up doing to FW, in terms of making it suck less. I can see a decent amount of DUST matches played on planets along the empire borders, which incidentally is mostly losec.
In terms of OB, I think that the idea of a siege module that was not necessarily ship-restricted (but heavily CPU dependant, forcing a ship to be geared for either space OR ground war, so you can't have blob OB's. The idea of FX for the spool-up, shot, and target cam is also a great one, especially considering the DX11 tech video from FanFest...Also, ION CANNON FTW. Just like Titan OB should be a game-ending shot, the Ion Cannon, if present, is the ultimate ship killer. That way EVE can end a match, and DUST can give an EVE player a really bad day...just an idea on the balancing.
I think restricting OB to battleships only weakens the link you want between EVE and DUST, but there should be restrictions within reason. There should be a variety of roles to play in the OB meta-game, such as Destroyers being capable of close air-support/resupply (like in the video from FanFest), or T3 strat cruisers capable of logistic support/fire support/cov-ops support (ie dropping Dusties behind enemy lines), depending on the subsystems used. Unless frigates can go sub-orbital (which would be too cool for words), I would think only Stealth Bombers would be capable of OB bombing runs, or torpedoing heavy vehicles like tanks or MTACs. Battlecruisers and Battleships should be the main focus of raining death from above, ie providing the main fire support of Orbital Bombardment. Dreads... Dreads and other Caps should be like mobile deathstars, supplying logistics support and the ultimate in fire support. But again, high risk, high reward....
Just a thought. |

Ibn Taymiyyah
Treasures Collectors Northern Associates.
0
|
Posted - 2012.03.26 23:14:00 -
[71] - Quote
Yeah, PI will have to turn into a real ISK faucet to drive the type of conflict I think they're expecting. Anyway, as long as I can nuke anyone (including my own guys), I'm a happy camper :D
Damn, I'd sacrifice a couple of Megas just to see the tears on that chat when I nuked my team back to orbit! :D |

Sturmwolke
151
|
Posted - 2012.03.26 23:53:00 -
[72] - Quote
Have some tangible/persistent planetary impact for orbital bombardments, not just the battlefield. A resource depletion or some sort of economic impact. You can probably split orbital bombardments into tactical and strategic elements - whereas the latter will "glass" large swaths of the planet.
|

Roll Sizzle Beef
Space Mutiny
138
|
Posted - 2012.03.27 00:08:00 -
[73] - Quote
Ibn Taymiyyah wrote:Yeah, PI will have to turn into a real ISK faucet to drive the type of conflict I think they're expecting. Anyway, as long as I can nuke anyone (including my own guys), I'm a happy camper :D
Damn, I'd sacrifice a couple of Megas just to see the tears on that chat when I nuked my team back to orbit! :D
Lets take the e3 2011 trailer as a rough example of price point. Infantry assault armor 375,000 isk Heavy Gunnlogi tank 1,400,000 isk ROV Drone 4,400,000 isk. Installation Railgun turret, 1,000,000 isk MCC 120,000,000 isk
Yet they wont be seeded to EVE market for a long time tell DUST gets properly interwoven as FW Dust seems to be very disconnected from the universe for launch. Some game types will always have a MCC at the brink of destruction. And we will likely see these products being much cheaper.
Plus it seems you can only nuke your own guys if the guy on the ground targets his own people currently. Betrayal of this sort will likely be saved for sov 0.0 Dust and FW will be the "highsec" of Dust. |

Celestine Polel
Without the Daystar
2
|
Posted - 2012.03.27 00:19:00 -
[74] - Quote
Perhaps just have permanent warp-ins above every planetary district, potentially on the overview? let any old ship turn up their any time of day to have a look. I guess in a fairly abstract sense, moons are a warp-ins on a planet too.
Having dust players broadcasting the warp-ins to their support fleets (both defence and offence) seems a bit forced. Pilots should know where the major districts on planets are (or it should be in their computer systems). I mean, its not like finding New York or LA from orbit would be that hard.
An idea just occurred to me though: further down the track covert-ops locations in Dust that eve pilots do need a broadcast warp-in for... things like secret research outposts etc. |

Roll Sizzle Beef
Space Mutiny
139
|
Posted - 2012.03.27 00:39:00 -
[75] - Quote
Celestine Polel wrote:Perhaps just have permanent warp-ins above every planetary district, potentially on the overview? let any old ship turn up their any time of day to have a look. I guess in a fairly abstract sense, moons are a warp-ins on a planet too.
Having dust players broadcasting the warp-ins to their support fleets (both defence and offence) seems a bit forced. Pilots should know where the major districts on planets are (or it should be in their computer systems). I mean, its not like finding New York or LA from orbit would be that hard.
An idea just occurred to me though: further down the track covert-ops locations in Dust that eve pilots do need a broadcast warp-in for... things like secret research outposts etc.
The problem is the potential number is districts per planet and the fact they revolve. The real question is a solution without a ton of overhead. |

Tarn Kugisa
Space Mongolian Pinked
47
|
Posted - 2012.03.27 00:49:00 -
[76] - Quote
Fidelium Mortis wrote:A few things I would like to see with Orbital Bombardment:
1. Bombardment seige module - 2-5 minute cooldown - don't make it ship specific but rather have a fairly high CPU requirement, so you could have some novelty fits with stacked Co-Processors or something. 2. Bombardment specific weapons and ammo - only operational in siege mode 3. Sub-optimal surface to air defenses that are optimized by Dust/EVE player cooperation - basically a reverse of the orbital bombardment mechanic. 4. ECM or ECCM deploy-able structures for Dust players that would jam the link for orbital bombardment
Bombardment Badger Anyone?  Real Caldari Hull Tank (And Win doing so) Support https://forums.eveonline.com/default.aspx?g=posts&t=16580 |

Nova Fox
Novafox Shipyards
3546
|
Posted - 2012.03.27 02:24:00 -
[77] - Quote
If you go with the module for disctrics idea.
Armor plates protect the facility better against orbital strikes. (thus not as damaged and easier to repair)
Shields protect everyone on the district from orbital strikes.
|

Nova Fox
Novafox Shipyards
3546
|
Posted - 2012.03.27 02:26:00 -
[78] - Quote
Roll Sizzle Beef wrote:Ibn Taymiyyah wrote:Yeah, PI will have to turn into a real ISK faucet to drive the type of conflict I think they're expecting. Anyway, as long as I can nuke anyone (including my own guys), I'm a happy camper :D
Damn, I'd sacrifice a couple of Megas just to see the tears on that chat when I nuked my team back to orbit! :D Lets take the e3 2011 trailer as a rough example of price point. Infantry assault armor 375,000 isk Heavy Gunnlogi tank 1,400,000 isk ROV Drone 4,400,000 isk. Installation Railgun turret, 1,000,000 isk MCC 120,000,000 isk Yet they wont be seeded to EVE market for a long time tell DUST gets properly interwoven as FW Dust seems to be very disconnected from the universe for launch. Some game types will always have a MCC at the brink of destruction. And we will likely see these products being much cheaper. Plus it seems you can only nuke your own guys if the guy on the ground targets his own people currently. Betrayal of this sort will likely be saved for sov 0.0 Dust and FW will be the "highsec" of Dust.
Goal 1 Stabelize the game Goal 2 After game stability THEN open the flood gates.
|

Logan LaMort
Black Rebel Rifter Club
1231
|
Posted - 2012.03.27 03:13:00 -
[79] - Quote
- Stealth Bombers - With a paper tank and devastating bomb launchers I think SBs should be able to deliver a small scale nuke, or ECM type bomb.
Think the OB power of between a battleship and a dread that could easily be shot out of the sky before delivering an OB. Of course the SB would need to decloak and stay uncloaked for a certain amount of time to keep things balanced, but if that bomb gets launched... well...
it's the only way to make sure
- Missiles? - I would love to see a Raven or Typhoon launch a bay of missiles directly down to a planet.
- Killmails - If an EVE pilot kills a Duster via OB I'd like to see that EVE pilot get a killmail. Likewise if a Duster shoots down a Capsuleer via ground defences.
Imagine looking up a player's killmails to see just how many Dusters they've nuked from orbit. Obviously these would be displayed separately to EVE ship/pod kills.
- Scorch marks - If a planet receives a heavy amount of OB it would be cool to see some kind of mark left behind on the planet, or maybe see the large scale weapons produce a mini mushroom cloud.
- ECM OB - Like I mentioned with SB, an OB doesn't have to be purely lethal. Imagine an area effect ECM, like disabling deployed structures and vehicles (Dropships falling out of the sky anyone?).
- Racial OB - Artillery, rail slugs, missiles and laser effects please.
|

Roll Sizzle Beef
Space Mutiny
141
|
Posted - 2012.03.27 03:20:00 -
[80] - Quote
Logan LaMort wrote:
- ECM OB - Like I mentioned with SB, an OB doesn't have to be purely lethal. Imagine an area effect ECM, like disabling deployed structures and vehicles (Dropships falling out of the sky anyone?).
ECM would be keeping planetary turrets from getting us in EVE. EMP would be stalling most ground equipment. Drone dropships are iffy on this, as lore wise because of their over throttled magnetic tractor to haul heavy combat units, its AI and flight controls are heavily shielded. Perhaps if a Drone dropship was under 50% health it would succumb to a EMP attack. |

Logan LaMort
Black Rebel Rifter Club
1231
|
Posted - 2012.03.27 03:37:00 -
[81] - Quote
Roll Sizzle Beef wrote:ECM would be keeping planetary turrets from getting us in EVE. EMP would be stalling most ground equipment. Drone dropships are iffy on this, as lore wise because of their over throttled magnetic tractor to haul heavy combat units, its AI and flight controls are heavily shielded. Perhaps if a Drone dropship was under 50% health it would succumb to a EMP attack.
Because I'm tired and soon to sleep I just listed some bullet points of what I was thinking, but for the above I was specifically thinking of the Void Bomb (http://wiki.eveonline.com/en/wiki/Void_Bomb) which neutralizes capacitor, and for disabling player controlled aerial/ground vehicles and infantry/anti tank defense.
Although an ECM bomb for disrupting ground to space defenses is an excellent idea, and would give the SB an actual role, aka to prevent battleships/dreads being blown out of the sky. |

Shiva Aurilen
EVE Syndicate Navy Surely You're Joking
0
|
Posted - 2012.03.27 03:50:00 -
[82] - Quote
So I was thinking, why just bombardment? Yes we all love the death and destruction but why not send a drones/ fighters/bombers to the planet that the Eve player could control for a short period of time before they return to the ship. This could also be introduced in highsec to add more interactivey between the two games there too. Hopefully it's possible in the future if not anytime soon.
Plus what about sending addtional clones to the surface thereby increasing the amount for clones available.
Obviously both of these should carry some expense and risk for the Eve player or we would just do it over and over again but it would introduce a tactical decision based on whats going on the surface. |

Obsidian Hawk
RONA Corporation RONA Directorate
802
|
Posted - 2012.03.27 04:01:00 -
[83] - Quote
Ok so i think there should be a few things added to orbital bombardment.
1. Dont overlook dreads
--- my opinion of using dreads for bombardment is this. a. Slow ROF, b. non discririminatory killing. If you are bombarding people close to one of your structures, your structure will incur damage and you may blow up what you are trying to defend. c. accuracy of bombardment should be based off of people on the ground "painting the targets" No blind shooting and win. If you want to use a dread to kill, someone has to help you target.
2. Battleships
a. as with dreads - no blind nuking and win. b. targets need some sort of painting for precision. c. weapon size affects the level of percision.
3. Skills -
a. orbital bombardment. b. target precision - each level helps you to target a specific area more accurately. so rather than shooting and miss by 50 km you miss like by 25. c. remote painters - allows the pilot to hook up with ground personal when ground personal uses a target painter targeting accuracy increase by x% etc.
overall my thing is we can have blind nuking. Nuking it from orbit must be a precise science to minimize your casualties and maximize damage. So i want to see a combination of skills, ammo and guns used for the amount of damage. I also want to see a lot of interaction between ground forces to make precise kills. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
47
|
Posted - 2012.03.27 04:13:00 -
[84] - Quote
The video looked very pretty and proves that you know how to make the two platforms communicate, but beyond that?
Bouts on the surface are "fair" numbers wise, so they will never have to contend with blobs .. yet chances are their game will still be ruined by space-blobs as that single bait Abaddon (has to be bait; sitting still, alone at a planet for Goddess sake!) becomes 4-500 ships all carpet bombing the surface. Now you could do something where surface 'points' are earned and used to call in fire support which in turn is dependent on space superiority .. but then why bother?
Dust will need a lot of orbital defence capabilities (capture-able I guess), enough to discourage an AFK blob sitting there pressing "lol-toasty-button" once in a while. Ideally sovereignty battles (still planning on placing it partly in Dust right?) should require success both in space and on the surface to encourage paying top dollar for elite ground thumpers ... as in: a blob in space does you no good if you have retards on the ground fighting bad-asses.
In short: If the games are to influence each other, then both games must have equal impact as well as equal opportunity to affect the other. |

Kel hound
Traveler 52 D-Collective
15
|
Posted - 2012.03.27 04:20:00 -
[85] - Quote
Just a few quick suggestion from me here.
1) Orbital bombardment should first have to be called in by Dust troopers. It wont be fun for Dust players if us EVE gods can perform random drive-bys on battles.
2) Orbital bombardments should come in two flavours. Beacons and Fire-Support. Beacons are exactly what it says on the can; a dust trooper drops a beacon, EVE pilot gets a lock on, fire from heavens. Fire-Support would be a little more complicated and I don't know if its technically possible but would go something like this. Dust player calls for orbital support, EVE pilot activates planetary siege module. EVE pilot gains aerial view of battlefield similar to AC-130 kill-streak in Call of Duty. While the EVE player has the PSM active they will be able to both see their dust allies and rain fire on enemy troops. planetary siege module would have a short duration (2 - 5 min) but a long cooldown before it could be called in again by dust troopers (5 - 10 min) This would be locked planet side (team based) so that you don't end up with with the problem of large fleets just chaining the planetary siege module's together.
3) Any ship that has the range should be able to provide orbitals. For reference [shamelessly copy/pasted from wiki] - "An altitude of 120 km (75 mi) is where atmospheric effects become noticeable during atmospheric reentry of spacecraft. The K+írm+ín line, at 100 km (62 mi), also is often regarded as the boundary between atmosphere and outer space."
4) Lastly I wanted to make a suggestion for orbitals in pve content as well. I was thinking a game mode for the Dust troopers where a small group of them must hold out until they can contact a capsuler willing to provide orbitals for them. Something like waves of rogue drones attacking from a planet side drone hive, dust troopers start their mission and must hold the line while the server find an EVE player who could provide orbitals for them. EVE side the server would contact the EVE player's within range of the dust troopers and offer them the mission, if they accept then the Dust troopers get an ETA timer for how long it will take the pilot to move into position. The mission ends once the Dust troopers mark the hive for bombardment and the EVE capsuler launches their orbital on the hive. Once completed all parties involved would receive a payout like incursions (something modest, but worth it; 5mil isk sounds nice and round?).
Either way, please keep orbitals in mind for whatever pve content you have in dust as well. |

Flamespar
Woof Club
319
|
Posted - 2012.03.27 04:25:00 -
[86] - Quote
Will the dust players be able to deploy something that increases the inaccuracy/decreases damage of the orbital strick? I can post on a forum, therefore I represent everyone. |

Asuka Solo
Stark Fujikawa Stark Enterprises
1298
|
Posted - 2012.03.27 05:00:00 -
[87] - Quote
As long as Dreads do more damage to ground forces and buildings than sub caps do, at longer ranges and as long as the Titan is not excluded (Doomsday some mercs from orbit for a truly spectacular show with devastating consequences for whoever remains standing) I will be truly satisfied.
I also think the smaller the ship, the closer to the planet's surface the ship has to be in order to fire off one of these bombardments, in addition to being smaller and doing less damage. These ships should also be within the firing range of PI defenses (if we ever get any) and from Dust merc fire (be it hand held, turret, flying vehicle or ground vehicle based).
Thus, smaller ships will face more danger from the planet, should take less damage to pop (with no speed factors to save them) and be vulnerable to a very large battery of defenses.
Capitals should be able to withstand a massive barrage of gunfire, from a much higher orbit (and thus bigger planetary guns) but ultimately should have logistical support or go boom. Capitals need to be boosted in terms of planetary aggression far beyond their capabilities compared to sub capital aggression to make them worthwhile.
Otherwise you risk a situation where no matter how beautiful the eye candy is, caps will be made even more worthless since a 70 mil isk ship could fire off bombardments from a similar orbit, do the same damage while facing lower risk.
Also, multiple bombardments on the same target. 1 Beacon, 10 dreads. 10 times the devastation.
Environmental damage also. Craters, the charged cloud effects we saw in the first Eve forever video and the ability to see most if not all the ships in orbit from the ground will be pure win. |

YuuKnow
157
|
Posted - 2012.03.27 05:17:00 -
[88] - Quote
J3ssica Alba wrote:First off I'd like to see an improvement on the visuals. Projectiles coming in at Mach 25 or higher or a laser strong enough to burn through a planet's entire atmosphere should leave some big, glowing white-hot crater at least.
Agreed. The actually firing effects of the ship were pretty lackluster. Projectile graphics need some love. |

Daneirkus Auralex
The Foreign Legion Test Alliance Please Ignore
41
|
Posted - 2012.03.27 05:24:00 -
[89] - Quote
So, this is where we begin to populate the eve universe. OB looks really cool. I envision a situation where two opposing forces (perhaps a nullsec conflict with CFC vs. Team Tech and their associated DUST corps) are battling over a system, and for whatever reason this particular battle depends on the ground fight. The dusties need fire support, both Eve fleets get to the planet., and a space battle begins. It could truly be epic. A few notes and ideas:
- DUST players should be able to see large Eve ships while in their game - They should also be able to see significant events, like a fleet cynoing in at their planet. - There should be some mechanic in place to allow for entire fleets to participate in OB, not just 1 ship - If we're killing DUST players, we better get killmails!
Thanks for everything you're doing. Personally, I couldn't be more excited for DUST 514, as this truly could be the beginning of a new chapter for the Eve universe.
|

EnslaverOfMinmatar
BRAPELILLE MACRO BOT MINERS
24
|
Posted - 2012.03.27 05:45:00 -
[90] - Quote
Do you get killmails for bombing those console nooblets? Every EVE player must read this http://www.eveonline.com/background/potw/default.asp?cid=29-01-07 or uninstall and DIAF |

Nova Fox
Novafox Shipyards
3547
|
Posted - 2012.03.27 05:59:00 -
[91] - Quote
do console nooblets get killmails for sinking dreadnaughts?
|

Tallian Saotome
Fractured Core Fatal Ascension
588
|
Posted - 2012.03.27 06:17:00 -
[92] - Quote
The better. No XP for sinking a battleship?
Wrong game Inappropriate signature removed, CCP Phantom. |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
20
|
Posted - 2012.03.27 06:29:00 -
[93] - Quote
Personal opinions on orbital strikes:
1. accurate strikes difficult, might need some sort of siege mode, cannot make it too easy to bombard
2. Bombardment weapons: Why? Cause current gear is only accurate out to a couple hundred km, we sit further from planets I believe, need special guns to not difuse on contact with atmosphere and hit ground accurate.
3. S/M/L/XL We are having new order to ships, might as well make use of it. Bring siege module to the other classes. Siege battleship, destroyer, battlecruiser. Fit regular weapons on them, work em just like the dreadnoughts. Bigger ships, higher damage, lower rate of fire. Dessies can bring on the rain, but the ships are of course easy to die, and cannot kill as much.
4. Cooldown (see 3) heat, dust, etc would stir up fog of war essentially for bombardment to get a clear view. So bigger the gun, more damage, slower recharge on being able to call.
I heard about heat maps, not sure how that works, but what if the bombardment had area of influence instead, so it would slowly reduce with time. Epicenter of attack takes a while to clear, but smaller impact zone means less time to clear (matches gun size?)
This means that even if a drop is called down, it is still possible to call somewhere else. So a squad of bombard dessie could bring spread small fire, say counter infantry surround.
ECM, we want ewar, here is a must to counter bombardment. Mobile ecm, deployed ecm, and no way to get a bombardment lock. This would prevent bombards being dropped right away onto somebody's deployment. I have played games where early artillery spam has ruined gameplay. If there is no way to early protect a base (deploy ecm on start) then it would really become busted. |

Gevlin
Sebiestor Tribe Minmatar Republic
118
|
Posted - 2012.03.27 07:12:00 -
[94] - Quote
Air Cover Air Cover GÇô is that a carrier or super carrier assigning fighters to the Dust trooper
Kill Report I would just love to see a Kill mail of the list of stuff that was destroyed.
Planetary Defense - Eve online side of the fence Are we going to be allowed to anchor a Death Star POS over districts of the plannet to protect the district from Orbital engagement. Making a Defence Grid. - Would be funny if the enemy Dust by taking over the district could revoke a planet POS's anchoring status..... Or can the Mercs hire Eve people to place some sentry turrets around the planet to either make a blockade or protect the planet.
Force Field Dome over Cities In an old realistic table top game. Major cities had force field dome that protected the city from orbital bombard ment, and you needed to have ground troop to conquer the city by foot where the shield was weakest to take out the shield so orbital bombardment could happen. Other wise just orbital bombard and you are done. ( ie Shields under permanant Reinforcement.)
Smaller Hidden Ground Based Cannons Though the turrets firing back were only at ground level. So if there is return fire the you be guns out side of the shield which in turn could be shot at in return. But all these turrets could be easily hidden. Till they started firing... A merc group may have to uncover them before they could be orbital bombarded or hacked. I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Umarillian
FLA5HY RED
2
|
Posted - 2012.03.27 07:23:00 -
[95] - Quote
I gave it some thought and here's how I liked to see the mechanic work.
This might repeat some information but oh well
1. Dust corp forms squad to assault or defend a district; There should always be x extra slot(s) for an eve player(s).. ( Yes integration, scary ) They then invite eve members before deploying; Or add "Squad finder" similar to fleet finde ; CCP determines number of Eve squad slots; reasonable to enable a defense fleet/ offense fleet.
2.Dust players engage and begin combat; At this point ( When they land, w.e ) a journal entry is logged for any eve players in the two opposing squads ( Like CC launch in PI already ); Players can warp to this point at this time( Placed randomly around a planets sphere, make one for each squad in the engagement but fairly close together, 10-20km apart?
3.Eve players land and activate ( Siege mode like behavior); Locking their ships but enabling target paint co-ordinates from their squad; -- I have no idea how the UI should be -- I'd imagine a UI that turned on similar to the Ore scanning device; but updates whenever a new target is painted; this can be clicked on and then click on a "attack/Nuke" button which will utilize any viable weapons they have.
4. Dust players when the opportunity arises begin painting a target; Upon target acquisition, capsuleer squad members who are in ships with active ?siege? modules get the co-ordinates in their UI; -- Note: If no squad members/capsuleers have active siege modules the target painter should fail on the dust players side - -- At this point; since the ?Siege? module is active the benefit of having an immobile ship is an instant lock requiring only the eve player to press the "NUKE" button or activate the required turrets/cannons/Nuke however you want to do it.
I think this is a decent plan as it if you limit the number of eve players in a dust squad you enforce additional logistics to getting overwhelming numbers onto the field. I.E scanning; I'd personally enforce the squad members to stay in squad until the end of the session to encourage small gang PVP. Doing so would prevent them from leaving squad after landing on grid and having a whole fleet warp onto them complety unbalancing any PVP this may encourage.
-- I'd personally reduce all sig radius on grid by a percentage to make it even harder to scan them down to discourage lop-sided engagements --
isk for your thoughts?
Please excuse spelling and grammar, It's 3:30 A.M. here. |

David Carel
Amok. Goonswarm Federation
208
|
Posted - 2012.03.27 10:19:00 -
[96] - Quote
This thread now mentions
The Mittani. |

Tallian Saotome
Fractured Core Fatal Ascension
592
|
Posted - 2012.03.27 10:35:00 -
[97] - Quote
David Carel wrote:This thread now mentions
The Mittani. BAN HEEM!!!!!
Oh wait, no... GET REALLY DRUNK!!!!!
 Inappropriate signature removed, CCP Phantom. |

Sarmatiko
642
|
Posted - 2012.03.27 10:44:00 -
[98] - Quote
Markus Reese wrote:accurate strikes difficult, might need some sort of siege mode, cannot make it too easy to bombard . Not that difficult if you look at orbital strike item descriptions retrieved by almighty Crystal Ball:
Quote: Bombardment Computer I An advanced cluster of computers soft-wired to a ship's hull. When activated, all available energy is diverted from a ship's propulsion and warp systems to the cluster and hull connectors. The ship is effectively converted into an immensely powerful and accurate high-gain antenna, capable of cutting through the powerful interference of stellar phenomena and battlefield ECM to pinpoint weak planetside signals.
This provides the pilot with the ability to rapidly calculate firing solutions and bombard targets on a planetary battlefield from high orbit to an accuracy of one micrometer.
However, the lack of power to locomotion systems means that standard propulsion, warp travel and docking will all be impossible while the ship remains in bombardment mode.
Note: Only one bombardment computer can fitted to a ship.
5000mm Rod Cannon I An enormous cannon capable of accelerating 5-meter shells to relativistic speeds. Shows ground-pounding mercs the true meaning of "Rods from God".
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.
Note: This weapon is only capable of tracking planet-side targets, and requires the assistance of an active Bombardment Computer to do so.
|

Mecinia Lua
Galactic Express Intrepid Crossing
17
|
Posted - 2012.03.27 11:09:00 -
[99] - Quote
Skill/Module Wise
Probably require a Orbital Bombardment Module. Fits in a low slot like a siege module. Could have different size ones if you want battleships etc to do it. Obviously once you go into bombardment mode you can't move. (better hope your buddies are guarding the gates).
I wouldn't make the requirements much harder than what the siege module takes. Maybe just 1 new skill Orbital Bombarbment with similar stats to Tactical Weapon.
As far as Defenses:
Planetary Shields (Shield capable of deflecting any bombardment.....unless of course you land troops and they take out the shield generator----The Empire Strikes Back)
Surface to Space Weapons (Someone mentioned the Ion Cannon also from Empire Strikes Back, the cannon was massive though and would be difficult to move from colony to colony, some sort of smaller weapons might be in order (Hoth was the Rebel HQ at the time is why it had the Ion Cannon)).
Satellite Weapons Take a variety of forms be independent of POSs, in essence kinda like a customs office, you load it with ammo, possibly fuel blocks and it engages targets that attempt to enter orbit around the planet which through standings you've told it to attack. It would be anchored of course in space around the planet and easily seen by any EVE pilot that uses a scanner before warping (or a cloaky scout).
|

Tallian Saotome
Fractured Core Fatal Ascension
592
|
Posted - 2012.03.27 11:23:00 -
[100] - Quote
Mecinia Lua wrote: Surface to Space Weapons (Someone mentioned the Ion Cannon also from Empire Strikes Back, the cannon was massive though and would be difficult to move from colony to colony, some sort of smaller weapons might be in order (Hoth was the Rebel HQ at the time is why it had the Ion Cannon)).
Surface based ion cannons were pretty common in star wars, but all an ion cannon does(per star wars lore) is EMP the target. Inappropriate signature removed, CCP Phantom. |

Jerick Ludhowe
Purification of Eden XIN DOA'ED
57
|
Posted - 2012.03.27 11:31:00 -
[101] - Quote
Impact on the ground seems a bit weak for BS class weapons.
Id say spice up the visuals in a manner that kicks up a whole lot of dirt/dust and rather large blast effects. |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1098
|
Posted - 2012.03.27 12:07:00 -
[102] - Quote
CCP Nullarbor wrote:If you look carefully at the video you'll see we are not actually at the planet warp in, but at a location closer to the target.
We are iterating on a number of solutions to achieve this.
Setting out the battlefield
Shield generators on planets which protect orbital assets: similar to the Death Star in Return of the Jedi. You have to disable surface assets in order to render orbital assets vulnerable. One option is to send in a DUST team, another is to simply pound the surface with a million DPS from your fleet of dreadnoughts and titans.
Orbital assets include offensive installations, each of which can itself be hacked by DUST or capsuleer forces. All orbital assets should be hackable: either to gain entry, steal cargo, shut down services or temporarily take over targeting systems. If I let someone near my POS long enough, they might steal the contents of silos, hangars, maintenance arrays, etc.
Each tile on the planet surface is associated with an orbital asset location: thus you can set up multiple customs towers to compete with each other, or you can place certain offensive installations in orbit to protect a particularly sensitive tile. One shield generator on the surface will protect a volume of space, similar to a POS shield but much larger.
The actual bombardment
I would set the situation up as follows:
- Dust Bunny wants an orbital strike
- Dust Bunny contacts someone strike-capable
- "Launch coords" are transmitted, which gives the orbital strike contractor a warp-in bookmark to a suitable location (anywhere on the appropriate side of the planet will do, closer to that warp-in bookmark provides greater accuracy)
- Dust Bunny confirms that orbital strike is ready (i.e.: can see the attacking dread or titan in orbit)
- Dust Bunny lights up the target with the orbital bombardment equivalent of a target painter
- Capsuleer sees target light up on planet surface, uses bombardment computer to lock on
- Capsuleer fires a salvo
- As long as the target is painted, the bombardment can continue
- Repeat as long as target painter can be lit and assets are in orbit
I would also allow anyone with the appropriate hardware to lock on to the painted target. Perhaps lower grade target painters would themselves be targetable for bombardment. Note that decreasing accuracy might mean shots land further away from the target location, randomly wiping out friendly, enemy or neutral assets.
Thus the game assets required would be:
- Capsuleer weapons that are capable of orbital bombardment (lower damage, much further range, can only be activated with launch solutions provided by target painters), dreadnoughts have a specific siege module for bombardment which allows using e.g.: XL artillery instead of L bombardment cannons.
- Bombardment computer required to lock onto painted target (or target painter)
- Dust 514 orbital communications relay for (a) communicating with fleet in orbit and (b) relaying target painter signature
- Dust 514 bombardment target painter
The orbital communications relay wold be fitted to a vehicle on the battlefield, such as a specialist communications vessel of some kind, similar to a Command/Control/Communications ship in a surface fleet in contemporary navies. This might be the MCC, or a specialist vehicle that needs to be close to the target painter. Perhaps the painter is a second module that gets fitted to this vehicle along with the comms relay, similar to a Command Processor + Warfare link on capsuleer ships.
The basics are that orbital bombardment should work roughly the same way as cyno projectors/beacons and jump capable ships: once the target is lit, it's open slather for ships to attack the target or the painter. There might be special versions of the target painter for higher skilled Dust Bunnies where the target lock is only on the painted target, and only available to the fleet the signal is directly being transmitted to. This would be more like a "surgical strike" rather than "orbital bombardment".
Accuracy of orbital bombardment will vary based on capsuleer skill with bombardment weapons (or dreadnought bombardment siege module), dust bunny target painting skill, quality of painter, quality of orbital comms relay, quality of capsuleer bombardment computer, distance from capsuleer ship to optimal warp in location, and the use of tracking links or tracking disruptors on the bombarding ship.
It should be quite possible for bombardment to miss the battlefield entirely and land on another tile. The precision bombardment depicted in "Future Vision" should be possible for a capsuleer with all-fives in the necessary skills, using the best (T2? Officer?) bombardment computer, siege module and turrets. Bigger weapons have larger areas of effect, of course, so being bombarded by a highly skilled Moros using XL rails means that swathes of the battlefield hundreds of metres wide are being blown up: being a few tens of metres out in the targeting doesn't matter so much.
Anyway, there are my half-thought-through ideas. Hopefully some of this is useful in some way.
|

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1098
|
Posted - 2012.03.27 12:43:00 -
[103] - Quote
Ground defences should include surface shields. Thus on a particularly heavily defended planet you'd have a heavy shield. The usual mechanics apply: either bombard it with a meeelion DPS or send in some dust bunnies to blow it up/turn it off. While an orbital strike can be targeted at a point under the shield, any incoming fire will impact the shield and be absorbed there. This targeted shield strike could be used to improve targeting accuracy, so all shots hit the shields rather than the surface surrounding the defended area.
While dust bunnies can rep the shields from inside the protection of said shields, they only have puny ships to rep with.
So here's how an attack against a planetary installation might go. Scenario: your competitor is manufacturing something that competes with your product line. The manufacturing plant is on a planet in low sec in a system that is not cyno jammed.
- Arrange Dust contract to get feet on the ground: task is to disable orbital and planetary shield generators
- Bridge in fleet to engage orbital defenses
- Dust bunnies make their way to surface shield generators and disable them, beginning planetary equivalent of reinforcement timer
- Dust bunnies make their way to orbital shield generators and disable them, beginning planetary equivalent of reinforcement timer
- Contract is complete, Dust bunnies head off to wherever they're heading off to
At some point your enemy logs in:
- Set up dust contract to reset the planetary and orbital shield generators, bonus award of ISK to rep shields on planetary shield generator to 50/60/70/80/90/100 percent
- Contract complete, bunnies hang around repping shields with their shield transfers. They may face resistance.
- Dust bunnies head off to wherever they're heading off to.
Alternately, enemy logs on, reinforcement timer is over:
- Contract dust bunnies to disable planetary shields, dispable orbital shields, destroy factory (not disable)
- Park fleet in orbit, fight off enemy fleet
- Ask dust bunnies to get the star fire cannon online and shoot enemy ships. They insist on contract extension, "send us the money, you'll get your support"
- Contract is updated to include bonus goals for activating the star fire cannon, bonuses for each capital and super capital ship destroyed
- Enemy bunnies notice your guys advancing to star fire cannon, fight moves to that location
- Enemy realises that they will lose if you gain control of star fire cannon, proceeds to bombard it to oblivion
- Your bunnies get mighty upset
- Focus on main task: bunnies pain the factory and strive to keep the painting up while you nuke the site from orbit
- Due to the distraction of trying to get the star fire cannon online, you wasted time, enemy fleet reinforcements arrive
- your fleet is burnt from the sky, your dust bunnies fail their contract, everyone goes to the pub to cry into their beers
Dust bunnies might opt to attempt to rep the tower while they're trying to shoot things in space that are shooting them. This carries the risk of their repping vehicles being caught up in the blast from orbital bombardments.
Ultimately, I'd want to issue contracts to the dust bunnies relating to specific structures on their map. Perhaps I could hire some dust bunnies to bring me a report of the map, from which I could construct a Dust 514 contract:
- Recon contract issued to Dust bunnies (recon contract is simply: have at least one member of the team touch each structure)
- Dust scout party arrives on surface. Mission is to map all structures, bonus reward for not being seen.
- Dust scout party wanders into field with cloaky/stealthy fits, visiting each structure personally
- Having visited each structure, contract is completed
- Dust bunnies now wander off to wherever they go
- The capsuleer receives a notification of some sort including the interactive map
- Capsuleer marks off objectives involving structures on map: enable/disable, repair/destroy, steal contents, core objectives, bonus objectives
So for example, given a map containing a planetary shield generator, orbital shield generator, planetary command centre and power plant, I could establish the following contract:
- Core: Disable planetary shield generator
- Core: Disable orbital shield generator
- Bonus: Disable or destroy power plant
In the above, disabling a shield generator or removing its supplemental power would place it into "reinforced" mode if it wasn't already ("reinforced" might be "orderly shut down"), at which point it would turn off after some period of time.
Dust bunnies being bombarded would have the option of turning the shield generator back on, or contracting a capsuleer to come and remove the bombardment problem.
|

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1098
|
Posted - 2012.03.27 12:59:00 -
[104] - Quote
Was it discussed at Fanfest whether dust bunnies would have to wait for another team to enter a map before they could do their thing? What about whether the fight being won through attrition would necessarily mean that the mission ends? Would they have the map to complete on their own, or would they then simply face another group who would spawn in with fresh clone supplies?
I'm not sure that it would be meaningful if a Dust 514 group could "win" a map by loading up with tank & spank, when the objectives require hacking certain structures. Even if it comes down to "winning" through attrition, then switching out fittings to their run & hack gear, that still means that time is required to do the hacking while capsuleers are burning in orbit.
It would be even better if I could put time constraints on contracts: I want that orbital shield generator down in 5 minutes, so I can blow up the POCO and get the heck out of dodge before Pandemic Legion arrive with their super capital swarm (PL would arrive simply because I happen to have capitals sitting still for more than 20 seconds). It would take me a day of shooting to get the shield down with my capital "fleet" (of two Phoenixes).
Oh. How does missile bombardment work to planetary surfaces? :)
An alternate bombardment strategy: I warp to a planet, activate my bombardment computer. This brings up the tile immediately under my ship. I can change tiles by entering the appropriate launch code. The tile display is a stylised version of the terrain with key structures or locations marked on it. I can select any point on the map to which I will deliver my payload. If a target is painted (e.g: a sieged tank supported by logistics ships that are protected by terrain), it shows up in a selectable manner similar to structures, and I can lock that target and start bombarding away. Using the bombardment computer might deplete capacitor, or reduce space targeting range, number of lockable targets, tracking, or have other penalties.
|

fgft Athonille
Center for Advanced Studies Gallente Federation
17
|
Posted - 2012.03.27 13:20:00 -
[105] - Quote
just make sure it makes in the game the second its up for download to the general public
i know you like going just kidding its coming soon (aka never, ask your co-workers about establishments), but do not release dust unless this is in there.
|

chardak
BRUTAL GENESIS GaNg BaNg TeAm
0
|
Posted - 2012.03.27 13:25:00 -
[106] - Quote
Orbital Bombardmant. From how long it happends? I believe form few tousands kilometers? What about the best sniper in EVE - 250km(may be even little more). Obviously the weapons we know in EVE didn't have range for orbital bombardment. So we have 2 options here - module who boost regular weapons range, or just another type of weapon.
I think we can give a role to stealth bombers in orbital bombardment. Small role, but role. Why? Only big alliance usually have titans and have enough support to bring em on the battlefiled. So what is my idea for bombers. As they have an option to fit a uniq module - bomb launcher - give em an option to fit orbital bomb launcher. And give it reload time 3,4,5,6 minutes - it can be skill based. Calculate it - bombers to have an options for 3, max 4 strikes per battle.
What about the charges. I think about 2 options. Large area of effect with small damage - cappable to kill assault dropsuit but not heavy amarr(remmeber old doomsday area effect and doomsday proofed battleships :) ) and a focused charge, cappable to destroy weakest vehicles up to t1 HAVs.
Make charges expensive - 3-4 mil per unit. You want that orbital strike?Pay for it and pay well.
Make a delay for orbital bombs - 20 sec for example from launch to hit. Make bombers immobilised for 30 second after launch - give time for probe them and warp on them - let it have a counter measure
If regular bombers are nott good for it - create new tier bombers - orbital stealth bombers - 1 per race. Give every one of them speciffic bonus. Give em specific charge. Why to bombard only with damage. Bombard with Ewar bomb - for example - minmatar bomber can deliver a bomb with web effect for area 50x50 metters - for lets say 2 minutes. It can be used from deffence team with less number of vehicles but with a lot of forge guns :). Than attackers are forced to use infantry assoult or other tactics.
Imagine a bomb with something like napalm - strike with area of effect 100x100 with not alpha damage but constant damae every 3-4 seconds - like in recon 3 of 3 misiion
Ok, that is my vision for bombers - I hope you like it. I think it shall involve almost every eve player in orbital bombardment, not only big aliances.
Big aliances - they must use everithing from battleship to titan for orbital strike - they are big and they deserve it. But as we all know 3 bomb squads can send a lot battleship into oblivion with a well placed single bomb run. Making bs imobilized for some time after orbital strike make em perfect targets for bombers.
BS must use a module to boost their weapons range for orbital bombardment or completly new air-to-ground orbital gun. It is pilot descicion - fit 8 normal pulse lasers on a abadon or 1 orbital gun. So it shall need support.
Dreads and titans - i think XL turrets didnt have range for orbital strike - they need completly new siege module in order to do that. And rate of fire shall be let say 2 minutes - so for 5 minutes you can fire twice max
titans - they only can use judgment - nuke entire structure. |

Aqriue
Center for Advanced Studies Gallente Federation
503
|
Posted - 2012.03.27 13:26:00 -
[107] - Quote
One thing DUST really needs, is to show COD clowns what risk is. I hope they have to up date their clone everytime they die like EVE players do, cause it could happen on average every 10 seconds. We got a crappy system where we have to do it manual everytime you are podded, ground pounders need a system where every 10 seconds they can get poped they need a manual update = which is just a joke for FPS games considering how fast you can die.
So, who is up for DUST clowns having to update every death like we do? Terrible I know, but EVE is harsh and groundpounders are no exception 
Note: This is sarcasmn that CCP eventually replaces the ability to loose SP CCP in EVE online or force gunbunnies to hit that update everytime like we, considering how often they die...it will be quite often to update. There should be no difference, if one game is harsh then so should the other one and if you forget to updat.e..so long to using that new sniper rifle and hello to another 4 days of waiting to get it back  |

Mike Whiite
Progressive State
35
|
Posted - 2012.03.27 13:34:00 -
[108] - Quote
I would do it like this:
Planetary defence systems will protect against orbital bombardments, or will be very hard to penetrate. That would obviously be an expensive systems so only keyhold are protected with those systems.
Orbital bombarment could be used to clear drop zones for incomming marines, who will need to take out the defence before orbital bombardments can destroy other major defence systems.
Those FPS-ers have their objectives and need to get the hell out before they'll be roasted by their own bombers and the defenders have to get bthe thing up and running again or retreat to an other more protected area.
There should be an option ofcourse for defending forces to sabotage their own tower and run a bombardment on the attackers (destroying their own infrastructure allong with it ofcourse, but would be cool seeing the attackers running for a tower that just stops pulzing only to see fire and brimstone hitting down on them to early.
|

Jowen Datloran
Science and Trade Institute Caldari State
367
|
Posted - 2012.03.27 13:35:00 -
[109] - Quote
Hm, planet shield generators...
And I like the idea of the danger of getting caught by gravity and burn up in atmosphere. It would really make a clear distinction between their "side" and ours. Mr. Science & Trade Institute, EVE Online Lorebook-á |

Adunh Slavy
Ammatar Trade Syndicate
450
|
Posted - 2012.03.27 13:42:00 -
[110] - Quote
Aqriue wrote:One thing DUST really needs, is to show COD clowns what risk is. I hope they have to up date their clone everytime they die like EVE players do, cause it could happen on average every 10 seconds.
Hopefully it goes the other way, and Eve can leave some of the clone mechanics behind. |

Alison Adrien
NerdHerd En Garde
0
|
Posted - 2012.03.27 13:50:00 -
[111] - Quote
I would like to see Killmails for orbital bombardment. |

Valeo Galaem
New Eden Advanced Reconnaissance Unit Sentient World Observation and Response Directive
44
|
Posted - 2012.03.27 16:01:00 -
[112] - Quote
Kinis Deren wrote:Valeo Galaem wrote:There could be an in space engagement zone for the purposes of Orbital Bombardment above each district. Since the planet rotates these would need to be detached from the solar system's physics simulation. To keep things simple a ship would have to first warp to the planet, then "enter orbit" which would move them to the engagement zone at a lower altitude. This would also allow blockades as groups could fortify the planet's warp in points. The normal warp in, customs office, orbital command center, etc could all be valid points for entering orbit. I like that idea  If the aggressors can issue a contract for an OB, I would hope that defenders could, in turn, issue a contract for Orbital Defence. This would be like a DGC of the complex like idea (if I'm interpreting it right) of Valeo's quoted post.
My idea was conceived to address the basic technical issues, but still leaves some things out (like how probing would work on ships orbiting a planet). The result, though, is something that resembles (gameplay wise) a deadspace complex with multiple points of entry.
Designing a system that encourages defense is important too, so being able to put up a line of defense "above" the planet that attackers would have to pass through is an needed feature. |

ElQuirko
Gravit Negotii Rogue Elements.
473
|
Posted - 2012.03.27 16:03:00 -
[113] - Quote
Gotta say, though, that missile frigates supposedly have a tactical nuclear weapon fitted when using explosive ammunition. How will this reflect when we see citadel missiles smashing into the battlefield?
If we distribute pictures of people, does that mean God can file copyright claims under SOPA? |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
496
|
Posted - 2012.03.27 17:26:00 -
[114] - Quote
Gogela wrote:I have a mechanics question. I'm an avid Halo player. Lag is a straight up killer. I don't even want to play a laggy game... at all. EvE is different so it's not really as big an issue in big fleet fights, and time dilation is just awesome. Truely... so nice work there. Now for the question: What happens if you are sitting in siege in your dread above a planet getting ready to nuke the surface and 2000 of your closest friends warp in and the system goes into time dilation? What happens on the ground in DUST? Are the DUST players on the same tranquility node? Thanks in advance for any replies. Dang Gogela from yesterday... that was a good question! I don't know the answer...
|

Asuka Solo
Stark Fujikawa Stark Enterprises
1298
|
Posted - 2012.03.27 18:12:00 -
[115] - Quote
Forgot to mention....
Carriers should get something similar for their fighters, an air strike. Obviously this would take a while longer than the bombardment and would at most damage structures, clear vehicles and infantry.
Supers get bombing runs that should be more destructive, capable of almost leveling buildings, ripping vehicles to shreds and incinerating infantry. |

eliorra
DOCTOR NIPPLES RETREAT
2
|
Posted - 2012.03.27 18:16:00 -
[116] - Quote
How about a full battle report to know precisely what happened on the dust battlefield? |

urbino
Tetraktys Rolling Thunder.
0
|
Posted - 2012.03.27 18:58:00 -
[117] - Quote
make it so the ground ion cannons can fire upon anything inside the system ships, pos, outposts... or limit the range to X au from the planet or something
different sizes of OB's. Large and XL, with the accuracy stuff like in the fanfest demo
make SB's able to fire a tactical, high precision, penetrating shot. anti-bunkers or something. That high precision hit will be usefull once the other planets are introduced ( since i doubt they'll fight on the surface of a lava planet )
make it so getting in range for an OB is really dangerous with anti-orbit fire and the ion cannons and stuff. And make them really powerfull, so that if a titan warps in it could get shot down before it obliterates the district, or if the battle is almost won you could finish it with a DD.
So doing an OB when the fight is just barely started, a.k.a most of the anti-orbit mechanisms are online, is suicidal at best.
|

J3ssica Alba
Federal Navy Academy Gallente Federation
245
|
Posted - 2012.03.27 19:40:00 -
[118] - Quote
http://i41.tinypic.com/21cxo3r.jpg To the whiners :-áCCP Soundwave "Incursions are not a big issue in terms of isk globally" CCP Recurve "However, Incursions are not the biggest ISK faucet, bounties are"
|

Asuka Solo
Stark Fujikawa Stark Enterprises
1298
|
Posted - 2012.03.27 19:44:00 -
[119] - Quote
I want a face like that! |

Danfen Fenix
Vita Aequitas Veritas The Paganism Alliance
33
|
Posted - 2012.03.27 20:14:00 -
[120] - Quote
My 2 points:
1. Give us some way to 'blind' fire or 'miss' our targets Sure it'll be possibleby making our own dust characters to call in our own bombardments, but in the end that wont be nearly as fun and quite annoying. Of course, dont make it so that we can do it whenever-whereever, but making it so we can ONLY hit where the target is designated will also be...good...but not as good as it can be 
2. This ones from a friend when I was talking about Dust. At the Fanfest, it was mentioned that it'll be possible to see which districts are under attack from eve, such as seeing explosions and so on from orbit. Now, how about also reversing this, and allowing ships in orbit (at least, if they're large enough) to be visible from dust, as well as possibly them exiting warp? There'll be nothing better than seeing Dust players fill their pants when their battlefield is covered in the shadow of a Titan leaving warp  |

Nova Fox
Novafox Shipyards
3574
|
Posted - 2012.03.27 21:21:00 -
[121] - Quote
Asuka Solo wrote:Forgot to mention....
Carriers should get something similar for their fighters, an air strike. Obviously this would take a while longer than the bombardment and would at most damage structures, clear vehicles and infantry.
Supers get bombing runs that should be more destructive, capable of almost leveling buildings, ripping vehicles to shreds and incinerating infantry.
I say that if carriers get airstrikes then they need to not only be a swath of destruction but able to be shot down and for exachange of all that be able to be more precise and not hit friendlies as easy.
|

Umarillian
FLA5HY RED
2
|
Posted - 2012.03.27 21:27:00 -
[122] - Quote
Nova Fox wrote:I say that if carriers get airstrikes then they need to not only be a swath of destruction but able to be shot down and for exachange of all that be able to be more precise and not hit friendlies as easy.
You want ordinarily uncontrollable Drone AI to all of a sudden be able to actually target things accurately and show signs of intelligence? Far too immersion breaking for me. I think they should have a 50% chance to attack the wrong team, 30% chance to just shoot themselves or crash into buildings and 20% chance to aim in the general direction of the opposing force. Make them more ( Drone like IMO )
/End sarcasm
Edit: Spelling |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
36
|
Posted - 2012.03.27 21:30:00 -
[123] - Quote
Umarillian wrote:Nova Fox wrote:I say that if carriers get airstrikes then they need to not only be a swath of destruction but able to be shot down and for exachange of all that be able to be more precise and not hit friendlies as easy. You want ordinarily uncontrollable Drone AI to all of a sudden be able to actually target things accurately and show signs of intelligence? Far too immersion breaking for me. I think they should have a 50% chance to attack the wrong team, 30% chance to just shoot themselves or crash into buildings and 20% chance to aim in the general direction of the opposing force. Make them more ( Drone like IMO ) /End sarcasm Edit: Spelling
Fighter airstrikes if applicable would need to be a straight up strafing run. If tanks can be airdropped, and bombardments can hit friendlies, than a miscalled fighter strafing/bombing should be no different.
And to the other quote, fighters are not drone controlled. Check out the models, they have human pilots in them. |

Mutie DaPig
University of Caille Gallente Federation
35
|
Posted - 2012.03.27 21:32:00 -
[124] - Quote
What a lot of crap - what's the point of our ships having shields and armour if all the damage our guns can do is blow up a couple of tanks and soldiers. Even killing a single building is crap. The tanks on the ground should be able to do that.
Somewhere I'm sure there are nerd figures for the giga joules of damage given off by Eve's starship weapons. That kind of crap damage from an Abaddon should just lightly singe the paint on a Velator. Wasting a couple of soldiers and their rides just seems stoopid.
Maybe not to PS players. |

Nova Fox
Novafox Shipyards
3575
|
Posted - 2012.03.27 21:43:00 -
[125] - Quote
You figure out a way to kill a tank in a choke point with several remote repariers behind it.
|

Mutie DaPig
University of Caille Gallente Federation
35
|
Posted - 2012.03.27 21:47:00 -
[126] - Quote
The tank, the remote repairers, all the buildings - in fact the surrounding area for miles around ought to be turned to glass after a volley from an Abaddon - you silly person
or should i say oght and lose the U seeing as Eve is going all yank. |

E man Industries
SeaChell Productions
252
|
Posted - 2012.03.27 21:56:00 -
[127] - Quote
I really like a code required so random ships are nto just bombarding both sides..
Bombarding should be a hostile action making you hostile to anyone allied with the merc's your are bombarding or anyone who takes up that merc's contract of whom you are bombarding.
Rather than an prbital cannon locking the ship in place so a friendly ship can kill it.
Some skill requiring task that increases acuracy. Refire rate is NOT linked to gun refire rate.
Ships need to enter orbit..orbit take 30 seconds or so and in order to warp of they need to take 30 seconds to exit orbit.
multiple ships can bombard but is based on the dust players skill level(ie can only call in a bombard every 2min at level 4 or whatever) but 2 ships could alternate firing because they each have a 5 min cool down on bombarding or something.
Frigates do less dmg but more acurate.
Be neat to have 2 fleets bombarding the same planet agaist each other. Maybe bombard ships need to fit a modul that is fairly CPU/Power Intesive and thus make crappy pvp ships. So 2 bombard fleets may seek to bombard it out rather than fight. Maybe bombard ships would nee the other ships to protect them for this reason.
Need more-ádecent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. This applies to PvE and PvP. |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
37
|
Posted - 2012.03.27 22:02:00 -
[128] - Quote
Mutie DaPig wrote:The tank, the remote repairers, all the buildings - in fact the surrounding area for miles around ought to be turned to glass after a volley from an Abaddon - you silly person
or should i say oght and lose the U seeing as Eve is going all yank.
I thought about that for fluff earlier. There is an effect from too much energy. By all rights, a bombardment cannon cannot have the same energy behind it as the spacial shots. Projectile or otherwize. If you shot at the atmosphere with a projectile or hybrid, the sheer physics of colliding with the atmosphere would destroy the shot before hitting ground. We can only assume that the laser energy would just disrupt everything too. They sorta touch on it in Templar One. So the guns for bombardment are not doing damage equal to that which hit our ships, but that is just so the shots reach ground. |

Mutie DaPig
University of Caille Gallente Federation
35
|
Posted - 2012.03.27 22:08:00 -
[129] - Quote
Markus Reese wrote:Mutie DaPig wrote:The tank, the remote repairers, all the buildings - in fact the surrounding area for miles around ought to be turned to glass after a volley from an Abaddon - you silly person
or should i say oght and lose the U seeing as Eve is going all yank. I thought about that for fluff earlier. There is an effect from too much energy. By all rights, a bombardment cannon cannot have the same energy behind it as the spacial shots. Projectile or otherwize. If you shot at the atmosphere with a projectile or hybrid, the sheer physics of colliding with the atmosphere would destroy the shot before hitting ground. We can only assume that the laser energy would just disrupt everything too. They sorta touch on it in Templar One. So the guns for bombardment are not doing damage equal to that which hit our ships, but that is just so the shots reach ground.
Good Sci-Fi answer - not completely convinced - why not use atmosphere around our ships instead of a shield?
|

Markus Reese
Debitum Naturae ROMANIAN-LEGION
37
|
Posted - 2012.03.27 22:15:00 -
[130] - Quote
Need to keep it contained, easier to just use directed energy than try to spill off mass and regen. Atmosphere also will transmit energy. If you have a big air bubble around you, still will be hit by the energy disappation. After all, the damage from missiles (for my sci fi explaination) isn't from the impact, but proximity explosion and hit by the energy wave. Is why sig size and velocity affect damage. Smaller ship, less of the detonation energy is transmitted to the ship. Atmosphere is alot thicker, so more room to disperse. Fire 1600mm shells, might only end up with some burst ear drums and broken glass at the surface. Not perfect, but is all I got right now. Hopefully CCP can come up with more. Planetary shieldings to penetrate? |

E man Industries
SeaChell Productions
252
|
Posted - 2012.03.27 22:24:00 -
[131] - Quote
How i see it.
I want the planet from some reason eather as an individual or as a corp, and I should want it a lot. SO I put out a contract for the mercs to come help me take it.
I am assuming the battle for my planet will be long an hard not a single 10min death match...otherwise why would i want it? It should take a couple of days of fighting if everything goes well. Hoping each battle simply moves the map a bit on the planet and they fight a bunch of battles over a long period. Thinking like World of tanks...they have to rule the map but additionaly some map squares are special because they have a special piece of hardware on them. So each battle is short but moving the map takes a bit. Everyone working "my" contracts or people on my side contribut to my control of the planet.
The contracts mean dusties fight even when i'm not on to make progress on taking my planet(or defending it) even when i'm not there. This means another player or corp can have counter contracts to defend/attack.
Of course i want my dusties to win so i can also act as bombardment when i am on. Bombardment would take a special modul that essentially gimps my ship. They come in 4 sizes. Small, medium, large, capital. They take a lot of cpu and power so a ship with these is NOT a combat ship. This module works like a siege module and enables the dusties to call targets. The module would take some time siege up. Once sieged your refire rate is based on your guns times some factor. So you basicly fire once every 2min, but varience for ratial flavor is left. So with modul active the dusty calls in a strike and you play some sort of skill thingy to target and acuracy is based on this mechanic. The dusty can call down strikes based upon there skills. So if they can call faster than you can reload they can use more than one ship(but not many, not fun to just be bombarded to death as a dusty) By bombarding i am PvP flaged to who ever is contracting the dusties i am bombarding. So i may or may not need protection.
So i influence some battles and hopefully i influence the battles enough to get my planet.
Need more-ádecent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. This applies to PvE and PvP. |

E man Industries
SeaChell Productions
252
|
Posted - 2012.03.27 22:26:00 -
[132] - Quote
We do less dmg because of concord...can't have capsulers glassing planets.
we fire nuclear artiallry at each other larger than any artillary ever fired.
Need more-ádecent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. This applies to PvE and PvP. |

E man Industries
SeaChell Productions
252
|
Posted - 2012.03.27 22:28:00 -
[133] - Quote
I not only should be able to see the dmg I do but how my dusties are doing. Sure they call the targets but i want to know how they are doing in the battle and towards gaining control of my planet
Need more-ádecent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. This applies to PvE and PvP. |

Mutie DaPig
University of Caille Gallente Federation
35
|
Posted - 2012.03.27 22:41:00 -
[134] - Quote
E man Industries wrote:We do less dmg because of concord...can't have capsulers glassing planets.
we fire nuclear artiallry at each other larger than any artillary ever fired.
Excellent Sci-Fi answer -- can live with that. However - just imagine Goons rampaging around bombarding planets everywhere in nullsec fur tha lulzs - they'd love it! - but - there's no concord in out there: please give us a good Eve reason why Concord should have mechanics in place for this!
Or does this really really matter? = probably not. |
|

CCP Nullarbor
C C P C C P Alliance
353

|
Posted - 2012.03.27 22:45:00 -
[135] - Quote
Markus Reese wrote:Mutie DaPig wrote:The tank, the remote repairers, all the buildings - in fact the surrounding area for miles around ought to be turned to glass after a volley from an Abaddon - you silly person
or should i say oght and lose the U seeing as Eve is going all yank. I thought about that for fluff earlier. There is an effect from too much energy. By all rights, a bombardment cannon cannot have the same energy behind it as the spacial shots. Projectile or otherwize. If you shot at the atmosphere with a projectile or hybrid, the sheer physics of colliding with the atmosphere would destroy the shot before hitting ground. We can only assume that the laser energy would just disrupt everything too. They sorta touch on it in Templar One. So the guns for bombardment are not doing damage equal to that which hit our ships, but that is just so the shots reach ground.
Our "lore" (and cost balancing) solution will most likely revolve around special ammo designed for re-entry.
Also we want to specifically offer a range of precision bombardments as well as the nuke it from orbit option depending on your objective for that district. Destroying everything should come with its disadvantages, even though its fracking awesome.
EDIT: By the way, this thread is boss and you are all boss for posting in it. We are taking notes and brainstorming further so your ideas and problems raised are super valuable. Cheers. CCP Nullarbor | Exotic Dancer |
|

Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
103
|
Posted - 2012.03.27 22:55:00 -
[136] - Quote
I'm sorry if this was answered earlier, but by summer (with all those beta guys planetside), can we EvE folk be looking at bombarding planets in Inferno?
I heard something along the lines of it being for FW at start... but I'd love to try my hand in my little Seyllin, what with two Temperate planets and all. We have a blog, it is terrible. How to fix Bounty Hunting |

DelBoy Trades
Trotter Independent Traders.
309
|
Posted - 2012.03.27 23:12:00 -
[137] - Quote
Doomsday=Nuclear strike. Damn nature, you scary! |

Saint Lazarus
Red Federation RvB - RED Federation
198
|
Posted - 2012.03.27 23:13:00 -
[138] - Quote
Just some ideas on how I think it should be played out
Obv it cant be too OP, a game should be WINNABLE if other team has orbital support but still worth the effort of doing it. Could simply make it so only 1 strike every few minutes. Plenty of other FPS's have airstrikes n such that make it easier to win but by no means insta-win.
I'm thinking obv if indoors you cant strike (but destructable environments would be amazing omg) so a team under heavy strike fire could move indoors (so strikes as a means of limiting opposing dudes movements)
I'd like ships to be immobile for SOME amount of time, seems like so obvious I assume its already a feature. If orbitally strikin you're very vulnerable to attack. Cant move but could still use mods. not TOO long though, maybe few minutes to complete a strike. definitely not near 10 or no ones gonna risk it just for ONE boom. Cause ya know......droppin a cynos painful even in an al
Striking UP from planet (cant remember term) needs seriously balancing, one shotting a dread is def OP, cap ships take at least few shots so pilot can semi-tank (but progressively does more dmg so he cant possibly perma tank), so you need ground/space support to pin him there n finish him. But even one shotting a BS seems harsh. So maybe a warning system? WARNING PLANETARY DEFENSES ACTIVE IN 30 29 28 etc. If DUST bunnies are given an easy I-WIN button to pwn pod Pilots theres gonna be some ssrly pissed off pilots
TL:DR Dont one shot caps, give warning system so subcaps can GTFO (assuming not scrammed
This way if under strike they go after Planetery defense thingy, bring it online and either pop or scare off dude. Other guys want support back gotta go turn OFF defenses. Teamwork, fun and everyone has an chance
Ohhh and DUST bunnies giving warp in location to get in place would be cool, that way to pop a striker you needa probe him out. That code DUSTies give you could work as warp-in code aswell as strike
Also I know its impossible but I'd LOVE to SEE the dmg I do in EvE, like lil vid of the dudes I shoot (in real time I know all we can hope for is killmail) but say hour later you receive a vid of your shots, some games (like TF2) support replay function I dont know how hard that would be implement on a game this scale though. But yea Killmail at LEAST, you can even give vehicle/suit fittings and mods :
One last brainfart, if theres a ground-space building to strike why not a building that SHIELDS the area, maybe with enough shots it can break down, with help from DUST bunnies. Defenders have to protect the power generators while attackers gotta blow'em up/shutdown. If shield health gets too low defenders gotta bring more power back online. Once power runs out shields go down and some vital building (or enemy MCC) gets blown to poo poo by orbital strike. Or even 2 teams, 2 shields, limited bunch of neutral generators they fight over s
be a cool gamemode that NEEDS EvE/DUST interaction
Edit: as for discussion on glassing planets, that'd kinda destroy everything/one on it. ****** way to invade somewhere you want. You'd want precision shots, mercs aint gonna pay you to vaporize their team xD |

Miss President
SOLARIS ASTERIUS
29
|
Posted - 2012.03.27 23:13:00 -
[139] - Quote
It needs to be Dread Only in Siege Mode
or Black Ops in High Sec with a blackops siege module
who can do orbital bombardment. |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
38
|
Posted - 2012.03.27 23:17:00 -
[140] - Quote
Burseg Sardaukar wrote:I'm sorry if this was answered earlier, but by summer (with all those beta guys planetside), can we EvE folk be looking at bombarding planets in Inferno?
I heard something along the lines of it being for FW at start... but I'd love to try my hand in my little Seyllin, what with two Temperate planets and all.
You mean one planetary disaster isnt enough for them, but take out two more?
Thanks ccp for the awesome answer. More than I expected. I love how dust went as far as having the whole fiction for character respawn, and no magic items. My three peevs in FPS are spawn camping, magic items from air and map memorization. With the seeding universe talk, all three are gone from Dust, and is epic. More fic even more so.
So again, thanks a whole for the answer!
Here is another idea, missiles.
At current the bombardment apprears to be area effect for gunfire. What if missile bombardment was target guided, but much less area effect, depending on missiles? Atmo cruise missiles of course would be the nuke it from orbit, but a missile barrage so a person can put down a painted line, or follow a moving target as a missile stream comes in (thinking for example a rapid fire light missile launcher barrage from a drake) |

Saint Lazarus
Red Federation RvB - RED Federation
198
|
Posted - 2012.03.27 23:26:00 -
[141] - Quote
More brainfarting.
Make dreads the "nuke it from orbit", ala kills everything friend/foe alike, but takes a long time to spool up and while it is, the opposing team has a chance to stop it with ground-space weapon.
Give people their chance at proper NUKING!!!! but make it RISKY. |

Gilbaron
Free-Space-Ranger Ev0ke
168
|
Posted - 2012.03.27 23:27:00 -
[142] - Quote
CCP Nullarbor wrote:[quote=Markus Reese][quote=Mutie DaPig
Also we want to specifically offer a range of precision bombardments as well as the nuke it from orbit option depending on your objective for that district. Destroying everything should come with its disadvantages, even though its fracking awesome
i dont really like the idea of limiting the ability for an orbital bombardment by the map on the ground
if players have the ability to perform an orbital strike nothing should stop them (given there are ways to defend against it without having own ships in space)
im totally cool with orbital strikes damaging or destroying those installations on the planets the players are fighting for (and want to keep) |

Zanzbar
Count With Teddy Mercenaries Stay Calm Don't Panic
15
|
Posted - 2012.03.27 23:32:00 -
[143] - Quote
DelBoy Trades wrote:Doomsday=Nuclear strike.
more like Doomsday = supper-heat atmosphere and alter planets orbit.
but if i remember right there is something in the lore about titan navigation computers avoiding low orbit over planets due to their massive size causing weird tidal patterns and killing the locals. |

petey pabl0
Ministry of War Amarr Empire
0
|
Posted - 2012.03.27 23:43:00 -
[144] - Quote
I dont like the idea that BS can Bombardment.
And, It would be cool if the players on the ground had LRAA (Long Range Anit-Air) Guns.
PS: I WOULD SO LOVE IF YOU USE LRAA IN THE GAME |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
40
|
Posted - 2012.03.27 23:45:00 -
[145] - Quote
Gilbaron wrote:i dont really like the idea of limiting the ability for an orbital bombardment by the map on the ground
if players have the ability to perform an orbital strike nothing should stop them (given there are ways to defend against it without having own ships in space)
im totally cool with orbital strikes damaging or destroying those installations on the planets the players are fighting for (and want to keep) That is a good idea if i am understanding it correctly. The dusties only deploy the targeting beacon, in the end, the dust players decide what to fire. Now some parts this could get nasty. They call tactical strike, get the nuke from orbit. The target caller perhaps has warning of incoming. The guns have a spool up delay, much like armor rep. When the spoolup gets cycled on, the person calling target gets the confirmation of incoming _____ so if a nuke from orbit is coming, they got a 15 second of oh sh*t run. Much like how the trailers show the sky glowing, each weapon could have different effects too.
Missile function, already said, guided, the nukes maybe see coming through the clouds as counter times down close range variant such as torpedoes would have placed targets. Guided missiles would stream.
Hybrids: Multifire pulsed. High damage, low impact area, see the glow forming? Rails are precise, blasters not so much, but more damage if they hit. (deviation of shots in other words for precision)
Projectile: low damage impacts, wide area. Hear the shells coming in. BoomBoomBoom, zzzeeeewwwww.... for the artilleries. Autocannons, well that is the rain of fire.
Lasers: The novel describes how lasers burned across the ground. So the beams should form series of burned paths. Doomsday of course the swath of destruction. Pulses being more like the video, and of course much more effective vs shields since they are lasers.
Continuing with the theme, this allows more selection of what type of fire to bring. It makes more sense that high damage precise weapons be more effective vs vehicles. If somebody needs that heavy triage supported tank group brought down, don't want autocannon firestorm, you want the sniping of the rails. Versa, you want the AoE effective stuff to run antipersonnel.
I am no programmer, no idea if any of this is possible, but the level of co-operation between fleet and ground would be amazing. Ground strikes would require co-ordination with eve players on a bigger scale. |

GeeShizzle MacCloud
98
|
Posted - 2012.03.28 00:37:00 -
[146] - Quote
am humbled that u used my youtube vid in ur OP CCP Nullarbor
=) |

Nova Fox
Novafox Shipyards
3577
|
Posted - 2012.03.28 00:52:00 -
[147] - Quote
I still think a Launchable Orbital Platform by the dust bunnies as well as other forms of strikes that could be forwarded to somone in the warbarge should be possible.
For example nearby district has a missile silo. Dust bunnies request a tactical nuke and give the launch codes. Owner of the Missile silo in a war room approves the request and missile is launched.
I also want a battleview tactically available to anyone that requests it in eve or dust, ground commander give code link and requesting player gets to see a icon version of the map being played out or at least rolling logs of how the battle is progressing. Information delay acceptable.
|

Methylene Dioxy-MA
Imperial Shipment Amarr Empire
0
|
Posted - 2012.03.28 04:01:00 -
[148] - Quote
Hi. I'm a n00b. Do we know what class(es) of ship will be able to use Orbital Bombardment? I ask because I want to know what skills I should be leveling in preparation for Dust. Thank you. |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
41
|
Posted - 2012.03.28 04:10:00 -
[149] - Quote
Methylene Dioxy-MA wrote:Hi. I'm a n00b. Do we know what class(es) of ship will be able to use Orbital Bombardment? I ask because I want to know what skills I should be leveling in preparation for Dust. Thank you.
Right now only battleships are confirmed because it was seen as such in the demo. Vids have dreadnoughts so that is probably a sure thing. If you general train for T1 battleships, should be a good place to start. As release approaches, ccp usually has testing on singularity server, and will want to make sure the actual system interface is working prior to release. When this info is known, any required final training can be done. That is my recommendation. |

Methylene Dioxy-MA
Imperial Shipment Amarr Empire
0
|
Posted - 2012.03.28 04:12:00 -
[150] - Quote
^Awesome. Thanks. |

Nicolo da'Vicenza
Divine Power. Cascade Imminent
562
|
Posted - 2012.03.28 04:31:00 -
[151] - Quote
Here's an idea - deployable ECM jamming projectors from the surface that prevent a surface target from being locked. Flimsy as hell and easily taken out by surface troops, but a middle ground between either the ship or the dusters getting smoked. |

Asuka Solo
Stark Fujikawa Stark Enterprises
1300
|
Posted - 2012.03.28 04:37:00 -
[152] - Quote
Mutie DaPig wrote:The tank, the remote repairers, all the buildings - in fact the surrounding area for miles around ought to be turned to glass after a volley from an Abaddon - you silly person
or should i say oght and lose the U seeing as Eve is going all yank.
lol
Caps. Your puny battleboat should not have the firepower to take out the whole lot. CCPs demo still had the buildings standing after it fired 2 salvos.
The caps should actually start leveling stuff and replace it with gargantuan creators. |

Asuka Solo
Stark Fujikawa Stark Enterprises
1300
|
Posted - 2012.03.28 04:40:00 -
[153] - Quote
Nova Fox wrote:Asuka Solo wrote:Forgot to mention....
Carriers should get something similar for their fighters, an air strike. Obviously this would take a while longer than the bombardment and would at most damage structures, clear vehicles and infantry.
Supers get bombing runs that should be more destructive, capable of almost leveling buildings, ripping vehicles to shreds and incinerating infantry. I say that if carriers get airstrikes then they need to not only be a swath of destruction but able to be shot down and for exachange of all that be able to be more precise and not hit friendlies as easy.
Should carrier pilots risk having their stuff shot down? Yes.
Will they lose everything in a single run? Probably not. But this depends on the situation on the ground and the firepower to fend of such attacks.
Should they be pinpoint strikes? Lol. No. Friendly fire, strafing runs, missed shots, total carnage. That sort of thing.
All this while the carrier is in orbit, vulnerable... without its drones for defense. |

Lord Mandelor
Consolidated Holdings War Ensemble.
135
|
Posted - 2012.03.28 04:43:00 -
[154] - Quote
Not directly about bombarding, but still related to orbital mayhem.
It'd be cool if at some point in the future special drones and/or fighters could be launched from your ship, and then go down to the battlefield location (naturally disappearing off your overview in EVE) and them on the Dust battlefield they could perform a roles like attack helicopters, supporting troops on the ground to take or hold points. These drones would be controlled by the merc commander until they are all destroyed or "mission complete" (they appear again in EVE, some probably suffering damage). It would also make sense for the pilot being able to give attack craft some sort of pre-set plan (ex: When our guys capture this, fire on our own team or something equally insidious), but that could be a bit clunky to implement. www.youtube.com/mandaloregaming |

Umarillian
FLA5HY RED
3
|
Posted - 2012.03.28 04:45:00 -
[155] - Quote
Regarding Some kind of feed-back from the planets surface,
Dream feedback; Preview like window showing the district and semi detailed display to indicate the same location information that the dust players have access to..... Would make me wet to see the little lights go out after a strike... ( 5-10 second update would still be great )
Realistic feedback; Calculate average isk cost of all items brought into the fight at start, Log it on CCPs end; Count what is lost solely to the strike and display it as a value in real time; Perhaps with a log.
IMO |

Darth Skorpius
Legion of Darkwind Order of the Void
67
|
Posted - 2012.03.28 05:16:00 -
[156] - Quote
CCP Nullarbor wrote:Also we want to specifically offer a range of precision bombardments as well as the nuke it from orbit option depending on your objective for that district. Destroying everything should come with its disadvantages, even though its fracking awesome.
I think the full on Nuke it from Orbit option should destroy some of the value of that district, IE, the resources gathered from it are decreased. Otherwise, if all Nuke it from Orbit does it affect the battle, then everyone will do it every chance they get. Tactically it might make sense, but strategically, sometimes it doesn't. And especially when dealing with an Industrial district, that either extracts resources from the planet, or manufacturers stuff for sale on the market, you won't want to destroy the infrastructure you have built up there. It could also then be used by the losing side when they know they can no longer win the fight, Nuke it from Orbit and destroy as much of the enemies infrastructure as possible. I hope I made sense there, in my head I have a clear picture of what I'm trying to say but I'm not sure if it come out how I wanted it to
Also, IMO, Nuking from Orbit should not be the default Orbital Bombardment option. Follow my Adventures in New Eden! http://www.skorpiuschronicles.com/
Baa Means Baa! |

Reaver Glitterstim
Resurrected Darkness
74
|
Posted - 2012.03.28 05:23:00 -
[157] - Quote
One thing that will forever haunt me: the ground is a lot more than 250km away! How does it shoot that far!? -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Lord Mandelor
Consolidated Holdings War Ensemble.
136
|
Posted - 2012.03.28 05:27:00 -
[158] - Quote
Darth Skorpius wrote:
I think the full on Nuke it from Orbit option should destroy some of the value of that district, IE, the resources gathered from it are decreased. Otherwise, if all Nuke it from Orbit does it affect the battle, then everyone will do it every chance they get. Tactically it might make sense, but strategically, sometimes it doesn't. And especially when dealing with an Industrial district, that either extracts resources from the planet, or manufacturers stuff for sale on the market, you won't want to destroy the infrastructure you have built up there. It could also then be used by the losing side when they know they can no longer win the fight, Nuke it from Orbit and destroy as much of the enemies infrastructure as possible. I hope I made sense there, in my head I have a clear picture of what I'm trying to say but I'm not sure if it come out how I wanted it to
Also, IMO, Nuking from Orbit should not be the default Orbital Bombardment option.
This is a great idea. If you hire mercs to capture/defend something you probably wouldn't want the assets wrecked, so grassing the field would lead to a pyrrhic victory in best case scenario. www.youtube.com/mandaloregaming |

Reaver Glitterstim
Resurrected Darkness
74
|
Posted - 2012.03.28 05:29:00 -
[159] - Quote
Asuka Solo wrote:Supers get bombing runs that should be more destructive, capable of almost leveling buildings, ripping vehicles to shreds and incinerating infantry. But infantry have too small a sig radius to take much damage from fighter bombers. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Nemesis Factor
Clann Fian Narwhals Ate My Duck
43
|
Posted - 2012.03.28 06:28:00 -
[160] - Quote
Any plans on space-to-ground missiles? Maybe that is what the nuke would be and it would take careful planning since it would take forever to hit the ground? |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
48
|
Posted - 2012.03.28 07:02:00 -
[161] - Quote
Reaver Glitterstim wrote:Asuka Solo wrote:Supers get bombing runs that should be more destructive, capable of almost leveling buildings, ripping vehicles to shreds and incinerating infantry. But infantry have too small a sig radius to take much damage from fighter bombers. Oh I don't know. If modern societies don't intervene in a draconian fashion to stop the obesity trend who know how big people are umpteen thousand years hence?  |

Zey Nadar
Aliastra Gallente Federation
34
|
Posted - 2012.03.28 07:18:00 -
[162] - Quote
Nova Fox wrote:My views on orbital strikes
FRIENDLY FIRE ENABLED! I cannot stress this enough this will leave room for backstabbing that eve is accustomed too and Dust 514 needs its fair share.
I say no. Bombardment wouldnt be used for anything but griefing then and the whole point of it would be lost.
unrelated to above: I dont like the idea of a 'small siege module'. It makes no sense to me in theory. The ships should be ready for any kind of orbital bombardment already, no need to add anything.
The ship doing the bombardment could maybe drop to a lower orbit thats unrelated of the normal planetary warp-in spot, in order to perform the bombing. This action could work the same as a siege module in practise, except it would be a button in the UI and not a separate module.
I also dont like that the ships capable of orbital strike would be limited in terms of size. |

Stellar Vix
State War Academy Caldari State
41
|
Posted - 2012.03.28 07:49:00 -
[163] - Quote
Why is it people want to insist on using stealth bombers for this?
If anything have the stealth bombers SHOVE orbital bombardiers into the atmosphere.
Be the Goon cat encouraging the Test Cat.
Continuing on.
Special Ammo not special guns. Thought I don't mind seeing a 'siege' module for this requiring fuel time and timing and commitment. Make it so that siege engine is explained that its used to get into orbital bombard range without getting stuck in the gravity well.
Please please please had hot zones and points of no return on all massive stellar objects not just dust 514 planets. Hot zones are spots where your ship starts to burn up and take atmospheric damage. Point of no return is instant ship death and should encompass the entire planet inside the hot zone sphere. That way if you have a dreadnought that miswarped inside a planet, well... Like in most sci-fis you just lost that ship.
Aside from that, I can Imagine Dust 514 Players would be far to busy to point and aim stuff in the sky, so anything on their end has to be either automated or activated from space. Automated systems would make it hard for invaders thus I can see larger ships being required to establish a foot hold. Similar to
As for the districts I would like to see them webbed together in a 'network' of sorts. That way if you decide to glass over an entire district you' are more than likely to screw up everything else you have down there. That way it may be a great way to start an invasion of a planet you own nothing on but a bad idea once you got your foothold.
Also if you send down carrier starwing don't make it a 'one strike and I'm done ordeal. allows the VTOL fighter pilots to actively engage them and destroy them. Fighters would suppress sky assets including harassing the MCC. Bombers would only harass ground targets. Fighters most vulnerable from AA from the ground and bombers vice versa.
Also any counter orbital asset available should be AOE to discourage sending in a fleet to bombard it. Dust 514 players are limited to how much damage they can cause in a single match, Eve should also be limited to a point.
Other kinds of bombardment could be like resupplies. Like a dread could possibly drop off a reinforcement clone vat increases the allies time on the map. A vehicle pay load that may contain generic fit dust 514 vehicles.
I also like the idea of delegating controls Lazy MCC commanders will suffer for it.
Finally, don't restrict what sort of strike the eve pilot decides to use based on dust 514 requests. This makes teamwork and cross talking more important to help direct not only the fire but what kinds of dropable and support the ship in orbit maintains.
Allow eve neutrals to participate in the bombardment via quick contract if they just happen to be in the area they pick up the beacon and commit to the bombarding request and then get paid from whatever funds the MCC set aside for neutral droppers.
Use Starbase codes to prevent counter orbital friendly fire if you make the system automated. That way a friendly ship can park without getting shot down by friendly guns. However hostile guns on the planet may still acquire lock and shoot.
Make it possible that any nearby districts counter orbital assets would still work.
-Vix |

GeeShizzle MacCloud
98
|
Posted - 2012.03.28 08:52:00 -
[164] - Quote
theres several issues with some ideas based on server performance and also feasability and general common sense. No OCC (Orbital Command Centre) can keep in line with the District that houses the SCC (Surface Command Centre). itd take suuuch a long time to rewrite Eve's base coding to achieve this that the effect will far outweigh the cost to dev time
anyways some ideas and stuff i quite like from this thread Defensive Installation Shielding - YES, and should be weakest at ground level, but require special mechanics to open up holes in it to breach the perimiter, creating a further incentive for Dust players to diversify setups and refit on the fly
Skyfire batteries - Of course! cause it just makes sense
Bombers using bombs on planets - NOOO... launch range of 30km and a AoE of 15km radius... well done uve just killed every dust player in the district - plus would be odd to require a target lock on a fire and forget weapon system
Missiles used in OB - cant see this working well or transitioning well between eve Online and Dust154 tbh. weapon systems without physical objects (like lasers, projetciles and hybrids - yes) CCP would have to toy with it for a bit to see if they can make it look/interact well
ECM/EWAR Bombardment - i like the idea tbh
As for the grid requirement for orbital bombardment i see it working in the same way satellite recon tasking is done in RL. Dust514 Commander calls for an Orbital strike gri Eve Online Fleet FC gets a notification Warp-to point (This warp to point is in very close proximity of the planet and right above the district node the Dust514 Commander Called from Fleet FC warps Fleet to spot or Broadcasts warp to point Fleet Arrives and a counter appears on the HUD of the ships on that grid. This counter is the time till orbital desync much like the timeframe on orbital recon satellites. After the timer expires the grid is considered to far from the district for weapons to be effective and a new Strike grid needs to be called. this will be the cooldown timers etc..
this way the orbital grids are dynamic and maintaining an orbital blockade isnt a case of just sitting on the 1 grid allocated for OB. you'd need a Fleet to actually work and have a prober to keep on top of it
Dust needs to be kicked up and be much more persistent in DUST514 after an orbital bombardment, it is called DUST514 after all
Weapon types need particular effects. Lasers are lasers tbh.. and shouldnt kick up as much dust as projetciles or hybrids, but should have the potential to penetrate buildings and underground tunnels etc... look up gamma rays and radiations ability to penetrate solid objects for this
|

DarkAegix
Acetech Systems
1049
|
Posted - 2012.03.28 09:12:00 -
[165] - Quote
It would be nice if there was an orbital bombardment 'flavour' for each weapon system.
Artillery bombardment - Huge, single explosion. Anti-armour. Autocannon bombardment - Massive scattering of millions of bullets/shrapnel for several seconds. Anti-personnel. Pulse laser bombardment - As shown in video. Pillars of light over the course of several seconds. Beam laser bombardment - Long-lasting, constant beam of energy. DUST players can trace a path for it to take?
And other variations for blasters, railguns, torpedoes and cruise missiles.
It brings more tactical considerations to a fight. Also, it would be rather silly if each orbital strike behaved exactly the same, but with a different coat of paint. |

Benny Ohu
The Lazy Dragoons True Apathy
44
|
Posted - 2012.03.28 09:49:00 -
[166] - Quote
I wonder if there will be a miniprofession here where a BS owner can find fights and negotiate bombardments with the mercs?
Will DUST mercs be given information on what's going on in orbit? A ##warning warning warning## sort of message if a battleship warps in, or a great big explosion lighting up the sky when one gets destroyed in orbit?
Things might get a bit wobbly if tier three battlecruisers can perform a bombardment... they're a bit too easy to warp in, blap and get out, with the full power of a BS bombardment. Well, I say that with very little idea of how it will actually work, of course, but it sounds a bit too easy.
Perhaps battleships need specialist targeting computers and special power distribution (to push all their reactor energy into their guns) in order to be able to project all the way down to the surface, and the design fault of putting battleship guns on battlecruisers is that they lack these systems, and so cannot shoot at a planet?
This last part might sound bit silly, but... if DUST really kicked off, and owning planets was somehow tied to sovereignty, Black Ops Battleships might be useful to warp a small fleet into a cynojammed system to 'raid and pillage' a planet. |

Solar Rift
Terra Rosa Academy
0
|
Posted - 2012.03.28 10:15:00 -
[167] - Quote
Question about Warp in location...
Couldn't the eve ships just warp to the Warbarge?
Isn't it in orbit of the planet already? As such, if it's already out there in space, that would seem to make the most sense.
That reminds me, I didn't hear much about the warbarge at all at fanfest and was surprised when the characters started in the space station and not the warbarge. Does this mean running around your warbarge and trophy room is now gone?
As for the bombing itself, I was wondering if anyone recorded the Orbital warfare session and if so - can it be put up on youtube?
I feel that any "shell" based attacks would most likely burn up in an earth like atmosphere. This is why I would suggest all this be "bombs" of some sort and cause splash damage on the surface. Graphic effect of an explosion on the surface of the planet could be seen from eve.
IE - no guns, bombs only.
|

GeeShizzle MacCloud
98
|
Posted - 2012.03.28 15:19:00 -
[168] - Quote
ive a LOT of the vids broadcasted on Eve TV on My youtube channel m8... check it out!
http://www.youtube.com/user/TheGeeShizzle?feature=mhee
|

Saint Lazarus
Red Federation RvB - RED Federation
203
|
Posted - 2012.03.28 16:05:00 -
[169] - Quote
Zey Nadar wrote:Nova Fox wrote:My views on orbital strikes
FRIENDLY FIRE ENABLED! I cannot stress this enough this will leave room for backstabbing that eve is accustomed too and Dust 514 needs its fair share. I say no. Bombardment wouldnt be used for anything but griefing then and the whole point of it would be lost.
People need to stop saying this!
EvE Players dont get to aim, watch the vid, DUST bunnies give lock on code, then target paint where THEY want to hit.
And if you have DUSTies shooting themselves on the ground well you can have an auto kick/ban for repeated FF incidents, and its no diff than someone intentionally grenadin teammates.... |

Yoma Karima
Kuloldas
13
|
Posted - 2012.03.28 16:16:00 -
[170] - Quote
Saint Lazarus wrote:Zey Nadar wrote:Nova Fox wrote:My views on orbital strikes
FRIENDLY FIRE ENABLED! I cannot stress this enough this will leave room for backstabbing that eve is accustomed too and Dust 514 needs its fair share. I say no. Bombardment wouldnt be used for anything but griefing then and the whole point of it would be lost. People need to stop saying this! EvE Players dont get to aim, watch the vid, DUST bunnies give lock on code, then target paint where THEY want to hit. And if you have DUSTies shooting themselves on the ground well you can have an auto kick/ban for repeated FF incidents, and its no diff than someone intentionally grenadin teammates....
Dust Bunnies not DUSTies but yes freindly fire is part of dust just think of all the lulz from the fanfest turnement when teamates walked in front of their teams atocannon. If you unitentenaly walk into an OB and it wasn't intintanaly amed at you thats your falt.
If it is amed at you(and is freindly) then why did you give that person control of your teams OB cortex? Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.
|

Hakaru Ishiwara
Republic Military School Minmatar Republic
92
|
Posted - 2012.03.28 16:23:00 -
[171] - Quote
Will particular planet types (really, their atmospheres) have specific resistances against the various ship-mounted weapon damage types?
Will planet-based infrastructure be able to be hardened against either or both ground and orbital attack?
What will the women and children do when their planet is bombarded? 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |

Saint Lazarus
Red Federation RvB - RED Federation
203
|
Posted - 2012.03.28 16:34:00 -
[172] - Quote
Yoma Karima wrote:Saint Lazarus wrote:Zey Nadar wrote:Nova Fox wrote:My views on orbital strikes
FRIENDLY FIRE ENABLED! I cannot stress this enough this will leave room for backstabbing that eve is accustomed too and Dust 514 needs its fair share. I say no. Bombardment wouldnt be used for anything but griefing then and the whole point of it would be lost. People need to stop saying this! EvE Players dont get to aim, watch the vid, DUST bunnies give lock on code, then target paint where THEY want to hit. And if you have DUSTies shooting themselves on the ground well you can have an auto kick/ban for repeated FF incidents, and its no diff than someone intentionally grenadin teammates.... Dust Bunnies not DUSTies but yes freindly fire is part of dust just think of all the lulz from the fanfest turnement when teamates walked in front of their teams atocannon. If you unitentenaly walk into an OB and it wasn't intintanaly amed at you thats your falt. If it is amed at you(and is freindly) then why did you give that person control of your teams OB cortex?
Yea i'm just talking directly to the people who think Pod Pilot can choose where to fire, its all in hands of DUST bunnies.
and yea friendly fires goin nowhere, I ehhh was one of those people who accidently killed teammate xD but in my defence I still came first on my team! |

Yoma Karima
Kuloldas
14
|
Posted - 2012.03.28 17:13:00 -
[173] - Quote
Saint Lazarus wrote: Yea i'm just talking directly to the people who think Pod Pilot can choose where to fire, its all in hands of DUST bunnies.
and yea friendly fires goin nowhere, I ehhh was one of those people who accidently killed teammate xD but in my defence I still came first on my team!
Good times Dude good times. Once droped a house on my teamates in Battlefeild 3 But yeah OB is Controled by Dust bunnies.
It would be nice if Bunnies could use their air supiriority fighters(shown in the 2009 demo not sure if their still part of the game) to attack OB ships sort of like fighter drones. If you fly high unolf the game gives you a yes or no question on wether you would like to leave the planets atmo.
Say yes and you get a short warplike seen that puits you a few Km from the OB ship alowing you to atack it and manualy doge incoming fire.
Symultanesly carriers can send down their fighters to wreck havec on the battle feild below. Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.
|

Bayushi Tamago
Tribuo Quod Victum The AirShip Pirates
29
|
Posted - 2012.03.28 18:06:00 -
[174] - Quote
More obvious damage on the Dust side, perhaps some kind of animation on the planet surface for the eve client and make sure people can see the ship shooting from the eve client. When the abaddon was shooting the purple lazors on the demo, I didn't see any lasers actually coming out of the ship, just them landing on the dust side |

GeeShizzle MacCloud
98
|
Posted - 2012.03.28 18:12:00 -
[175] - Quote
Bayushi Tamago wrote:More obvious damage on the Dust side, perhaps some kind of animation on the planet surface for the eve client and make sure people can see the ship shooting from the eve client. When the abaddon was shooting the purple lazors on the demo, I didn't see any lasers actually coming out of the ship, just them landing on the dust side
cause they were using artillery... and i think on the dust side theyd only completed one animation for laser OB. |

Enormously Huge
University of Caille Gallente Federation
1
|
Posted - 2012.03.28 18:12:00 -
[176] - Quote
That 'bombardment' was more like a drizzle. unimpressive and not intimidating. Needs to make a much much bigger boom. |

Yoma Karima
Kuloldas
15
|
Posted - 2012.03.28 18:17:00 -
[177] - Quote
Enormously Huge wrote:That 'bombardment' was more like a drizzle. unimpressive and not intimidating. Needs to make a much much bigger boom.
Titan DD big unolf for you? That was a BS and The cam was how far away? I'm sure it was fairly impresive if you were right next to it. Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.
|

Asuka Solo
Stark Fujikawa Stark Enterprises
1305
|
Posted - 2012.03.28 18:42:00 -
[178] - Quote
Enormously Huge wrote:That 'bombardment' was more like a drizzle. unimpressive and not intimidating. Needs to make a much much bigger boom.
Not empty quoting.
I have high hopes for Capital and Super Capital bombardments. |

Muestereate
Two Geezers in Space
33
|
Posted - 2012.03.28 18:43:00 -
[179] - Quote
I want harness symmetry on the ground where people on the grounds shields are strongest on the horizontal plane but weakly shielded from the top with structures and bunkers having hardness concentrated on the top for defense against aerial bombardment. The different weapons systems disperse energy in different planes. turret based weapons deliver best energy to the tops of targets. Explosive missiles would radiate a lot of energy sideways but waste some going up., Explosive projectiles radiate explosive energy outward, hybrids radiate some thermal energy outward. Perhaps lasers could have the finest resolution capable of making precision assassinations.
I like the idea of various resolutions in the weapon types, I hope we keep our damage type ideas and make resolution and missle blast radiuses pertinent. but the ground needs to be able to harden against us. I guess they would need to have to know ship identification for a general idea as to what to expect so they can have the fun of trying to defend.
As far as visuals. I always like the heat ripple effect radiating out of explosions before the destructive shockwave hits. SOUND is important, Man I want to hear the crack of thunder rolling down the valley and bouncing of the Seirras del Muerto just like Los Alamos. |

Nova Fox
Novafox Shipyards
3579
|
Posted - 2012.03.28 19:08:00 -
[180] - Quote
My question is what magical rule of fantasy land says that a 1400mm round wouldnt kill you when a friend of yours fired it
Friendly fire please. Let the dust bunnies control the area to be struck Let eve players decide what kind of strike.
Make the different strikes kinds of strikes I like the idea of weaker airstrikes from carriers providing some CAS support and getting possibly shot down, I would also like to encourage the use of fighters are a early strike system as you can and should be able to deploy them outside the counter orbital zone if there is such thing so the carriers can provide the support without getting down down by the ground forces as an advantage at the trade off that the fighters are not that strong cannot kill as quickly and can be shot down themselves
Also match the size of bombardment match with the number of guns available to shoot at locked target
So Recap of what I said so fa
- Dust Bunnies have control where strikes go, and who gets to make the calls for them. Generals(guy watching the planet), Commanders (MCC pilot) or Grunts (Foot Soliders)
- Anything Eve players could provide Dust Players should be able to provide for themselves to an effect that should be more expensive and time consuming as they have to be built and installed on the planet. ICBM Silos for Glassed Earth Policy. Launchable Gun Platforms from the MCC for dust player fully controlled orbital strike. District installed airfields for air support
Eve players just make things very convient espeically when said facilities are not built yet.
- Dust Bunnies should be able to deploy a beacon to allow a neutral to scoop up to take a part of a contract to provide the support and get paid as soon as the area gets shot up from orbit. Metagamers can steal the probe and deny neutrals the chance.
- Stats wise the ground assest should be able to cause significant amounts of damage to a facility without orbital support. Forces may not win the fight to take it over but they may smash the whole place up and win in an arbitary way costing more isk to repair the facility than what was lost to cause that damage
- Battleships/Other platofrms - Orbital support meant to take out the enemy units while leaving the facility mostly intac
- Dreadnaughts - Orbital Glassing Clears an area for foot hold and messes up defenses a bit. Doesnt work so well taking over entire planets in this manner as your own forces need the infrasturcture to keep supplied and going in order to hold the entire place. A glassed area is retained by the owners before the strike was made thus the attackers much reattack to obtain the area
- Carriers - a less risker and weaker orbital strike for the eve pilot other than losing a wing of fighters to ground action leaving fewer fighters for itself defense in space
- Planetary Shileds to reduce or nullify some orbital strikes, requires dust soldiers to take out the shield before OBs are effective agian
- Planetary/Stellar Body Hot Zones/Zone of no return - I love the idea, make planets fatally collidable
- Additional Types of strikes like an emp blast or flak cloud (wide cloud that clogs engines makes it much harder to fly in) Fog Strikes (reduces the effect of percing the fog of war)
|

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
498
|
Posted - 2012.03.28 19:18:00 -
[181] - Quote
Gogela from yesterday wrote:Gogela from 2 days ago wrote:I have a mechanics question. I'm an avid Halo player. Lag is a straight up killer. I don't even want to play a laggy game... at all. EvE is different so it's not really as big an issue in big fleet fights, and time dilation is just awesome. Truely... so nice work there. Now for the question: What happens if you are sitting in siege in your dread above a planet getting ready to nuke the surface and 2000 of your closest friends warp in and the system goes into time dilation? What happens on the ground in DUST? Are the DUST players on the same tranquility node? Thanks in advance for any replies. Dang Gogela from yesterday... that was a good question! I don't know the answer... Totally. Gogela from 2 days ago that is a pretty good observation. I'm amazed that no-one has thought of this. Think FPS'ers are gonna go for time dilation?
Gogela from yesterday wrote:Nope Yah... me either...
|

Muestereate
Two Geezers in Space
33
|
Posted - 2012.03.28 19:24:00 -
[182] - Quote
Looks like they will be in for a very long term bombardment. |

Grideris
Fleet Coordination Command Fleet Coordination Coalition
191
|
Posted - 2012.03.28 19:38:00 -
[183] - Quote
I'll be honest. A lot of what I was going to post has already been touched on several times in this thread. From the different kinds of orbital bombardments, both from different sizes of hulls, different guns and different ammo, to planetary defences like shields, both Tactical and strategic level bombardments and of course, the planet shooting back at you. Most of the other things I already brought up at the Orbital Warfare round table at Fanfest, but I think I'll go from the top anyway for the benefit of discussion, even if it means I'm repeating myself or what others have said. These are rough ideas, and will need some working for balance/technical reasons
Firing from orbit
- In order to fire, you would have to be positioned in orbit above the district in question. Every district has a static warp in point above it, available at all times.
- I would prefer to see any ship capable of fitting the weapons(both launchers and guns) and the requisite module (at this stage, a Bombardment Computer) able to perform orbital bombardment. If that means you can fit a Battle Badger as a Bombardment Badger, then so be it (It's larger cargo hold might come in handy after all for extended sieges)
- The different sizes and types of guns need to have distinct differences. Exactly what those differences are would be subject to game balance, but for the most part I would like to see them follow racial lines for the different types, and power/accuracy for the sizes. (e.g. Amarr small sized weapons would be more effective for pinpoint strikes against vehicles where if they don't destroy them, they would cause them to shut down temporarily due to the EMP pulse, and cause fires on anything flammable.)
- Make sure that the bombardment computer and specialised guns does mean that the fitting used will not be effective in PvP against other EVE players. However, it shouldn't remove the ability to fit a proper tank - after all, even with out any capsuleers attacking them, chances are the planet below will. The Bombardment modules should also immobilise the ship or give other penalties (the least of which should be preventing warp while active). If a ship is capable of moving while bombarding, then it should receive penalties to accuracy it is does so.
- Bombardments would have a team based cooldown per battlefield, as well as an individual one for the bombardier for shooting anywhere in the district. This would prevent one team from simply just spamming them.
- By the same token, it shouldn't be impossible with a properly setup fleet (and I mean an actual fleet, not one guy multiboxing 4 ships) to duke it out with the planet below.
- For strategic level attacks, maybe it should be possible to put structures and installations into a reinforced mode by shooting at it from orbit. However, this shouldn't be a quick process, nor should it be able to actually destroy anything - merely take it offline for a matter of time (depending on the structure). Items such as shielding could prevent direct attacks on structures.
- While most attacks can only disable structures, Titans should be able to glass districts. This would pretty much remove every structure from the district. Before it could then be used again a substantial ISK/material investment would be required to "clean" the district taking several days before any structures could be built. There would also be a penalty to resource extraction rates for a period of time once the "rebuilding" completed.
- Kills using orbital bombardment should generate kill mails for the bombardier. The kill mail should list the names of the players killed and the types of dropsuit/vehicles they were using at the time. Listing modules being used by players on their dropsuits and vehicles would be a preferable, but might be a little too much information for a single killmail.
- If possible, it would be nice to actually see the bombardment hit in a small window (like the one shown in the CCP Presents keynote) either looking down from orbit, or though the eyes of the mercenary that called it in (or possibly both).
- EW is certainly an option, called down in exactly the same way as an orbital strike. Each module would function like it's DUST 514 counterpart, except much more powerful. Those that don't have counterparts in DUST 514 wouldn't be able to be used. It would still share the same cooldown as normal bombardments.
*continued next post* http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Grideris
Fleet Coordination Command Fleet Coordination Coalition
191
|
Posted - 2012.03.28 19:38:00 -
[184] - Quote
On the ground
- There should be different ways of calling in orbital bombardments, each with a different effect on the accuracy, spread, duration or frequency of the bombardments. Two examples would be using the cortex like shown in the demo, and a static beacon.
- Expanding on the beacon: Player (or possibly commander) places the beacon at some point on the ground. EVE Players can tune into it using it's launch code at any time. Once turned in, the EVE Player gets an overhead abstract view of the battlefield, without any sort of tags or markers and without players or vehicles being marked (with some possible exceptions). However, the EVE player will be able to pick where the bombardment falls within a certain radius of the beacon. Instead, they will rely on communication from the DUST 514 players and positions relative to any landmarks they can see to call in their strikes. This allows an EVE player to provide overwatch as long as the DUST 514 guys communicate properly. Of course, there is opportunity for friendly fire both accidental or intentional...
- As mentioned earlier, different types of bombardments should have different effects. Lasers for instance, should be high precision, but have a medium sized EMP shockwave that effects vehicles (and possibly some dropsuit equipment).
- Missiles could be handled differently. As they care capable of being guided in flight, they could be actually guided to their target using a target painter. This could even open up the possibility of hitting targets that have overhead protection, at the cost of "time to target" and needing a constant paint.
Firing into orbit
- Owners of districts should have the option to place guns on the surface of the planet capable of firing back into orbit at ships in orbit.
- ANY ship in orbit within range of the district should be a valid target. This could extend to cover multiple districts depending on their location, as well as other structures in orbit.
- There should be different variations of guns, both in type and size. The currently available POS guns are a good guide
- Planetary artillery should be capable of working without player intervention. However, it would work much more efficiently with player direction.
- Both DUST and EVE players should be able to take control of all types of guns.
- Guns should not be placed as individually, but as batteries. Each battery can fit multiple guns that function individually, but the whole platform onlines/offlines or is destroyed as one group. Guns 9and other modules) should be fitted just like a ship in EVE or a vehicle in DUST 514, with slots, powergrid and CPU. There could also be different types of platforms, with different fitting capacities and bonuses to modules. Possibly even racial variations.
- There could possibly be other types of modules, such as EW(ECM, Sensor Dampeners, Tracking Disruptors, Energy Neuts, Webs but NOT Warp Scramblers or Disruptors), logistics modules (Armour, shield and hull, but not capable of targeting surface targets. Maybe) and assistance modules (Tracking links, ECCM and Remote Sensor boosters).
- Other modules could be available that directly effect the platform, such as tracking computers, sensor boosters, shield boosters and armour repairers.
- Any kills using the guns should generate a killmail for the controlling player (either EVE or DUST 514) or if unmanned in the same fashion as a POS gun (if they generate a killmail for the owner).
- Like described for a ship bombarding, it would be nice (especially in DUST 514) if you could show a window with the target you are shooting in orbit.
- TL;DR for this section Gun structures should work more like a stationary ship on the surface than a bunch of individual guns.
*continued in the next post* http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Grideris
Fleet Coordination Command Fleet Coordination Coalition
191
|
Posted - 2012.03.28 19:38:00 -
[185] - Quote
And reserved for yet another wall of text http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Asuka Solo
Stark Fujikawa Stark Enterprises
1305
|
Posted - 2012.03.28 20:38:00 -
[186] - Quote
Grideris wrote:On the ground
- There should be different ways of calling in orbital bombardments, each with a different effect on the accuracy, spread, duration or frequency of the bombardments. Two examples would be using the cortex like shown in the demo, and a static beacon.
- Expanding on the beacon: Player (or possibly commander) places the beacon at some point on the ground. EVE Players can tune into it using it's launch code at any time. Once turned in, the EVE Player gets an overhead abstract view of the battlefield, without any sort of tags or markers and without players or vehicles being marked (with some possible exceptions). However, the EVE player will be able to pick where the bombardment falls within a certain radius of the beacon. Instead, they will rely on communication from the DUST 514 players and positions relative to any landmarks they can see to call in their strikes. This allows an EVE player to provide overwatch as long as the DUST 514 guys communicate properly. Of course, there is opportunity for friendly fire both accidental or intentional...
- As mentioned earlier, different types of bombardments should have different effects. Lasers for instance, should be high precision, but have a medium sized EMP shockwave that effects vehicles (and possibly some dropsuit equipment).
- Missiles could be handled differently. As they care capable of being guided in flight, they could be actually guided to their target using a target painter. This could even open up the possibility of hitting targets that have overhead protection, at the cost of "time to target" and needing a constant paint.
Firing into orbit
- Owners of districts should have the option to place guns on the surface of the planet capable of firing back into orbit at ships in orbit.
- ANY ship in orbit within range of the district should be a valid target. This could extend to cover multiple districts depending on their location, as well as other structures in orbit.
- There should be different variations of guns, both in type and size. The currently available POS guns are a good guide
- Planetary artillery should be capable of working without player intervention. However, it would work much more efficiently with player direction.
- Both DUST and EVE players should be able to take control of all types of guns.
- Guns should not be placed as individually, but as batteries. Each battery can fit multiple guns that function individually, but the whole platform onlines/offlines or is destroyed as one group. Guns 9and other modules) should be fitted just like a ship in EVE or a vehicle in DUST 514, with slots, powergrid and CPU. There could also be different types of platforms, with different fitting capacities and bonuses to modules. Possibly even racial variations.
- There could possibly be other types of modules, such as EW(ECM, Sensor Dampeners, Tracking Disruptors, Energy Neuts, Webs but NOT Warp Scramblers or Disruptors), logistics modules (Armour, shield and hull, but not capable of targeting surface targets. Maybe) and assistance modules (Tracking links, ECCM and Remote Sensor boosters).
- Other modules could be available that directly effect the platform, such as tracking computers, sensor boosters, shield boosters and armour repairers.
- Any kills using the guns should generate a killmail for the controlling player (either EVE or DUST 514) or if unmanned in the same fashion as a POS gun (if they generate a killmail for the owner).
- Like described for a ship bombarding, it would be nice (especially in DUST 514) if you could show a window with the target you are shooting in orbit.
- TL;DR for this section Gun structures should work more like a stationary ship on the surface than a bunch of individual guns.
*continued in the next post*
I have also made some extensive posts about Planetary Interaction based defenses, located in this topic
Same concept really, PI networks with defenses surrounding cities setup by groups of players/corps/alliances. These defenses would be similar to those described in your quote, player controllable. I have not considered fitting them, but its an intriguing option. |

Asuka Solo
Stark Fujikawa Stark Enterprises
1305
|
Posted - 2012.03.28 20:40:00 -
[187] - Quote
Grideris wrote:On carriers and fighters
- Carriers (and super carriers) should be able to assign their fighters or fighter bombers to a particular battlefield. While they are assigned, they count towards the currently deployed drone count and towards bandwidth used. A maximum of 5 can be assigned to each battlefield.
- Fighters and fighter bombers can be recalled at any time before they have been called in by the DUST 514 commander. Their status in the drone control window will indicate if they are "On station" (waiting for orders) or executing orders (indicated by the attack type - see below)
- A commander has several options for how he can utilise his assigned fighters. They are attack run, overwatch or intercept. Fighter bombers can only use the attack run option.
- Attack run calls in the fighters to strafe a certain area using their weapons. The attack area is a corridor indicated by the commander. For each assigned fighter or fighter bomber, the commander can place one corridor, each of which will be executed in sequential order. Fighter Bombers are more powerful and have a larger attack corridor
- Overwatch requires a beacon and LOS of the target area. Once placed, any enemy that enters the area designated will be attacked by a single fighter. After a short cooldown, another fighter will attack the target if it is still in the attack area. This will continue until either all the fighters have made their attacks, the beacon is destroyed or the fighters are otherwise disabled
- Intercept will have the fighters go on standby, and attack any hostile fighters or fighter bombers that enter the battlefield. They can also, if instructed by the commander, attack any aircraft visible. If both sides task their fighters to intercept, then they both immediately engage each other.
- Both fighters and fighter bombers can be shot down. If one is destroyed, then it is actually destroyed in EVE as well.
- Fighters and Fighter bombers are both weaker than their counterpart weapons fire from ships in orbit. If the carrier or super carrier they are based off of leaves orbit, they will return to it's drone bay
- Once a fighter or fighter bomber returns to it's ship, it will return to the drone bay and will be unable to used until a cooldown has passed (it's being rearmed/refuelled). This applies regardless of whether it executed a mission or not.
Other odds and ends
- Orbital bombardment should be a powerful tool, but it alone should not dictate the victor.
- Bombs (from stealth bombers) shouldn't have any use on the battlefield. However, their siege launchers are a different matter and should be handled as normal.
- As far as maintaining orbit with rotating planets, if they can't make grids that rotate with the planet (best option but a technical nightmare) then stopping the rotation would be quickest and easiest solution available.
- Gogela does ask an interesting technical question I have asked before but didn't get an answer to: What happens if the node the EVE player is on is under the effects of TiDi?
That's just my thoughts at the moment. Hope that helps.
I dont love the vibe of only deploying 5 drones per field.
I Say let the drones blot out the sun(s)!
Moar defenseless carriers in orbit, more space pew pew, more drama planet side when the nerd rage starts.
Bliss. |

Grideris
Fleet Coordination Command Fleet Coordination Coalition
194
|
Posted - 2012.03.28 20:55:00 -
[188] - Quote
Asuka Solo wrote:Grideris wrote:[b]Massive wall of text I dont love the vibe of only deploying 5 drones per field. I Say let the drones blot out the sun(s) Moar defenseless carriers in orbit, more space pew pew, more drama planet side when the nerd rage starts Bliss.
You forget, that's per battlefield. You could quite easily assign the others to other battlefields within the same district, or even another district entirely. You are fighting on multiple fronts, aren't you? http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Asuka Solo
Stark Fujikawa Stark Enterprises
1305
|
Posted - 2012.03.28 21:08:00 -
[189] - Quote
Grideris wrote:Asuka Solo wrote:Grideris wrote:[b]Massive wall of text I dont love the vibe of only deploying 5 drones per field. I Say let the drones blot out the sun(s) Moar defenseless carriers in orbit, more space pew pew, more drama planet side when the nerd rage starts Bliss. You forget, that's per battlefield. You could quite easily assign the others to other battlefields within the same district, or even another district entirely. You are fighting on multiple fronts, aren't you?
Yes.
But that should not deprive me from using all the drones my ship can field to strike. If your in favor of varying Orbital Strike Sizes, then you should also be in favor of varying Air-Strike or Bombing Run strikes. More drones = bigger strikes = more destruction. |

eliorra
DOCTOR NIPPLES RETREAT
2
|
Posted - 2012.03.28 21:17:00 -
[190] - Quote
Gogela wrote:Gogela from yesterday wrote:Gogela from 2 days ago wrote:I have a mechanics question. I'm an avid Halo player. Lag is a straight up killer. I don't even want to play a laggy game... at all. EvE is different so it's not really as big an issue in big fleet fights, and time dilation is just awesome. Truely... so nice work there. Now for the question: What happens if you are sitting in siege in your dread above a planet getting ready to nuke the surface and 2000 of your closest friends warp in and the system goes into time dilation? What happens on the ground in DUST? Are the DUST players on the same tranquility node? Thanks in advance for any replies. Dang Gogela from yesterday... that was a good question! I don't know the answer... Totally. Gogela from 2 days ago that is a pretty good observation. I'm amazed that no-one has thought of this. Think FPS'ers are gonna go for time dilation? Gogela from yesterday wrote:Nope Yah... me either...
Basicaly, I don't think it's an issue.Because Dust battlefiels are on there own servers.So I guess there is simply a signal sent from TQ to Dust servers saying "OB has been accepted for this request".But in the details ...maybe something might not connect has intended.
But of course I don't have the lines of code so I might be totaly wrong  |

WisdomLikeSilence
The Cursed Navy Tactical Narcotics Team
86
|
Posted - 2012.03.28 21:21:00 -
[191] - Quote
Basically OB should be dreads only, in siege and with special anti-atmospheric ammo. Counters would be energy shield fielded by dusties with an energy cost and an ability to soak dps up to a point, much like a (very) small tower. Additional counters ought to be air defense batteries which will need either sats in "orbit" for targetting (which would be targets for smaller ships like BS and BC) or ground based radar which could also be targetted. OB should basically be a variation on tower pounding, with hopefully more dynamism as a result of the faster paced nature of FPS.
One other thing, getting DIRECTLY OVER THE TARGET is going to need some fancy scanning, warp to planet V wont cut it.
So you would have to view planet in planet mode, find the target and launch some sort of scan probe there to warp to. I imagine the appearance of such a scan probe in the radar screens of planet bound dusties would be cause for some alarm. |

Greg Valanti
Looney Clones
26
|
Posted - 2012.03.28 21:26:00 -
[192] - Quote
With the future of EVE communications going mobile and text chats being available on multiple devices, have devs implemented any means of connecting EVE channels to Dust, or better yet, the voice channels? Otherwise I do not see how an either console or PC exclusive player is communicating with one another? |

Grideris
Fleet Coordination Command Fleet Coordination Coalition
194
|
Posted - 2012.03.28 21:27:00 -
[193] - Quote
Greg Valanti wrote:With the future of EVE communications going mobile and text chats being available on multiple devices, have devs implemented any means of connecting EVE channels to Dust, or better yet, the voice channels? Otherwise I do not see how an either console or PC exclusive player is communicating with one another?
Both EVE and DUST 514 already share the same text channels in the build we were shown. Not sure on voice, but it's planned as well. http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Yoma Karima
Kuloldas
15
|
Posted - 2012.03.28 21:34:00 -
[194] - Quote
If CCP goes with the carrier attack type with drones and fighters how will this be affected by the Dust based fighters shown in the 2009 Demo? can Dust player shoot them out of the sky in a dogfight or do they orbit over the battle field to high to engage? Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.
|

Saint Lazarus
Spiorad ag fanaiocht
205
|
Posted - 2012.03.28 21:36:00 -
[195] - Quote
Grideris wrote:Greg Valanti wrote:With the future of EVE communications going mobile and text chats being available on multiple devices, have devs implemented any means of connecting EVE channels to Dust, or better yet, the voice channels? Otherwise I do not see how an either console or PC exclusive player is communicating with one another? Both EVE and DUST 514 already share the same text channels in the build we were shown. Not sure on voice, but it's planned as well.
Yea I think I remember something about EvE Voice moving OOG, to a browser based platform, so we can share one channel easily.
Which should be sweet |

GeeShizzle MacCloud
98
|
Posted - 2012.03.28 21:42:00 -
[196] - Quote
Gogela wrote:Gogela from yesterday wrote:Gogela from 2 days ago wrote:I have a mechanics question. I'm an avid Halo player. Lag is a straight up killer. I don't even want to play a laggy game... at all. EvE is different so it's not really as big an issue in big fleet fights, and time dilation is just awesome. Truely... so nice work there. Now for the question: What happens if you are sitting in siege in your dread above a planet getting ready to nuke the surface and 2000 of your closest friends warp in and the system goes into time dilation? What happens on the ground in DUST? Are the DUST players on the same tranquility node? Thanks in advance for any replies. Dang Gogela from yesterday... that was a good question! I don't know the answer... Totally. Gogela from 2 days ago that is a pretty good observation. I'm amazed that no-one has thought of this. Think FPS'ers are gonna go for time dilation? Gogela from yesterday wrote:Nope Yah... me either...
i may have thought of this a good long while back.... just sayin!
GeeShizzle MacCloud wrote: Posted - 2011.06.07 16:11:00 - [307] tbh i do seriously need veritas to see this!!
just wanted to let him know that if the videos coming out to do with the "future vision" of eve and the new DUST514 one with weapons fire between static structures and orbital capital ships are to become a reality he will need to liaise with the dev's in shanghai and newcastle about the issues of server lag and the implementation of time dilation into Dust514.
As de-sync's between the two while theres weapons fire between them will cause A LOT of rage from cap pilots.
http://eve-search.com/thread/1500475-0/page/11#307
|

Nova Fox
Novafox Shipyards
3579
|
Posted - 2012.03.28 21:44:00 -
[197] - Quote
The fighters that dust players use should be superior in performance and should be able to shoot down ANYTHING unless outnumbered or outfoxed by a better pilot.
|

E man Industries
SeaChell Productions
253
|
Posted - 2012.03.28 21:46:00 -
[198] - Quote
Side thought.
Dusties should be able to drive off an orbating ship.
Rather than a one shot kill uber lazer some sort of contious beam damage would be much better forcing the ship off to repair before returning. This may also weaken a ship so it is easy prey.
The damage would be somethign controlable on the map and upgradable by dusties.
Need more-ádecent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. This applies to PvE and PvP. |

GeeShizzle MacCloud
98
|
Posted - 2012.03.28 21:57:00 -
[199] - Quote
guys you do also have to realise that DUST514 cant field the level of art resources and variations on things that our eve client can...
thats why theyre limiting drop suit types and vehicle types, so any effects etc... Dust514 side needs to be truncated into less resource hungry instances or colated into preset effect types that can be applied to the battlefield. Otherwise intense fighting between dust and eve will slow both down to a halt. |

Asuka Solo
Stark Fujikawa Stark Enterprises
1305
|
Posted - 2012.03.28 21:59:00 -
[200] - Quote
Yoma Karima wrote:If CCP goes with the carrier attack type with drones and fighters how will this be affected by the Dust based fighters shown in the 2009 Demo? can Dust player shoot them out of the sky in a dogfight or do they orbit over the battle field to high to engage?
Can they not duplicate this carrier fighter mechanic in Dust skies?
Drones get "assigned" to the battlefield. They disappear in the distance as they pass through the clouds. They spawn on the dust server, attack in generic patterns and or w/e, for x amount of time or until the pilot recalls them.
Can be beacon based or [insert option here].
Dust players can then fire at will.
Carrier pilots could get notified of the damage to each drone as per the current mechanics?
Recall them or commit to a last drone standing fight? |

Yoma Karima
Kuloldas
16
|
Posted - 2012.03.28 21:59:00 -
[201] - Quote
E man Industries wrote:Side thought.
Dusties should be able to drive off an orbating ship.
Rather than a one shot kill uber lazer some sort of contious beam damage would be much better forcing the ship off to repair before returning. This may also weaken a ship so it is easy prey.
The damage would be somethign controlable on the map and upgradable by dusties.
The uber lazer( or sky-fire battery) looks more like a Titans Dooms Day Device with probably the same type of cool-down. Smaller batteries probably exist witch are more like regular warship turrets. Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.
|

GeeShizzle MacCloud
98
|
Posted - 2012.03.28 22:53:00 -
[202] - Quote
Yoma Karima wrote:E man Industries wrote:Side thought.
Dusties should be able to drive off an orbating ship.
Rather than a one shot kill uber lazer some sort of contious beam damage would be much better forcing the ship off to repair before returning. This may also weaken a ship so it is easy prey.
The damage would be somethign controlable on the map and upgradable by dusties. The uber lazer( or sky-fire battery) looks more like a Titans Dooms Day Device with probably the same type of cool-down. Smaller batteries probably exist witch are more like regular warship turrets.
might be a good idea to have several types of skyfire battery types from dread level damage to titan DD damage levels, all with varying lengths of cooldown.
also in terms of shielding... how bout this?
2 types of installation shielding:
- orbital bombardment shielding - high damage mitigation and absorption from damage coming from above.
- Perimeter Assault Shielding - high damage mitigation and absorption from damage coming from ground level
Both shielding has a full dome effect with very little shielding covering either the sides or the top depending on the shield type.
There can ONLY be 1 shield type installed as an upgrade to an outpost. 1 has a weakness to orbital strikes, the other to a ground assault. they cannot be switched out quickly or onlined and offlined to adapt to the dynamic battlefield. defenders have to choose which type they go for, which requires forward planning and the ability to understand your enemy, their assets and their usual attack doctrines.
this is to further the interaction and co-ordination between Dust Merc's on the ground and Eve Online FC's and Fleet members up in orbit. |

Davco
Yulai Guard 1st Fleet Yulai Federation
0
|
Posted - 2012.03.28 23:10:00 -
[203] - Quote
I noticed that a lot of guys are complaining about the dusties not being able to fight back. How about giving them the option to use deployable weapons/shields/scramblers.
Just have them be able to log onto a console and deploy(for a price of course) a shield to protect a given area, or some weapons which would then automatically fire at the ship that's in bombardment position or a jammer which would prevent the ship from locking on or a targeting disruptor which would make it miss. These would all have different prices and they could of course be painted by the dusties to be bombed from orbit(with the exception of the jammer of course) or destroyed by setting a charge on them or something similar. There is a great possibility here for different deployables with different prices, for example there could be a small medium and large shield covering different areas and having different HP.
Ideally the bombarding ship would need to deploy for a given time let's say 3 minutes, as soon as it starts the deployment dust players should be notified that there is a ship in orbit deploying for bombardment with a timer. Furthermore they should get a timer for the interval between bombardments, i.e. xxx Seconds till next bombardment. This will give them time to prepare any defences, such as shields etc. Needless to say that once the ship is deployed it is immobile until it ends it's deployment which could also take some time.
Also a key ingredient here would be for the dust players to have an option to send out a distress call of sorts which would notify all eve players in a given area that there is a ship bombing the planet and offer a bounty from the dusties for destroying it. As well as an option to convo the pilot directly and ask him to switch sides...for a price :)
I believe that by implementing a system like this it allows for Dust players to have a sense that they still hold their fate in their own hands when faced with a ship bombing them from orbit as well as allowing a greater sense of connection between the two games.
Also... strafing runs by bombers and fighters plox.
Thank you. |

Zey Nadar
Aliastra Gallente Federation
35
|
Posted - 2012.03.29 07:31:00 -
[204] - Quote
Saint Lazarus wrote:Zey Nadar wrote:Nova Fox wrote:My views on orbital strikes
FRIENDLY FIRE ENABLED! I cannot stress this enough this will leave room for backstabbing that eve is accustomed too and Dust 514 needs its fair share. I say no. Bombardment wouldnt be used for anything but griefing then and the whole point of it would be lost. People need to stop saying this! EvE Players dont get to aim, watch the vid, DUST bunnies give lock on code, then target paint where THEY want to hit. And if you have DUSTies shooting themselves on the ground well you can have an auto kick/ban for repeated FF incidents, and its no diff than someone intentionally grenadin teammates....
Whats the point of friendly fire then if it gets you automatically kicked? 
ps. Why did you think its only Eve players who want to grief somebody? |

Gilliana SilverDrill
Special Situations TOHA Conglomerate
0
|
Posted - 2012.03.29 08:05:00 -
[205] - Quote
EI Digin wrote: There must be an element of risk to doing an orbital bombardment,
if an area is painted for bombardment there should be am icon in the soldiers HUD saying there is a targeting laser pointed at him so he can get out of the way if possible. there should be a module on his suit allowing him to backtrack the person painting him so he can take that person out or call for others to do so.
not all orbital strikes are going to be instantly deadly to every soldier. his suit is like a mini personal ship and if he has enough defenses he should take huge damage from the strike but not necessarily be instant roadkill. maybe blown back off his feet and forced to drop his weapon or stunned and take time to get up.
i can see players " myself included " exploiting the orbital bombardment mechanics to just have a few snipers sitting on hilltops around the base calling in strike after strike and never entering directly into combat themselves.
EI Digin wrote: Battlecruisers, who can use battleship weapons but with drastically less cost. Anything smaller than battleship weapons should be not very effective on a tide-turning scale, but might be good for taking out a tank or a group of clustered-up players. ----
i think ships should do damage comparable to the weapons they can mount. small ships work well against anti personnel but lesser so against vehicles. larger ships work better against vehicles but don't track moving personnel as well. capitals work good against structures and vehicles but the area of effect is so great they don't hit personnel well other than blow back.
ship size would also affect damage taken from planetary defenses. small ships can quickly warp in. move to launch position, fire of their strike and warp away but be highly susceptible to planetary defenses. larger ships can take more hits from the planet before they need to warp away but need longer to move into position and lock onto the target.
EI Digin wrote: ---Different gun types should have different bombardment effects, both visually and the types of damage dealt and the precision of the strike. ex: Autocannons can be more spread out and deal less damage, whereas a beam laser will be right on target and do a ton of damage, but only have a small area of effect.----
different ammo types should work better against different types of targets. explosive and thermal should work best against troops where em and kinetic against vehicles and structures. each balances bye troop fits and racial bonuses of course.
EI Digin wrote: Of course, the planets should be able to fire back and destroy at anything that can shoot at it, so if you allow titans and supers to bombard, the planets should be able to kill them too. The anti-bombardment guns shouldn't necessarily require the ownership of a specific, highly-important structure, but it could potentially be a deployable, or a minor objective on a map. It should be destroyable by eve players, but repairable by dust players if they receive the opportunity. |

Saint Lazarus
Spiorad ag fanaiocht
209
|
Posted - 2012.03.29 17:17:00 -
[206] - Quote
Zey Nadar wrote:Whats the point of friendly fire then if it gets you automatically kicked?  ps. Why did you think its only Eve players who want to grief somebody?
EvE is about betrayal, you betray a corp, you can get kicked
Why do you think DUST should be different? its just automating it because......you know, its a frantic FPS. you want them bring up corp menu mid game to kick some a$$hat?
Just a bad idea that slows down gameplay. |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
63
|
Posted - 2012.03.29 17:22:00 -
[207] - Quote
In earlier talks, they had about FF incidents. And the mechanics make fps griefing more difficult. If somebody orders a teamkill, they won't be getting supplies or drops from the field commander. They also wont be getting the lucrative high paying combat. Battle rating will drop, no ability points to spend on skills to get the cooler gear. Just like eve, actions would have concequences. Griefer orders a drop, well, nobody in space if they are on comms are going to pull the trigger for them. |

Rimase
Bene Gesserit ChapterHouse Sanctuary Pact
3
|
Posted - 2012.03.29 18:14:00 -
[208] - Quote
'Ability' Clarifications EVE-side - (Long multiple shots)
Orbital Strike (Lasers, Hybrid Charges & Projectiles) - (Short single super-shot(s))
a new R.U.S.E. - EVE players can execute them (immediate, inefficient).
DUST-side Orbital Artillery (Planet Platform) - (Short single super-shot, long cool-down)
Aerial Strike (Air Unit(s)) - EVE capsuleer suggests an Air Strike, DUST sqd-Member suggest an Air Strike but DUST sqd-Leader can execute the Air Strike)
a new Geometric Deterrant (Ground Unit(s)) - (Shoots 'ewar flaks' - Rapid-fire flaks with deflective properties: 0.4 sec shield bubbles (anti-missile/projectile), scattered junks of deflective surfaces (anti-laser/hybrid) consequently causing Kinetic damage to nearby aircraft)
[*] a new R.U.S.E. - DUST players can request and execute a R.U.S.E (slow, efficient). |

Rimase
Bene Gesserit ChapterHouse Sanctuary Pact
3
|
Posted - 2012.03.29 18:14:00 -
[209] - Quote
EVE Player Skills and Masterings.
Learning the Skills: Planetery Management: Geometric Surveying (previously Planetology?) - The understanding of planet evolution and allowing you to better interpret data from scans of planets for resources and strategic orbital attacks.
(This skill is for Planetary Harvesting and Orbital Destruction)
Planetery Management: Geometric Pinpointing - Considering the planet's gravitational strength, o-zone thickness, weather and geometry variations, tactical circumstances and other variables is key on deciding where to land a strike or find a 'blob' of harvesting Jackpot.
(Improves planet-orbit positioning bringing you almost strategicly directly above the battlefield and reveals concentrations of resource deposits)
???: Angular Positioning - Considering the planet's cubic size, orbital stability, battlefield geometric and strategic circumstances and other variables is key on evaluating a strike's potency.
(Promotes striking at greater orbital distances from the DUST battlefield by increasing the angular range land-vicinity threshold) NOTE: The further your ship from the battlefield means reduced area-of-effect of Strikes and increased estimated arrival time of your Bombardments, regardless of skill.
Planetery Management: Advanced Planetology - The advanced understanding of planet evolution allowing you to interpret data from scans of planets for resources at much higher resolutions and understand the inhospitable planet's compositions possess additional strategic advantages and disadvantages, dangers and exploitations of non-Temperate planets for application in battle.
Bonus: The skill further increases the resolution of resource data when scanning a planet to allow for very precise surveying & disproves each planet-type's natural military penalties increasing success-rate of bombardments and strikes. Note: Increased success-rate only applies to planets where there are clear, prompt penalties.
Science: Planetside Munition - This skill prompts you with calculated information provided by planet-side mercenaries confirmed by your ship-crew. This important information suggests which munition is best to use for your current orbital location, current planet-type and which is best against the battlefield's overall damage-resistance compositions.
Bonus: Each skill improves information by collecting more information thereby improving accuracy. Level 5 reveals a definitive result suggesting one ammunition, corresponding to your module type (Turret type or Launcher), that isn't in your Cargo Hold upon each survey. Note: Until level 5, you are not suggested an ammunition-type that is not in your Cargo Hold.
Mastering the role: Location: You have to find the battlefield first and position yourself above it or near it. This should be easy. You must find this place before you can do anything combat-related against a planet. Position yourself above it inaccurately or your orbital attacks will be weaker! You (EVE and DUST players) can see this damage value to make a tactical decision. Keep in-mind there's a battle in space, too, probably Webifying the orbital attacker. Key piece of equipment would be a renewed Micro-Warp Drive, specialized for ignoring a planet as an obstacle (fictional-theorizing) being a T2 Tactical Orbit Relocator giving a rapid response to DUST.
Ammunition: The properties of ammunitions are used in varying range damage output, damage-type(s) for selected visual effect a tactical damage bonus (Falloff diminishes bonus damage).
T1 (Standard/Economic) munitions would all have their own distinct visual properties and distinct damage-type application onto DUST. Orbital Bombardment - Drones & Missiles (ETA #.# minute(s), 3 minutes of awesome).
Orbital Strike - Lasers, Hybrids, Projectiles (Instant, 6 seconds of awesome).
T2 (Specialized) munitions, maybe ignoring their space-side specialized properties if any, have the same distinct amplified damage-type application with an added physiological extra! (read below) Advanced Autocannon & Artillery Projectiles - (shakes all DUST players temporarily)
Advanced Beam & Pulse Laser Crystals - (blinds all DUST players temporarily)
Advanced Blaster & Railgun Charges - (deafens all DUST players temporarily)
Advanced Cruise Missiles - (clears whole battlefield but can be countered!)
(Advanced) Fighters & Fight-Bomber Drones - (clears whole battlefield but can be countered!)
Risk Assessment: (Year 2013 of non-Temperate planets). EVE & DUST players will have to consider the penalties of attacking inhospitable planets. e.g. a Gas planet might blow up, a Lava planet may tremor and mass-erupt, etc... |

Nova Fox
Novafox Shipyards
3590
|
Posted - 2012.03.29 19:27:00 -
[210] - Quote
Please don't cross post. I dont like going all over the place to tear into ideas that I am most likely not going to be happy with.
|

Revolution Rising
Gentlemen of Better Ilk
226
|
Posted - 2012.03.29 19:35:00 -
[211] - Quote
Re: Countering orbital strike, what about some kind of deployable shield generator that just works over a smallish area and limited in number allowed deployed at once.
If you're holding a particular area it gives the defenders an advantage (They can't just be bombed into submission while the troops stand at a safe distance).
It allows attackers who get their troops on the planet but then lose the space above the planet a fighting chance. They would have a safe harbour from the bombardment and be able to deploy into the area from that safe harbour.
I really loved the demonstration btw. Was completely awesome to see 2 games linked in such a strategic fashion. Can't wai for it to get into the game.
CSM7 Skype Leak
|

Markus Reese
Debitum Naturae ROMANIAN-LEGION
68
|
Posted - 2012.03.29 19:38:00 -
[212] - Quote
Revolution Rising wrote:Re: Countering orbital strike, what about some kind of deployable shield generator that just works over a smallish area and limited in number allowed deployed at once.
If you're holding a particular area it gives the defenders an advantage (They can't just be bombed into submission while the troops stand at a safe distance).
It allows attackers who get their troops on the planet but then lose the space above the planet a fighting chance. They would have a safe harbour from the bombardment and be able to deploy into the area from that safe harbour.
I really loved the demonstration btw. Was completely awesome to see 2 games linked in such a strategic fashion. Can't wai for it to get into the game.
Hey, that is an interesting idea that involves ewar. A mobile shield generator like what somebody said before (ground and orbit protect) Would help protect against orbital strikes, but counter with neuts/ewar and the like. Syncronize with space to brind down an orbit strike defender. |

Revolution Rising
Gentlemen of Better Ilk
228
|
Posted - 2012.03.29 19:47:00 -
[213] - Quote
Markus Reese wrote:Hey, that is an interesting idea that involves ewar. A mobile shield generator like what somebody said before (ground and orbit protect) Would help protect against orbital strikes, but counter with neuts/ewar and the like. Syncronize with space to brind down an orbit strike defender.
Yeah I see what you're saying, awesome idea man. Ground based ewar/other stuff could be a truly great mechanic - allowing for even more interaction between games and strategic decisions.
Nice one.
CSM7 Skype Leak
|

Claire Voyant
104
|
Posted - 2012.03.30 19:20:00 -
[214] - Quote
These are my suggestions for the first iteration of orbital bombardment, based on the idea of finding a minimal working version that is still fully balanced. I do this because I know CCP wants to go slow and there are also technical challenges that need to be considered. I don't want to waste my time designing orbital bombardment version 2.0 until we've seen what version 1.0 is.
In general, I think orbital bombardment should be used to tip the balance of a battle, but not completely dominate it. Orbital bombardment should involve you risking the loss of your ship to either counter-attacks from the ground or from hostile ships in space.
Requirements: - Only in lowsec or null sec. - Friendly ground forces must have a certain number of kills in the battle before calling in OB. - Take out player placed jamming or shield installations before calling in OB. - Called in by Dust player within a range of the target and carrying special comms equipment. - Ship must be located withing range of a district warp-in point. - Only damages players and vehicles. Does not destroy installations or infrastructure. - Time delay before OB can be reused and calling in a second strike requires additional ground kills
Counter-attacks: - OB module has a warm-up period which is broadcast to Dust commanders in MCCs in the district. - Only one OB module can be engaged above the same district. - Engaging OB module causes defensive batteries in the district to open fire on ship. - Engaging OB module lights a beacon in system. - Defensive stasis batteries can web a ship and drag it into the planet's atmosphere. - OB module automatically cycles until all ground battles in district are over or ship is destroyed.
Counter-counter-attacks: - Defensive batteries can be taken out by ground forces in separate battles either before or during the main battle. - OB ship can be repped and shield/cap transferred. - Larger OB ship can tank damage better but is still vulnerable to stasis batteries and hostile fleets.
I have tried to make this as asynchronous as possible, on the assumption that there may be time dilation in the system. For example, the firing, damage, and effects of the Dust defensive batteries will be under the complete control of the Eve fleet/fight system until it receives notice that the batteries have been captured by ground forces. The only effect on Dust players would be a longer wait time for the orbital bombardment warm-up. In a system under time-dilation you could plan ahead and make sure to engage the OB module earlier so it would be ready when the ground troops needed it.
There needs to be some way for corps that control the surface defensive batteries to prevent them from firing on friendly ships with active OB modules, but that would need to be under the control of the Dust players in case of betrayal (as in the video.) For example, Corp A hires Corp B to provide OB support. Corp A puts Corp B (or pilot X or Alliance Z) on the "do not fire" (DNF) list. The battle is underway and they call in an OB but they don't know that Corp B is working for the other side who has already called in a strike on Corp A. Once Corp A starts receiving fire from Corp B the MCC commander can remove Corp B from the DNF list and the batteries will open fire, albeit a little bit too late. (Or maybe the Dusties betray a titan pilot by turning on the web stasis batteries and dragging it into the planet.)
I think it is easy to argue that OB should be somewhat nerfed in the first iteration. It is better to err on the side of caution and have it be too weak or hard to use and have it used too little than to have it be too powerful and used too much. |

Weiland Taur
Ceptic Innovations Rebel Alliance of New Eden
52
|
Posted - 2012.03.30 19:30:00 -
[215] - Quote
I'm going to take the unpopular stance and say that orbital bombardment should not be an aspect of Dust unless CCP is willing to make it more realistic. A tungsten rod hitting the planet from orbit would obliterate (completely destroy) one of the maps shown at Fanfest. It would incinerate everyone on the map. As the famous marine said, "game over, man. Game over."
The Battleship example that was shown was to be honest, underwhelming. No structural damage that we could see (I could be wrong). No shockwave effect. The list could go on.
CCP if you are going to do orbital bombardment do it right. Make it a big deal. Make it dangerous for the ship doing the act and make it matter on the ground. What I saw looked like someone dropping glowing grenades. When I wear my tin hat on the weekends, I have suspected that the Titan nerf was secretly to make sure that titan pilots couldn't glass planets in Dust. As modern US military doctrine has proven, if you control the skies the guys on the ground are in a lot of trouble.
|

Nova Fox
Novafox Shipyards
3605
|
Posted - 2012.03.30 19:40:00 -
[216] - Quote
was going to edit my first post and found out I ran out of room o-o.
|

Alpheias
Euphoria Released 0ccupational Hazzard
570
|
Posted - 2012.03.30 20:36:00 -
[217] - Quote
Any chance we will see biological and/or chemical ordnance to drop on the roaches that scurry along planet side? I'd kill kittens and puppies and bunnies I'd maim toddlers and teens and then more |

Rhapsodyy
EXTERMINATUS. Nulli Secunda
17
|
Posted - 2012.03.30 20:55:00 -
[218] - Quote
Some great ideas, though i havnt had time to read everything in the thread.
Was chatting with grid earlier and it sparked a variation of one of his ideas so i thought id post it before i forget it or he hijacks it completly lol :)
Basically we were talking about Fighters/Bombers, and if Dust mercs could say have an airfield on the planet, and launch Fighters/Bombers from the ground, and a dust merc could sit in the "Control Tower" of the Airfield and control them, using a tactical overlay to assign them to targets.
They could launch up to say 10-15 at one time and if they have more in stock can launch fresh ones when deployed ones are destroyed. On their own Fighters/Bombers are not a huge deterant, but they could provide support for freindly eve players in orbit, or help to chase away and small groups/ships. Hell maybe they should be able to control loads more at once.
However the technical issues, and server load? i bet they are another matter if you start letting multiple districts on thousands on planets start launching fighters into orbit in eve.
Anyway Flame on! \o/ |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
501
|
Posted - 2012.03.30 20:58:00 -
[219] - Quote
eliorra wrote:Gogela wrote:Gogela from yesterday wrote:Gogela from 2 days ago wrote:I have a mechanics question. I'm an avid Halo player. Lag is a straight up killer. I don't even want to play a laggy game... at all. EvE is different so it's not really as big an issue in big fleet fights, and time dilation is just awesome. Truely... so nice work there. Now for the question: What happens if you are sitting in siege in your dread above a planet getting ready to nuke the surface and 2000 of your closest friends warp in and the system goes into time dilation? What happens on the ground in DUST? Are the DUST players on the same tranquility node? Thanks in advance for any replies. Dang Gogela from yesterday... that was a good question! I don't know the answer... Totally. Gogela from 2 days ago that is a pretty good observation. I'm amazed that no-one has thought of this. Think FPS'ers are gonna go for time dilation? Gogela from yesterday wrote:Nope Yah... me either... Basicaly, I don't think it's an issue.Because Dust battlefiels are on there own servers.So I guess there is simply a signal sent from TQ to Dust servers saying "OB has been accepted for this request".But in the details ...maybe something might not connect has intended. But of course I don't have the lines of code so I might be totaly wrong  Actually that sounds pretty good. I didn't know that the DUST battleservers were unique. That's good... totally side steps the TiDi problem. If there's a delay in the strike that's fine. If there's a delay in the headshot it's not. That was my question. Thanks!
|

Grideris
Fleet Coordination Command Fleet Coordination Coalition
196
|
Posted - 2012.03.30 20:59:00 -
[220] - Quote
Rhapsodyy wrote:Some great ideas, though i havnt had time to read everything in the thread.
Was chatting with grid earlier and it sparked a variation of one of his ideas so i thought id post it before i forget it or he hijacks it completly lol :)
Basically we were talking about Fighters/Bombers, and if Dust mercs could say have an airfield on the planet, and launch Fighters/Bombers from the ground, and a dust merc could sit in the "Control Tower" of the Airfield and control them, using a tactical overlay to assign them to targets.
They could launch up to say 10-15 at one time and if they have more in stock can launch fresh ones when deployed ones are destroyed. On their own Fighters/Bombers are not a huge deterant, but they could provide support for freindly eve players in orbit, or help to chase away and small groups/ships. Hell maybe they should be able to control loads more at once.
However the technical issues, and server load? i bet they are another matter if you start letting multiple districts on thousands on planets start launching fighters into orbit in eve.
Anyway Flame on! \o/
This is a terrible post and you never should have posted it.  http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Rhapsodyy
EXTERMINATUS. Nulli Secunda
17
|
Posted - 2012.03.30 21:17:00 -
[221] - Quote
Grideris wrote:Rhapsodyy wrote:Some great ideas, though i havnt had time to read everything in the thread.
Was chatting with grid earlier and it sparked a variation of one of his ideas so i thought id post it before i forget it or he hijacks it completly lol :)
Basically we were talking about Fighters/Bombers, and if Dust mercs could say have an airfield on the planet, and launch Fighters/Bombers from the ground, and a dust merc could sit in the "Control Tower" of the Airfield and control them, using a tactical overlay to assign them to targets.
They could launch up to say 10-15 at one time and if they have more in stock can launch fresh ones when deployed ones are destroyed. On their own Fighters/Bombers are not a huge deterant, but they could provide support for freindly eve players in orbit, or help to chase away and small groups/ships. Hell maybe they should be able to control loads more at once.
However the technical issues, and server load? i bet they are another matter if you start letting multiple districts on thousands on planets start launching fighters into orbit in eve.
Anyway Flame on! \o/ This is a terrible post and you never should have posted it. 
You are absolutly correct, i shall go and biomass myself immeadiatly. :) |

Yoma Karima
Kuloldas
21
|
Posted - 2012.03.30 22:29:00 -
[222] - Quote
Hears a though what happens if a dropship flyies into an OB? Does it simply explode or is it only sent into a spin that a good pilot could recover from assuming it hasn't taken sevear damage from the OB. Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.
|

Raekek
Red Federation RvB - RED Federation
0
|
Posted - 2012.03.30 23:40:00 -
[223] - Quote
CCP Nullarbor wrote: - There have already been a variety of suggestions on how to make sure it isn't one sided or overpowered. I'm sure people have a lot of interesting ideas on how to counter an orbital strike, so feel free to discuss those here too.
Skills: Perfectly hitting a 50 meter or so radius target from several hundred km away in orbit might sound a bit difficult to do, so maybe the strike would not always hit exactly on target. There could be a skill that increases the accuracy of the bombardment, for example maybe a 20% accuracy increase per level. Base accuracy could be something like 50%.
DUST Modules: On the DUST side of the game there could be some modules that infantry could deploy which affect the effectiveness of OB:
-An EWAR-type targeting sensor jammer which prevents orbital strikes for a certain amount of time, or at least reduces the accuracy of the strike.
-There could also be another DUST module that creates a "fake" sensor image which has a chance to provoke the orbital strike on the "fake" area instead of the intended one.
|

Rhapsodyy
EXTERMINATUS. Nulli Secunda
17
|
Posted - 2012.03.31 01:20:00 -
[224] - Quote
Types of guns: Long / Short range, just beams/rails or pulse/blaset for example, or just say the long range ones? would make mroe sense firing down onto the planet.
|

Hertzen
3
|
Posted - 2012.03.31 01:35:00 -
[225] - Quote
So far the ideas I love are.
Drones and fighters.
E WAR modules for dust bunnies. My idea for this category would be an extension of the mentioned iteration of the recon/scout battlefield role. A module that could detect target painters in operation (the target painters would have a decent length cycle time) and then flag that bunny for his DUSTmates to primary.
Make it Risky. Though Im sure eve players as long as they can warp to the bombardier will make this risky. An option here could be that a bombardment will use all your cap up, or have some other drawback like rigs do.
Friendly Fire. A MUST PLEASE!
Stronger effects planet-side. If its hard enough to pull off the rewards should equal that effort.
Creationists make it sound as though a 'theory' is something you dreamt up after being drunk all night.
Isaac Asimov |

Yoma Karima
Kuloldas
21
|
Posted - 2012.03.31 10:30:00 -
[226] - Quote
If it can be done with curent tec placeing the OB ship in the sky over Dust would add to the Realism and if that ship fires an OB than it should come from the ship in the Sky not some randome place derectly over the target.
Take a Titan DD for example the Titan should be in the sky over the dust battle field you should see the DD fire and come towords the Battle feild right before everything goes white indicating the battlefield got glassed.
This would be something to work forwords to if at passible. Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.
|

Drakolus
Dopehead Industries Broken Chains Alliance
0
|
Posted - 2012.03.31 12:35:00 -
[227] - Quote
Orbital Bombardment -
I'm thinkin Steatlh bombers, New Destroyer Hull "Heavy Bomber", Battleships and Dreads should have the capability to "nuke from orbit"
The Stealth Bombers and Heavy Bombers will fire a few different bomb types and typically will be the "get in and get out" type orbital strike. Good for hitting clustered troops, choke points and such. Maybe have them uncloak and be stationary for 30 seconds or so to "line up the shot" or something equally fluff worthy. Munition type would be cluster bombs, frag bombs and maybe incidiaries. The Bombers would NOT do much in the way of structure or anti "heavy" vehicle damage. Also they have to reset every time they fire (I.E. Reload which might take a bit with the new bombardment launchers and get back into position thus ensuring the Dust Bunnies are not just going to be bombed to death)
Battleships and Dreads on the other hand are going to be the big guns. I like the idea of siege modules being used, special one for the Bship and the dread can just slot a script of some sort. Either way they will both become immobilized. The dusties will have to paint your target and give you time to lock on "every time a target is painted it must remain painted long enough for the ship in orbit to lock on" type deal and as we all know, this takes a bit of time for a Dread. Once locked the Dread or BS can then unleash hellish judgement upon the ground...basically unless it's got some serious shielding and/or armor, everything in that hit is going to be atomized in a spectacular and loud fashion. Again, due to the nature of the bombardment munitions it'll take a bit for this option to be up and running again, but the siege module lets you sit there and fire from a stationary position vice being repositioned every time like a bomber
Cons - Fitting orbital bombardment equipment to your ship makes you less capable in space combat...making you a very tempting target. The bombers will have to choose between a regular bomb launcher or a bombardment launcher. The Bship will be hurt by fitting the Bombardment Computer and a Bombardment gun of some sort, the Dread on the otherhand is pretty much purpose made for this and it's only disadvantage will be switching ammo and being in Siege
Also, as it's one battlefield in one fairly small area, there is only one real place to be bombarding it from. As such both attacking side ships and defending side ships will be duking it out for the space (can you say tasty bombing targets?). When a Dust battlefield becomes active, it creates a warpable object in the overview. Overall this should nicely increase the chance for fights in Low Sec and Null-Sec. Extra bonus points if the Dusties get to see fleets duking it out above them CCP :).
Also, bombing planets should not be a "drive by" affair and as such should be somewhat pricey (think 10 times a bomb cost maybe?) and it will require interaction with the dusties in some form. Also, I'm guessing no matter what you do you should take a sec hit as dropping all sorts of hate on a planet from above has GOT to be a crime against humanity. Imagine if you miss and hit a populated area instead? Yeah sec hit |

Drakolus
Dopehead Industries Broken Chains Alliance
0
|
Posted - 2012.03.31 12:36:00 -
[228] - Quote
(huge post is huge...continued)
Ground Based Defenses -
I have not seen it mentioned here but it may have already been said. These should be built into and part of PI to begin with. I know the high sec'ers can get away without putting any sort of defense on their PI, so be it. That's what they pay the extra taxes for and get lower yields over all. The folks setting up the PI networks should have a seperate module they can deploy which will attach to their PI network (and take varying amounts of cpu and grid depending on quality) which will then provide them with a number of "hard points" that they can set up all manner of various defenses. (Again, bonus points to CCP if they can make this an "on the ground" or a much more detailed graphical representation of your PI assets so when you're setting up your defenses you can identify natural defensive areas and take advantage...)
Basically, Space Pilot "CarebearPI" decides he wants to set up on a juicy low sec planet. He goes out and buys the Command center and a "Defense Node" or whatever fluff title it may be. He sets up his PI network and slaps on the Defense node which gives him say 5 hard points (ooh, secondary idea...it'll give you a number of ground defense points too!) Basically the hard points can then be used to set up things like Orbital defense lasers, missile silos, shields, and anything else that can be dreamed up to make orbital bombardment a pain in the butt. These will come in two flavors...automated which will be more expensive and require more grid and cpu from the defense node or Crew Served which will require Dust Bunnies to put the hurt on us EVE players. The ground defense points will be for things like minefields, AA guns, emplacements with heavy guns, repair sheds for vehicles and again, all manner of neat things we can come up with.
All of these items/modules will be produceable and will have to be carried to the planet and "attached" to the PI network thus upping cost (isk sink, yaaah)
Dust Bunnies Interaction/Perspective -
Each side goes through and looks for contracts. When they see a contract, the first thing that they get is a recon/overview which will give them a detailed layout of the battlefield. Both the Defenders and Attackers get this. They can then decide what to bring and what their plans are and such and whether to request OB and what kind of OB to request.
Also, another random thought. Maybe Carriers and Super Carriers can carry a "dust clone vat" module which will allow dusties to spawn on their ship and then hop in one of their Fighters or Fighter-Bombers? They click *Launch* and after a short wait they are spawned into the zone with a shiney new (and expensive) toy to fly around strafing and causing mayhem. AA will be an option for defense points/hard points. |

SlayerOfArgus
Dare to Dream
6
|
Posted - 2012.03.31 12:44:00 -
[229] - Quote
For countering, why not give the people on the ground the ability to fire some sort of electronic "cloud" over the area which disrupts the ability to hit properly? The EVE player can still fire, but it will be a blind shot pretty much. This will shield the people from possibly having a dust strike on them and it may end up hitting the other dust people. But with activating this, it disrupts the ability to aim and the functionality of the dust equipment. It will still work but not as effectively. It would only disrupt the people who were about to be fired upon by the orbital strike.
Basically by doing this, you create a lot of risk for all parties and will make things very interesting... |

Berendas
Clandestine Vector THE SPACE P0LICE
222
|
Posted - 2012.03.31 14:12:00 -
[230] - Quote
One thing I thought of (that might have been mentioned by someone else already) is racial bombardment weapons. Each weapon type [hybrid, laser, projectile, maybe even missiles] could have different effects on the battlefield.
For example:
Hybrid weapons: having rounds partially charged with plasma, hybird weapons leave an energized residue at their place of impact that lingers for a time causing damage and interference in the area.
Projectile weapons: staying true to their high alphawtfpunchintheface mentality, projectile weapons have much higher damage in a concentrated area.
Lasers: being beams, they could fire in a sweeping motion, covering a directed line type aoe. (think the ion cannon from C&C Generals)
Missiles: being explosive, they cover a wider area than turreted weapons.
Just a thought, would be hard to balance but variety in bombardment weapons would be cool  |

Erik Finnegan
Polytechnique Gallenteenne
54
|
Posted - 2012.03.31 15:33:00 -
[231] - Quote
So glad I find the important threads....like a week too late. 
Read some great suggestions here, but I haven't read them all. No offence, guys and girls, these are twelve pages we are talking about. Now this is my hitlist, having attended fanfest and played DUST514....terribly, but I won with Team Haggis !
Fire- My take on friendly fire ( MUST have friendly fire ) : I like Grideris' suggestion of showing the EVE player the battle field map, I would expect it much like mercs see it in-game. Thus you require communication via landmarks which can go wrong -- intentionally or accidentally.
- Friendly fire using targeting systems : automatic targeting I think should be possible, too. Maybe the Capsuleers on grid would not only see the location "painted" by the mercs, but also the mercs sending the signal themselves ? The Capsuleers could then simply choose in the overview whether to lock onto the target, or backstab by locking onto the guy who's carrying the equipment.
- Special ammunition, yes, but use the same guns. Limit the bombarding ship by requiring some sort of "orbital siege mode", give damage from athomspheric friction, ammunition/crystal specific for bombardment, targeting module's CPU-need.
- I want to see different visuals on the ground for different gun/ammunition types hitting. Potentially as well for the Capsuleers : show us different athmospheric resonance from the shots going down.
Grid pain- I read that the orbital bombardment warp-in was "lower" than the planet warp in. I like that ! Have a planet warp-in and a district warp-in. Require that ships go to planet warp-in first and then continue from there.
- While the planet rotates, you only see that rotation at planet warp-in. The ships at the district warp in would not have to be "visible" from the planet warp-in -- just show them on the overview of a ship that is at planet warp-in.
- A district should have a warp-in tied to it, regardless whether a structure is in space or not. So just show districts on the ship's overview.
- While at a district warp-in, ships could take damage from atmospheric friction. This could be different per planet/planet type.
- A ship in orbit at the planet's warp-in, could see changing distances on the overview for ships that are at any district's warp-in, depending on the planet's rotation. After all, I heard you want to match the visuals on the ground ( battle going on = explosions and smoke visible from orbit ) with the rotation; so the distance information which changes due to rotation ( planet warp-in --> district warp-in ) could be calculated at run-time and be "approximate".
|

GeeShizzle MacCloud
112
|
Posted - 2012.03.31 16:36:00 -
[232] - Quote
As for the grid requirement for orbital bombardment i see it working in the same way satellite recon tasking is done in RL.
- Dust514 Commander calls for an Orbital strike grid
- Eve Online Fleet FC gets a notification Warp-to point (This warp to point is in very close proximity of the planet and right above the district node the Dust514 Commander Called from
- Fleet FC warps Fleet to spot or Broadcasts warp to point
- Fleet Arrives and a counter appears on the HUD of the ships on that grid. This counter is the time till orbital desync much like the timeframe on orbital recon satellites. After the timer expires the grid is considered to far from the district for weapons to be effective and a new Strike grid needs to be called. this will be 1 of the many cooldown timers etc..
this way the orbital grids are dynamic and maintaining an orbital blockade isnt a case of just sitting on the 1 grid allocated for OB. you'd need a Fleet to actually work and have a prober to keep on top of it
|

Yoma Karima
Kuloldas
22
|
Posted - 2012.03.31 18:49:00 -
[233] - Quote
If Dust gets none tempret planets in 2013 OB effects should mirror the new planets environments. If the battle field is under water you should see the OB spawn a trail of gas bubbles representing the vaporized water
On lava planets the OB lights up the smog filled sky like a lightning strike, this should also go for storm planets, and night battlefields
Als -If Dusk mercs have the proper module equipped they should be able to see the strike radius of the incoming OB no mater what side they are on. This may not save them if they are directly in the middle of the circle, but it would give them advance warning it was coming and those on the outside of the OB radius could steer clear. Considering this would take up a module spot it would not be overpowered as only those who had it equipped would see it as most would oped for another module
-The impact of the OB (depending on the side of the bombardment) should effect the Dust battlefield concussion waves that knocks those to close to the bast to the ground with slight damage, and tremors that affects aim further out. Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.
|

Serene Repose
Perkone Caldari State
511
|
Posted - 2012.03.31 19:25:00 -
[234] - Quote
CCP Nullarbor wrote:...There have already been a variety of suggestions on how to make sure it isn't one sided or overpowered. I'm sure people have a lot of interesting ideas on how to counter an orbital strike, so feel free to discuss those here too.... Whatever you do, make it small. Screen overload is already a visual problem. A small box half the general width of the in-space drone window with a stack of icons...numbers to the right, would be easy enough to read, that is...as long as any targeted items appear in the selected items window with the appropriate redlines that make us feel so warm and fuzzy inside.
Smokestack lightnin' shinin' just like gold |

royalcommand
Consortium of Intergalactic Affairs
0
|
Posted - 2012.04.01 06:24:00 -
[235] - Quote
A lot of incredible ideaGÇÖs mates, keep them comin.
Some of mineGǪ
different ammo's/guns is defiantly a good idea, fire-storm an area or a EMP launch to wipe out all vehicles, standard rounds for normal effects, chemical/radioactive shells, so on.
On the topic of using Battleships, or dreads or what not, IGÇÖm thinking (excluding Titans "nuke it all" ability) a new Capital ship class "battle Barge series" with new ships and fittings. Creates a few people angry over not being able to just warp in on a normal ship and shoot, but makes it so not everyone and their bro have the ability. Have the ship, warp it, pick your orbit type(MEO,GEO) and aid those on the ground with bombardments, recons, EMPGÇÖs, so on.
as for the positioning around planets, I think the eve players should have to orbit around the planet to get to the site where itGÇÖs needed then siege mode set up, then get the targeting down(should take longer depended on targeting skills) then shoot which ever weapon is fitted. makes it so if two factions control halves of a sphere around a planet the eve battles going on under it will be influenced by those (unless one faction wipes the other out and takes control of the space around the planet.)
Back stabbing (quote Nova Fox) would be cool, good idea mate.
Chain of Command, Bombardments should be called in by battlefield commander, the cmdr calls it in and a player in EVE has to go to the cords and lock onto the target and fire, the battlefield commander should have targeting skills where he relays the target (if no or low level targeting skills it might hit for friendly fire, Same for the EVE player.)
The defensive team should have the ability to move a mobile (EWV) Electronic Warfare vehicle or ship (maybe similar to a MCC?) if skills are high enough they might have the option of slightly altering enemy targeting to move it back at the attackers. Jam EVE player sight/recon and more things like that.
planet defense should have anti-(Battle barge) and a large anti space weapon like seen in the original DUST 514 video shooting up and wiping out a ship it should be able to seriously damage a titan (maybe a series of ground structures ranging from Light arty for frigates to insanely large Cannons that look more like skyscrapers to nearly take down a titan [obviously costing a **** ton to make]) and possibly anti-warp generators on the planet? (build as a PI type thing)
Collateral damage should be AMAZINGLY costly to balance out the cost/benefit ratio of EVE players shooting at the planets
the "nuke everything option" should just turn into a deserted battlefield where only key geographical features are fought over or a EVE battle(the soldiers are in suits that could probably withstand radiation(maybe the radiation would make it so only medium and heavy armor is usable?) and this is only achievable by titans on top of that maybe a mother ship could launch all of its bombers to carpet bomb the living hell out of an area again and again until thereGÇÖs nothing left, more resources are needed but it wouldnGÇÖt wipe an entire planet out, maybe just a district.
The targeting system should look bad ass like. Particularly like in the first Star Wars battlefront when you choose a mission and it zero's in on the target using parallel lines coming in.
Squad leaders can call in a drone bombing run and the Commander can call in a drone carpet bombing and orbital arty and so on.
(Quote Kel Hound) that is a good idea!(DUST PvE modes) an EVE player possibly coming around to help(maybe as training for moving into nullsec? training in high sec asteroid bases or something like that.)
as for the range of orbit around a planet, i think it should be put at or between a MEO(medium Earth Orbit)(for slow earth orbiting) or a GEO(Geo-Stationary orbit/Geo-Synchronous)(for sitting on one point on earth or one point in space) positions like satellites around earth.
like mentioned in the "Seeding the Universe" presentation at fanfest, the EVE players will see explosions and what not on a planet, likewise the DUST players should be able to look into the sky and see ships blowing each other to pieces. While not actual ships in eve just a skybox animation or something. district wide shield generators and large scale surface to space weapons, etc. should cost a lot to build (more or less dependent on size) and Dust/Eve Cmdr (who ever is coordinating the planetary siege strategy) can send an entire strike force or a small black ops team (black ops team being maybe 10 players per team for 20 minutes or something). This makes it so strategy is involved so that if you want mother ships and cap ships blowing the hell out of everything your team HAS for fight for that ability, not just....warp in.....shoot the battlefield to bits.....warp out.
A few people from this forum talking to game designers over skype or TS or something would be cool too XD. |

Asuka Solo
Stark Fujikawa Stark Enterprises
1322
|
Posted - 2012.04.01 07:12:00 -
[236] - Quote
Drakolus wrote:(huge post is huge...continued)
Ground Based Defenses -
I have not seen it mentioned here but it may have already been said. These should be built into and part of PI to begin with. I know the high sec'ers can get away without putting any sort of defense on their PI, so be it. That's what they pay the extra taxes for and get lower yields over all. The folks setting up the PI networks should have a seperate module they can deploy which will attach to their PI network (and take varying amounts of cpu and grid depending on quality) which will then provide them with a number of "hard points" that they can set up all manner of various defenses. (Again, bonus points to CCP if they can make this an "on the ground" or a much more detailed graphical representation of your PI assets so when you're setting up your defenses you can identify natural defensive areas and take advantage...)
Basically, Space Pilot "CarebearPI" decides he wants to set up on a juicy low sec planet. He goes out and buys the Command center and a "Defense Node" or whatever fluff title it may be. He sets up his PI network and slaps on the Defense node which gives him say 5 hard points (ooh, secondary idea...it'll give you a number of ground defense points too!) Basically the hard points can then be used to set up things like Orbital defense lasers, missile silos, shields, and anything else that can be dreamed up to make orbital bombardment a pain in the butt. These will come in two flavors...automated which will be more expensive and require more grid and cpu from the defense node or Crew Served which will require Dust Bunnies to put the hurt on us EVE players. The ground defense points will be for things like minefields, AA guns, emplacements with heavy guns, repair sheds for vehicles and again, all manner of neat things we can come up with.
All of these items/modules will be produceable and will have to be carried to the planet and "attached" to the PI network thus upping cost (isk sink, yaaah)
Dust Bunnies Interaction/Perspective -
Incorporating planetary defenses into PI has been proposed. Please see this thread and its assembly hall version |

Benny Ohu
The Lazy Dragoons True Apathy
47
|
Posted - 2012.04.01 07:58:00 -
[237] - Quote
Hey, do I get a notification if my OB scores a headshot? |

Claire Voyant
104
|
Posted - 2012.04.01 08:26:00 -
[238] - Quote
tl;dr tl;dr
|

Asuka Solo
Stark Fujikawa Stark Enterprises
1322
|
Posted - 2012.04.01 08:36:00 -
[239] - Quote
The Assembly Hall post has en Executive Summary of the TL:DR, its like 3 lines.
|

Danfen Fenix
Vita Aequitas Veritas The Paganism Alliance
45
|
Posted - 2012.04.01 18:07:00 -
[240] - Quote
Ok, I've had an idea of how 'missing' and friendly fire could potentially work.
Just like we have the option to warp in @ 0m, 10km, 20km and so on, how about the option to 'scatter' or 'walk' shots over a certain, selectable distance
This would offer various options...
On the Dust side:
Dust commander requests an 'Pinpoint' orbital strike, which would act very much like we saw at Fanfest Dust commander requests a 'walking (or creeping) barrage', for a certain directon and distance. For those who don't know artillery or havn't played CoH,it is a barrage on a linear path. So one shot, then one next to it, then the next and so on, down a path Dust commander requests a 'Scattered Barrage', which would have a larger area of affect than pinpoint, but obviously less effective against concentrated troops.
On the Eve side:
The eve ship gets the target, and the 'request', including distances/direction for the creeping & scattered, as well as possibly how far the shots 'may' miss. From the target, he can either select
'Pinpoint -> Deviation distance' option, 'Creeping barrage -> Direction & distance, Deviation distance', 'Scattered Barrage -> Radius distance, Deviation distance'.
This way, the EvE player can either comply with the request, or provide a totally different kind of barrage, with possibly the intent to friendly fire ( I.e. Dust commander asks for a creeping barrage, with a northern direction & 100m length. Eve player may decide to place it on a southern direction, with a different distance. This info may even be provided by the opposing commander, provding details on the firsts troop positions )
This could even be expanded on, so the eve player may select a certan distance to hit from the target. I.e. They're given a request for a pinpoint barrage. When selecting the target, they may instead chose scattered barrage, with possibly a deviation of up to 1km away, so the barrage will hit anywhere within 1km of the target, in any direction...
Just my 0.02 isk :) |

baltec1
992
|
Posted - 2012.04.01 18:24:00 -
[241] - Quote
It has not been said enough that we need the rainbow of doom. |

Danfen Fenix
Vita Aequitas Veritas The Paganism Alliance
46
|
Posted - 2012.04.01 18:57:00 -
[242] - Quote
Danfen Fenix wrote:
This could even be expanded on, so the eve player may select a certan distance to hit from the target. I.e. They're given a request for a pinpoint barrage. When selecting the target, they may instead chose scattered barrage, with possibly a deviation of up to 1km away, so the barrage will hit anywhere within 1km of the target, in any direction...
Just my 0.02 isk :)
Heck, just thought of something else. Let deviation be affected by both player and skills. So, at maxed skills, uncontrolled deviation would be non existant, but at low skills, shots could be highly affected.
E.g.
Barrage with maxed skills, no controlled deviation -> Shots land roughly where they should.
Barrage with low skills, no controlled deviation -> Shots scatter quite a way off the target
Barrage with max skills, controlled deviation -> Shots land roughly on target, amount of deviation is correct
Barrge with low skills, controlled deviation -> Shots scatter away from barrage area, deviation is way off. (e.g. 1km deviation is selected, shots may land at 0.5km, 2km etc) |

Jonathan Malcom
Dreddit Test Alliance Please Ignore
76
|
Posted - 2012.04.02 03:29:00 -
[243] - Quote
Not specifically to do with orbital bombardment, but in the vein of verisimilitude, if any Dust battles happen at night, I'd like to see the regional nebula in the night sky. |

Gideon Tyler
EVE University Ivy League
27
|
Posted - 2012.04.02 04:00:00 -
[244] - Quote
I think both orbital bombardments and mercs running all over my PI to defend or attack it a very cool notion, except for one thing, PI does not payout that much now, so why would I want the added expense of defending my PI or paying people to attack other players PI, unless these planets pay out a lot more than they do at present?
It seems with the recent nerfing of PI profits in the last expansion that none of the Devs seem to have considered that point. If PI is not all that great now, how can the added expenses of warfare help this or make it more desirable to even bother with PI?
If we want people to even care enough to bother, the profits from planetary interaction need to be there or there is nothing to fight over and no reason to spend the money to do it. |

Silentsam187
Pro Hic Immortalis RISE of LEGION
0
|
Posted - 2012.04.02 06:14:00 -
[245] - Quote
When it comes to orbital strikes I mainly see people talking about bigger strikes, but I wonder about smaller ones.
Might it be possible to get a frig to run a straffing run. that is targeted for them. It would give their flight path and get them to do a quick pass. I could see this being difficult though.
More likely would be a one time bomb that you could put on a frig and then drop on a target. |

Danfen Fenix
Vita Aequitas Veritas The Paganism Alliance
48
|
Posted - 2012.04.02 07:05:00 -
[246] - Quote
Silentsam187 wrote:When it comes to orbital strikes I mainly see people talking about bigger strikes, but I wonder about smaller ones.
Might it be possible to get a frig to run a straffing run. that is targeted for them. It would give their flight path and get them to do a quick pass. I could see this being difficult though.
More likely would be a one time bomb that you could put on a frig and then drop on a target.
I'm not so sure it would be...impossible, as such...
Frigate pilot accepts target Frigate decends to the planet Frigate 'dissapears' from EvE, in the same manner ships dissapear when you log off. Frigate model, animation etc appears in dust Attack plays out Dissapears from dust, reappears in EvE
Of course, this should be done with the frigate pilot knowing full well that they can be shot at from the ground, making themselves an easy target, but with no way of fighting back 
Edit: Although, thinking about it, isn't it covered in the lore that ships can't enter the atmosphere due to the tritanium in them?
Edit 2: Although this could open the possibility for ship lines made from planetary minerals found in Dust. These ships would be weaker against other ships, but perfectly suited for attack runs, and such wont affect EvE if Dust was ever to fail if they're useless compared to normal frigates 
Jonathan Malcom wrote:Not specifically to do with orbital bombardment, but in the vein of verisimilitude, if any Dust battles happen at night, I'd like to see the regional nebula in the night sky.
I think it was mentioned in the Dust podcast that they may eventually be able to use the skybox to show current ships in orbit, and even orbital battles. If that's possible, I dont see why regional nebulae, moons and so on wouldn't  |

Hunter Cazaderon
What The French
8
|
Posted - 2012.04.02 10:08:00 -
[247] - Quote
Gideon Tyler wrote:I think both orbital bombardments and mercs running all over my PI to defend or attack it a very cool notion, except for one thing, PI does not payout that much now, so why would I want the added expense of defending my PI or paying people to attack other players PI, unless these planets pay out a lot more than they do at present?
It seems with the recent nerfing of PI profits in the last expansion that none of the Devs seem to have considered that point. If PI is not all that great now, how can the added expenses of warfare help this or make it more desirable to even bother with PI?
If we want people to even care enough to bother, the profits from planetary interaction need to be there or there is nothing to fight over and no reason to spend the money to do it.
I dont think PI infrastrctures will be affected by OB. At least that's what was told at "seeding the universe" conference.
So don't worry about PI income. Founder of-á www.dust514-france.fr
|

Erik Finnegan
Polytechnique Gallenteenne
54
|
Posted - 2012.04.02 10:22:00 -
[248] - Quote
I would really like to read a CCP dev's summary of considered options towards the different aspects discussed here. Something similar to the Q&A posted to the war declaration thread.
CCP looking for feedback could guide this discussion here somewhat. Just a short summary ... please ?! Just so this discussion does not wander off or gets lost in speculation. Last dev post was 100 posts back.  |

Gal Mart
2
|
Posted - 2012.04.02 10:50:00 -
[249] - Quote
You could also play with the current orbit ranges as well to include those needed for strikes and potential effects such as gravity wells slowing down the ships and related escape velocity for alrge ships performing bombardments. This is another mechanic like siege mode, that would add risk to these ships from both planetary weapon systems and ships counetring bombarding ships in orbit. |

GeeShizzle MacCloud
112
|
Posted - 2012.04.02 11:20:00 -
[250] - Quote
personally i think only ships/guns with over 100km optimal/falloff range should be usable in OB, id like to see how well a dreads shields cope with re entry when getting to optimal using antimatter in blasters
rails beams artillery and appropriate missiles - and i think specific orbital munitions should be the way to go as CCP Nullarbor said |

Droodid
Antec Enterprises
3
|
Posted - 2012.04.02 11:22:00 -
[251] - Quote
Like in Templar One, just make it so that if you're committing to an orbital bombardment, the surface batteries tear you a new one if you hang around too long or don't have the support to take out any incoming flak. |

ChromeStriker
The Riot Formation
85
|
Posted - 2012.04.02 14:20:00 -
[252] - Quote
My thought is that i didnt see any... cool down... between bombardments?!?!?
However cool it would be to see a constant stream of death coming from above unto thy enemies, this may be something to look into. I can see a "ROLLING THUNDER!" tactic being utalised pretty easily...
Not saying that wouldnt be a good thing but seems a bit overpowered. - Nulla Curas |

Danfen Fenix
Vita Aequitas Veritas The Paganism Alliance
48
|
Posted - 2012.04.02 15:06:00 -
[253] - Quote
ChromeStriker wrote:My thought is that i didnt see any... cool down... between bombardments?!?!?
However cool it would be to see a constant stream of death coming from above unto thy enemies, this may be something to look into. I can see a "ROLLING THUNDER!" tactic being utalised pretty easily...
Not saying that wouldnt be a good thing but seems a bit overpowered.
Watch again They said there will be cooldowns usually, but they used a devhack to do another so soon |

Taedrin
Kushan Industrial
419
|
Posted - 2012.04.02 15:33:00 -
[254] - Quote
- Be ABSOLUTELY CERTAIN that Dusties aren't treated as second class citizens. Make it so that Dusties can somehow fight back against an orbital bombardment. If EVE ships can blow up Dusties, then Dusties should be able to blow up EVE ships.
- ANY ship which engages in any sort of orbital bombardment/etc should result in some sort of commitment. The last thing we want are Titan pilots blowing up random Dusties "for the lulz"
- Give EVERYONE access to orbital bombardments, but have them scale with respect to ship size. I.e. frigates can be used to take out individual infantry or small, dense clusters of infantry hiding in a reinforced position. Cruisers can be used to take out vehicles. Battleship and above are for larger areas of destruction. |

Nova Fox
Novafox Shipyards
3621
|
Posted - 2012.04.02 15:41:00 -
[255] - Quote
Taedrin wrote:- Be ABSOLUTELY CERTAIN that Dusties aren't treated as second class citizens. Make it so that Dusties can somehow fight back against an orbital bombardment. If EVE ships can blow up Dusties, then Dusties should be able to blow up EVE ships.
- ANY ship which engages in any sort of orbital bombardment/etc should result in some sort of commitment. The last thing we want are Titan pilots blowing up random Dusties "for the lulz"
- Give EVERYONE access to orbital bombardments, but have them scale with respect to ship size. I.e. frigates can be used to take out individual infantry or small, dense clusters of infantry hiding in a reinforced position. Cruisers can be used to take out vehicles. Battleship and above are for larger areas of destruction.
but they wont be first class citizens.
|

couger
Patriot Security Services Solyaris Chtonium
0
|
Posted - 2012.04.02 17:14:00 -
[256] - Quote
Thought you all would enjoy this.
First bombardment meme |

Nova Fox
Novafox Shipyards
3623
|
Posted - 2012.04.02 17:18:00 -
[257] - Quote
^ Lawl needs more context.
|

Djana Libra
The Black Ops
0
|
Posted - 2012.04.02 17:31:00 -
[258] - Quote
I'd say OB's should lock onto positions given by a dust player (e.g. a commander) to be precise.
and add a large area less damage and less control bombardment to hit general area |

Rolyat Aideron
D3ath D3alers RISE of LEGION
0
|
Posted - 2012.04.02 20:00:00 -
[259] - Quote
I want to know if squad leaders [SL] that have the cortex to call in bombardments will be more "noticeable" while using the cortex. They did not really show the side of getting hit by the bombardment, which would've been great to see. But if SL will be noticed more while using that module to get the EVE support, There should be a skill at lowering that effect it has on enemies finding you. Which could also be a prereq to using the cortex while cloaked.
As for EVE's ships, the different launchers and ammo should be different effects that the GC [ground command] wants called in. Example; being on the ground and knowing a HAV is shield tanked and only a certain damage type is doing much to it and your anit-vehicle weapons aren't destroying it and it's support tanks/dropships you need a powerful Battlecruiser (if allowed) or Battleship strike from orbit.
This would be long down the line, but would be interesting to see either just on the dust side of things or even cooler if eve players can do a "strifing-run" on a targeted area for a large area of effect but 5-15% the power of other strikes (dependent on balance of all the modules and types, of course)
Quote: - If EVE ships can blow up Dusties, then Dusties should be able to blow up EVE ships.
- ANY ship which engages in any sort of orbital bombardment/etc should result in some sort of commitment. The last thing we want are Titan pilots blowing up random Dusties "for the lulz"
- Give EVERYONE access to orbital bombardments, but have them scale with respect to ship size.
^^^Taedrin, has good ideas also. seems like a they relate to mine a bit.
Giving a new player of EVE the chance to go out in faction warfare or something and blow up someone they know on a PS3 would get them to stick around quite a bit, at least I think it would. |

Markus Reese
Debitum Naturae ROMANIAN-LEGION
93
|
Posted - 2012.04.02 20:13:00 -
[260] - Quote
Jonathan Malcom wrote:Not specifically to do with orbital bombardment, but in the vein of verisimilitude, if any Dust battles happen at night, I'd like to see the regional nebula in the night sky.
They do look awesome. And the whole bit about sky adding atmosphere can be taken further. If lots of fighting has occured/occuring on the map, can add night light pollution from fires and smoke. In the day similar effect.
ChromeStriker wrote:My thought is that i didnt see any... cool down... between bombardments?!?!?
However cool it would be to see a constant stream of death coming from above unto thy enemies, this may be something to look into. I can see a "ROLLING THUNDER!" tactic being utalised pretty easily...
Not saying that wouldnt be a good thing but seems a bit overpowered.
The best way for something like this would be a blast influence caused by atmo disruption and ground dust, EM radiation etc. This area reduces with time and viewable by map or whichever hud if you have the sensors for it. This would allow players to use strike areas for counter on counterstrikes against the enemy without bombardment, tactical map control. Also will reduce spamming an area. CCP did say something somewhere about the respawn time being related to a dustie skill and gear I believe, but do not quote.
Another advantage is like you said, and would make a good new dessie. Just a continual rain around the map of lower damage, but cool bombardments. Vulnerable to any form of antiship ground fire, would need many dessies in the fleet to keep the cycle going plus defenders. |

EdTeach
penguins are your nefarious end Serenitas Solutus
0
|
Posted - 2012.04.02 22:06:00 -
[261] - Quote
My $.02 ... No need to re-invent the wheel anywhere it is not absolutely necessary.
Orbit side
Battleship, Dread or NON-DD Titan direct-fire weapons only. This means the new Tier 3 BCs could participate, if they like to die. DD is too damn much. DUST players would quit in droves
Fighter strikes may be neat in the future, but seems a bit much to ask for right away
ONE ship ONLY for each side engaged in a land battle zone may be called for a strike at any given time. There should be a balance in time between strikes called, so it is a not a constant rain of death. If there are multiple battles going on in other districts, then ONE for each battle above said district. Once any Orbital Strike Module is activated for a side's forces, no other may be until de-activation of said Module
Siege-type Module and special skill for targeting/firing on planets. NOT the siege module we know, a new one for just this purpose. Battleship and Cap sizes available. Negative side effects such as immobility, etc. while in use. 3 Minutes for BS. 5 minutes for Dread. 7 minutes for Titan. Skill training may bring these times down. Strike is called, module activated to confirm strike
Orbital Strikes may ONLY be called by a participating Commander-level player (EVE FC or DUST HQ/whatever) in a battle. NO random death monkeys flying in to grief everyone
All EVE space effects are in force. RR, jammers, etc
Planetary Attributes should affect the DPS generated at the surface. Higher Gravity will mean Mim Arty slams harder. Thick atmosphere/sea-level elevation means Amarr Lazors will suck wind by the time they punch through
Ground Side
SkyFire batteries a MUST! Battleship and Dread-sized weapons in the standard EVE sizes and configurations. Example- A BS-class SkyFire mounts 8 Large weapons. Three BS, two Dread or one DD weapon per facility. EACH(if more than one) SkyFire can target ANY Battlecruiser-class-or larger ship belonging to attacker's fleet that is on-grid of the orbital strike area. A hacked BS-class SkyFire could be shooting the defender's fleet while two others are shooting at an attacker target. DUST skill needed for better use
ADVANTAGE Defender - Titan DD-class SkyFire available with proper isk expenditure/skills/etc. It can be hacked so... everyone wins. The PG of any facility worth attacking should be able to handle this kind of weapon anyway. PLUS, we already saw one in a trailer, and it was too damn cool to leave out now
Shields Generators a MUST! Come on ... it's still the EVE universe. They can be destroyed or hacked/shut down. Primary Generator for the larger areas. Secondary Generators for important structures. Reppers and all if can be afforded/skilled/etc. DUST skill needed for better use
Large Armor Domes/Hangers/etc and smaller Bunkers a MUST! Amarr, Gallente and the Mim armor monkeys get their day in the sun. Cannot be hacked obviously, but can be destroyed by ether ground or Orbit. Can be repaired between battles. DUST skill needed for better repair
ECM Batteries optional. Would be cool to degrade targeting to the point of "friendly-fire" though. DUST skill needed for better use
Planetary Attributes - see above on Orbit side. Many ways to affect things if one thinks about it. Certain worlds(high winds-Coriolis) may require that more of a facility is underground, and therefore "hardened" against Orbital Strikes(think of a Damage Control II
Targeting Array. Increases accuracy/dps/tracking/ROF/etc. Once hacked/destroyed, all remaining SkyFire suffer targeting and ROF penalty. DUST Skill needed for better use
If the Defender wants to burn the isk/PG/CPU/wtfever they are going to call the limiters.... then he/they can Turtle-up all they want and make an impregnable fortress.... against Orbital Strikes. This may/should leave him/them at the mercy of ground forces though. No turrets, no tank hangers, less troop barracks, etc
It has to be EVE-like in its balance of risk/reward against both ground and orbital
It should not make a new toy to replace a toy we already frickin' have
Make sure the eye-candy is awesome enough, and CCP could call it an ice cream cone turret and no one would give a r*t's butt. :) I mean come on. DUST players will want something that looks cooler and more spectacular than anything that Failo or Call of Doody can show their Redbull stained eyes
Anything more than that is for us EVE players to mess with on balance issues. |

Slvr Foxx
Ardent Industrial
0
|
Posted - 2012.04.04 18:30:00 -
[262] - Quote
What I would like to see.
Well firstly I have read a few posts about people saying that only one ship per bombardment. Well as we all know in Eve, life is never fair and people never fight on fair terms. I think each side should have as many ships on the field as they like, this would not only make them think about what to orbital bomb and when, but also the problem of the enemy fleet on grid too. Air superiority should be fought for and won, not distributed like kids with sweets in my opinion.
Saying that, being the playing field is never even, DUST players and installations are not at the mercy of the steel and energy that we rain upon them, they should also have the ability to defend and shoot back at our orbiting fleet, maybe even to the extent where our FC's can call a target for DUST players to lock thier plannet guns onto with our Surface to air taget painters, maybe a role for a recon ship currently ingame can be niched maybe. The plannet should have its own defence, complex armour and shield hardening, we should have to grind down thier defnces as we have to do in eve, and as for the ground troops, specialist armoured vehicles, with a shield type umberella to protect thier frail bodies from the death that we unleash in our glitzmerising spaceships, or interpersonel logistics, make them work as a team or die, this is the way of EVE. Its a harsh world but if we can do it, then they can too I guess.
As for the ships... I dont think we should use the current battleships in game. There should be a dedicated ship type not sure if these should be filled by current dreads or a new type of big capital perhaps. Depends if CCP wants to run the DUST plannets in highsec I guess. If they do, it would be nice to see a new capital sized ship that can float about highsec. They should be useless for ship to ship combat, hence the need for an eve based support fleet. I have heard alot on a seige type module, not sure if thats a good idea or not if you're running big ships in lowsec, as any capital pilot will tell you if you aint in docking range, saying that, for the amount of power required to breach atmosphere, a small spooling time (insert cool animations here CCP) would be kinda nice
I have a quick question, you can blame my lack or reading on the background for this, but how are the troops on the ground getting from place to place? Perhaps if they are running planets in a contellation or a system, they can be run from planet to planet by a troop transport assault ship in the eve universe?
Inter game markets and contracts or alliances. are you (CCP) planning on allowing DUST players to make ISK by performing planetary harvesting, and vice versa with us selling them equipment made in eve universe? Would be a nice slant on the interdependancy of different roles in the universe if we had to buy our planet goop from them, and they had to buy various bits and bobs from us. Will they be intrinsically linked to corps and alliances, or contracted? will they contract space support, or do we contract ground mercs? or both ways maybe..? We want to defend our planets as much as they want to defend thier homes, make planets Governable both from the air via stations and on the ground through outposts, the tax and products can flow both ways.
Eye Candy... Definately need cool graphics, both for the activation and hit side of things. we all like to see death made pretty.
Slvr Foxx
|

Devil tiger
1
|
Posted - 2012.04.04 18:53:00 -
[263] - Quote
I'd like to point out a physical fact.
An orbital bombardment would need to A) have an extremely low angle through the atmosphere meaning the trajectory seen by the soldier should be almost flat not vertical when in earth like planet AKA terrestrial.
B) have a specialized shell to reach it's target and not become incinerated en route.
C) Be sufficiently large chunk of mass to not splinter into nothing while en route to target.
All of the above happen because of resistance from the planets atmosphere.
If you shoot the projectile in the way its shown, the ships would either have to be in the upper atmosphere of the planet and risk of getting clobbered by satellites orbiting the planet... or have a special shell that takes the heat during flight and use as low angle on the trajectory as possible.
Lasers wouldn't work as the atmosphere would scatter the ray and reduce it's power considerably.
Missiles... Now would a missile do it. You bet your ass it would, in fact the only reasonable tech would be either self guided " smart-bullet" or a similar "smart-cruise missile".
|

Alkaza Minin
Fractured Core Fatal Ascension
0
|
Posted - 2012.04.05 01:34:00 -
[264] - Quote
I have a solution to balance the orbital bombardments. The ships above may shoot down at anytime, but they will not always hit on target. The shot could hit anywhere on the battlefield (attackers, defenders) or even miss the battlefield entirely (a fraction of a degree in error can make a big difference over 200km).
HOWEVER to get a more accurate shot, dust bunnies on the ground can place a "tracer" object. The tracer would have to be a deployable object that can be destroyed by the other team, making the advantage of orbital bombardment go to the superior ground team. And, to PREVENT SPAMMING, the tracer would be destroyed by the bombardment that came down on it.
BASICALLY in order to ensure you hit where the dust bunnies want you to, they need to plant and protect their tracer. Otherwise, the shot goes awry, and could hit anywhere. |

Engineer Floyd
Team Kampy
0
|
Posted - 2012.04.05 07:08:00 -
[265] - Quote
I think much of this has been mentioned before, but I want to contribute my two thousand isk
Planetary Defense
It was mentioned in the fan fest presentation that sovereignty will eventually be effected by planetary districts. Long term control of a planet should offer opportunites for greater and greater fortification. I think this would add variety to orbital warfare, as long held worlds would require a lot of planning and cooperation between both games to succesfully capture. (imagine a blitz on orbital defense forces, than a huge landing of troops, followed by pitched battles both in orbit and on the ground
Planetary Shields
Some kind of shield structure that can block OB would be a fun idea. Something that can either be neutralised by Dusties, or overwhelmed by mass OB
The Grid Problem I think your long term goal here should be to overhaul Planetary systems with moving planets and moons, etc.; with "Warp to Orbit" eventually replacing "Warp to 0". By long term I mean within the next few years or so, I'm sure it's a huge job.
Fighters and Drones Getting drones, fighters, and bombers into the mix groundside would be wicked cool, especially if Dust players could take direct control of fighters. I've always hoped you would one day find a way to get real players into fighter cockpit
Titan Doomsday What about enabling the Titan weapon as a possible scorched earth tactic?Something you could use to glass entire districts. It might even be fun to have the Sansha appear with an augmented Doomsday and try to shatter a few planets as part of a Developer-run event(If they were successful, imaginge the marketing, "see that, it used to be a planet, but then some players showed up and blew it up, despite the efforts of players in both Eve and Dust"
|

ChromeStriker
The Riot Formation
85
|
Posted - 2012.04.05 08:30:00 -
[266] - Quote
Devil tiger wrote:I'd like to point out a physical fact.
An orbital bombardment would need to A) have an extremely low angle through the atmosphere meaning the trajectory seen by the soldier should be almost flat not vertical when in earth like planet AKA terrestrial.
B) have a specialized shell to reach it's target and not become incinerated en route.
C) Be sufficiently large chunk of mass to not splinter into nothing while en route to target.
All of the above happen because of resistance from the planets atmosphere.
If you shoot the projectile in the way its shown, the ships would either have to be in the upper atmosphere of the planet and risk of getting clobbered by satellites orbiting the planet... or have a special shell that takes the heat during flight and use as low angle on the trajectory as possible.
Lasers wouldn't work as the atmosphere would scatter the ray and reduce it's power considerably.
Missiles... Now would a missile do it. You bet your ass it would, in fact the only reasonable tech would be either self guided " smart-bullet" or a similar "smart-cruise missile".
A) shielded warheads, super dense alloys.
B) see above
C) this is just for projectiles, hybrids either shoot high density slugs or modulated plasma. The first i cant see having any trouble getting through the atmosphere (especially with futuristic materials) and the second may not even be effected by atmosphere.
Lasers powerful enough to do instantanious damage to a target would have the power to prob ignight the atmosphere let along punch through it.
missiles are made from tritanium and therefore cant survive in an oxygen atmosphere - Nulla Curas |

Silentsam187
Pro Hic Immortalis RISE of LEGION
0
|
Posted - 2012.04.05 21:02:00 -
[267] - Quote
I think the only thing that should limit who and how many people are involved in putting down strikes on the planet is decided by the fleet battles above the battlefield. If one group has superiority above then it should help them a bit on the battlefield. Of course allowing for cooldown timers and stuff so that the strikes can not just go nuts.
It will make for interesting fleet battles over the battles on the planet. It will make for interesting fleet battles when you have a reason to hold your ground and nopt warp off or bounce around. It will make for interesting fights around planets instead of around gates. |

Ocih
Space Mermaids Somethin Awfull Forums
129
|
Posted - 2012.04.05 23:09:00 -
[268] - Quote
Planetary Combat Probe, launch it like a moon Probe. Get a tactical readout instead of a PI read out and start nuking the little buggers in tot he ground. But I'm evil. |

Yoma Karima
Kuloldas
24
|
Posted - 2012.04.07 11:25:00 -
[269] - Quote
Bump Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.
|

Rolyat Aideron
D3ath D3alers RISE of LEGION
0
|
Posted - 2012.04.08 01:19:00 -
[270] - Quote
HEY!!! keep ideas coming, it helps others create their own or progress your idea.
Also helps if they can read smaller posts so they can start to just bounce ideas around. It's great people have prepared something to post here, but more ideas just from random posts might help with getting more feed back for things currently less talked about. |

HELIC0N ONE
GoonWaffe Goonswarm Federation
217
|
Posted - 2012.04.08 09:39:00 -
[271] - Quote
This may already have been covered, but the original Future Vision trailer had a planned airstrike to support the infantry, before it was aborted and the bombardment commenced instead.
Where is our airstrike option? |

Erik Finnegan
Polytechnique Gallenteenne
54
|
Posted - 2012.04.08 12:18:00 -
[272] - Quote
EdTeach wrote:ONE ship ONLY for each side engaged in a land battle zone may be called for a strike at any given time. There should be a balance in time between strikes called, so it is a not a constant rain of death. If there are multiple battles going on in other districts, then ONE for each battle above said district. Once any Orbital Strike Module is activated for a side's forces, no other may be until de-activation of said Module. Limiting the OB capability of either side in a battle is required, I think so, too. I read in DUST forums and noticed in chats rooms that non-EVE players interested in DUST are very apprehensive as to how powerful OB might be.
I do not know, if 1 is a good number. But as far as how to limit, I would not build EVE mechanics (i. e. not along the lines of only allowing one OB-capable ship above a district), yet DUST mechanics : mercs will need to call for a strike, so limit this ability. That limit will then easily imply the consequence to whatever targeting and grid mechaniscm be implemented in space.[/quote]
EdTeach wrote:Planetary Attributes should affect the DPS generated at the surface. Higher Gravity will mean Mim Arty slams harder. Thick atmosphere/sea-level elevation means Amarr Lazors will suck wind by the time they punch through. I like that one ! Sounds like wormhole-mechanics. |

Joshua Aivoras
Tech IV Industries The Methodical Alliance
199
|
Posted - 2012.04.08 13:20:00 -
[273] - Quote
Assigning Drones and Fighters to the surface of a planet to assist ground forces sounds cool, but I'm not sure about the size implications.
I was under the impression that Fighters are Cruiser-sized. Rifters are the size of jumbo jets, so fighters must be massive...
e: Vid I found for perspective http://universityeveonline.com/439/truly-full-size-eve-online-ships/ 95% of the players are loving EVE, the other 5%? On the forums. |

Daneirkus Auralex
The Foreign Legion Test Alliance Please Ignore
52
|
Posted - 2012.04.08 17:06:00 -
[274] - Quote
Devil tiger wrote:I'd like to point out a physical fact.
An orbital bombardment would need to A) have an extremely low angle through the atmosphere meaning the trajectory seen by the soldier should be almost flat not vertical when in earth like planet AKA terrestrial.
I actually like this constraint, as it lends to having orbiting ships visible on the horizon. |

Logan LaMort
Black Rebel Rifter Club
1238
|
Posted - 2012.04.08 18:11:00 -
[275] - Quote
Joshua Aivoras wrote:Assigning Drones and Fighters to the surface of a planet to assist ground forces sounds cool, but I'm not sure about the size implications. I was under the impression that Fighters are Cruiser-sized. Rifters are the size of jumbo jets, so fighters must be massive... e: Vid I found for perspective http://universityeveonline.com/439/truly-full-size-eve-online-ships/
Fighters are about the size of fighter aircraft and frigates are about the size of a large transport plane/commercial airliner. You can easily see this from the in game fighter models, especially the Gallente/Amarr ones were you can see the pilot. |

Nav illus
Pallas Krypteia
1
|
Posted - 2012.04.09 02:10:00 -
[276] - Quote
I'm not sure if this has been brought up yet, but in regards to the issue of where our ships can sit to start a bombardment; why not go with some kind of destructible, deployed structure with a "warm up" timer on the dust side that would eventually designate a spot around the planet for us to warp to?
|

Subzidion Nightfire
East India Ore Trade Apocalypse Now.
0
|
Posted - 2012.04.12 17:19:00 -
[277] - Quote
I think it would be interesting if there were ground-to-space cannons for DUST players to us in matches if they're being fired upon by a ship they don't necessarily want watching over the fight. And since EVE players won't be able to see the DUST players' screens, perhaps a small screen could pop up on the EVE Client showing the destruction the Orbital strike has caused. |

Rolyat Aideron
D3ath D3alers RISE of LEGION
0
|
Posted - 2012.04.13 17:50:00 -
[278] - Quote
I didn't think of this in my last posts, and it's probably already covered.
but in the build for fanfest I believe in an interview someone mention fighters for dust players in the market they saw.
If that was true, some smaller ships to do smaller strikes wouldn't be needed, but both having dust players for strifing runs and eve for much stronger attacks from above would be interesting and wouldn't limit some dust only corps. Also if eve strikes happen to catch a few fighters flying where they shouldn't have been. We dust players get a nice light show. |

Darex Nidor
Hedion University Amarr Empire
0
|
Posted - 2012.04.13 18:21:00 -
[279] - Quote
That orbital strike in that video is way too small.
It should be much larger effect. |

GeeShizzle MacCloud
114
|
Posted - 2012.04.13 21:39:00 -
[280] - Quote
Darex Nidor wrote:That orbital strike in that video is way too small.
It should be much larger effect.
that was 1 BS m8... scale it up 200 times and u get a full fleets effect.
u have to remember eve alliances dont do things by halves. |

Sydney Nelson
Nelson Universal Aerospace Drunken Capsuleers
25
|
Posted - 2012.04.13 22:02:00 -
[281] - Quote
OK everyone needs to watch the fanfest video again I think.
*Unless they change their minds* They said there WILL be a cool-down timer on Orbital Strikes. Quit talking about, "OMG!! It's way to OP!! All the DUST players will hate it."
(The rest of this post is just my speculation, but I think most of my theories are logically sound.)
It's obvious in my opinion, that CCP designed the Orbital Strike (OS) to mimic the "Artillery Strikes" in the other MMOFPSs we are all familiar with. They won't be hugely OP like many are speculating. It seems that they will also offer an "Air Support" option as-well (based-on what we saw in the "future" trailer). Rest assured that neither one of these options is likely to be OP, and everything will be on a cool-down timer to prevent that.
As for the; "OMG!!! DUST-bunnies need some form of defence against OSs!!", it goes-back to the fact that the OSs aren't gonna be hugely OP. Just because one team can call-in an OS every few min or so, doesn't mean the other team should automatically have some way to counter-it. In Battlefield and other MMOFPSs, artillery strikes are just a given, NOT something that needs to be countered at every-turn. Having said that....
Someone made a reference to the "Templar One" book. I haven't read it, but apparently there is a system of ground-based anti-spaceship weapon utilized in that book. So perhaps there is a plan to incorporate something like that into DUST/EVE.
Also everyone seemst to be forgetting what they saw in the fanfest video again here. The ship that is carrying-out the OS CAN BE ATTACKED BY OTHER SHIPS! This simple fact alone should lead people to the conclusion that both DUST teams will try to hire EVE players to carry-out OSs for them. (Obviously some teams might not be able to afford such strikes.) Logical people should also conclude from these facts that, the two factions that are hired for "Orbital Support", will be fighting each-other in an attempt to knock-out each-others' OS capabilities.
That IS the DUST-bunnies' defence agains OSs. They hire a corp of EVE players to establish "Orbital Superiority" over the battlefield to ensure they will be the only ones capable of launching OSs.
The only thing that doesn't seem to add-up for me is the financial aspect of the whole deal. If every time an EVE player accepts a contract to provide OSs (and Orbital Superiority) over a battlefield, they risk losing at least a BS in the process (if not a whole fleet of ships), how much ISK are DUST-bunnies gonna have to pay them to accept such contracts? It would have to be on the order of hundreds of millions of ISK. IF, as I'm speculating, OSs are on the order of magnitude of an Artillery Strike, how can it possibly be worth hundreds of millions of ISK? IF they are super-powerful, end-all, "win buttons" that would justify the huge cost (I don't think so), then the whole battle would depend on who spends the most ISK to hire the best Orbital Support. There would be no point in even bothering to fight. |

Tom Shaftoe
Aliastra Gallente Federation
0
|
Posted - 2012.04.14 17:48:00 -
[282] - Quote
Claire Voyant wrote:These are my suggestions for the first iteration of orbital bombardment, based on the idea of finding a minimal working version that is still fully balanced. I do this because I know CCP wants to go slow and there are also technical challenges that need to be considered. I don't want to waste my time designing orbital bombardment version 2.0 until we've seen what version 1.0 is. ...
I think it is easy to argue that OB should be somewhat nerfed in the first iteration. It is better to err on the side of caution and have it be too weak or hard to use and have it used too little than to have it be too powerful and used too much.
Quoted to agree except for minor points like "Only in lowsec or null sec." Best post in thread, thus far.
Three comments, regarding Orbital Bombardment's ("OB"), simplicity, timing, and balance:
Simplicity
No one below a Dust commander should have to deal with launch codes. OB should be managed for both Eve and Dust players, as simply as a common ammunition pool. For an Eve player (who is in position over a planet and targeting a Dust battlefield) activating his OB module triggers a transfer of ammunition, from his turrets that are loaded with Small, Medium, Large, or Extra Large OB ammo, to the Dust match. The Dust team commander has his preferences set for what ranks or standings are required to use the OB ammo when it becomes available. Every Dust player, who is skilled and equipped with beacons or targeting lasers and has the appropriate permissions, should be able to call in OB like using any other weapon (as easily as calling in an artillery strike in CoD, or any other FPS.)
Timing
OB timing is driven by the match duration. A cap pilot shouldn't provide multiple volleys in a single 20 minute Dust match; each cap pilot should provide one OB shot per turret, per Dust match. For each cap pilot in orbit, Dust players can anticipate OB hitting somewhere between 10 to 20 minutes into the match, which opens the possibility of completing the Dust objective before an Extra Large OB can complete its warm up (which can also be conceived as a "getting into OB position" timer from when the OB module is activated by a ship at the singular planetary warp in point).
Eve turret size - warm up (before Dust players can use your OB) -OB module duration (like siege duration): Small turrets - ~2 minute warm up - 3 minute OB module duration, Medium turrets - ~3 minute warm up - 4 minute OB module duration, Large turrets - ~6 to 7 minute warm up - 7 to 8 minute OB module duration, Extra Large turrets - 10 to 15 minute warm up - 12 to 18 minute OB module duration.
Quote:Evalyn's got great OB skills, so she can provide 3 volleys from her Battleship to her Dust team mates in a 20 minute match. Erik can fly a dread, but his OB skills suck, so that if his weak Dust corpmates are up against a fast Dust team that can achieve their Dust objectives in under 15 minutes, he won't even be able to bring his dread into position to fire on the enemy Dust players before the match ends. Erik brings his BS, so he can get at least 2 volleys in, to help his allied Dust newbs hold out against the Dust Veterans coming to slaughter them.
Balance
As portrayed in the footage we've seen so far, the Extra Large OB should be devastating, rare, but also potentially too late, as the timing above suggests. I only agree with Claire regarding the "no OB in high sec" point in as much as capital ships capable of Extra Large OB would already be prohibited from highsec. Small and medium turret OBs shouldn't be so much more powerful than tank fire within Dust, as to be prohibited in high sec. I'd rather see a standard default concord buff to high sec planetary defenses to keep Large turret OB from being overpowered, than a full prohibition against OB in high sec.
The large turret OB shown at fan fest didn't seem wildly overpowered, but we haven't seen the other side of that coin yet, so its impossible to tell until we see planetary defense/offense.
A small turret OB should be about as damaging as the biggest gun on a Dust player's tank (and firing no more than 1/8th as often as the tank. Medium turret OBs should be about twice as damaging as a tank's main gun. Its the volleying of this damage that can make it useful for breaking choke points toughened by good logistic support. |

Asuka Solo
Stark Fujikawa Stark Enterprises
1400
|
Posted - 2012.04.14 18:19:00 -
[283] - Quote
Tom Shaftoe wrote:Claire Voyant wrote:These are my suggestions for the first iteration of orbital bombardment, based on the idea of finding a minimal working version that is still fully balanced. I do this because I know CCP wants to go slow and there are also technical challenges that need to be considered. I don't want to waste my time designing orbital bombardment version 2.0 until we've seen what version 1.0 is. ...
I think it is easy to argue that OB should be somewhat nerfed in the first iteration. It is better to err on the side of caution and have it be too weak or hard to use and have it used too little than to have it be too powerful and used too much. Quoted to agree except for minor points like "Only in lowsec or null sec." Best post in thread, thus far. Three comments, regarding Orbital Bombardment's ("OB"), simplicity, timing, and balance: SimplicityNo one below a Dust commander should have to deal with launch codes. OB should be managed for both Eve and Dust players, as simply as a common ammunition pool. For an Eve player (who is in position over a planet and targeting a Dust battlefield) activating his OB module triggers a transfer of ammunition, from his turrets that are loaded with Small, Medium, Large, or Extra Large OB ammo, to the Dust match. The Dust team commander has his preferences set for what ranks or standings are required to use the OB ammo when it becomes available. Every Dust player, who is skilled and equipped with beacons or targeting lasers and has the appropriate permissions, should be able to call in OB like using any other weapon (as easily as calling in an artillery strike in CoD, or any other FPS.) TimingOB timing is driven by the match duration. A cap pilot shouldn't provide multiple volleys in a single 20 minute Dust match; each cap pilot should provide one OB shot per turret, per Dust match. For each cap pilot in orbit, Dust players can anticipate OB hitting somewhere between 10 to 20 minutes into the match, which opens the possibility of completing the Dust objective before an Extra Large OB can complete its warm up (which can also be conceived as a "getting into OB position" timer from when the OB module is activated by a ship at the singular planetary warp in point). Eve turret size - warm up (before Dust players can use your OB) -OB module duration (like siege duration): Small turrets - ~2 minute warm up - 3 minute OB module duration, Medium turrets - ~3 minute warm up - 4 minute OB module duration, Large turrets - ~6 to 7 minute warm up - 7 to 8 minute OB module duration, Extra Large turrets - 10 to 15 minute warm up - 12 to 18 minute OB module duration. Quote:Evalyn's got great OB skills, so she can provide 3 volleys from her Battleship to her Dust team mates in a 20 minute match. Erik can fly a dread, but his OB skills suck, so that if his weak Dust corpmates are up against a fast Dust team that can achieve their Dust objectives in under 15 minutes, he won't even be able to bring his dread into position to fire on the enemy Dust players before the match ends. Erik brings his BS, so he can get at least 2 volleys in, to help his allied Dust newbs hold out against the Dust Veterans coming to slaughter them. BalanceAs portrayed in the footage we've seen so far, the Extra Large OB should be devastating, rare, but also potentially too late, as the timing above suggests. I only agree with Claire regarding the "no OB in high sec" point in as much as capital ships capable of Extra Large OB would already be prohibited from highsec. Small and medium turret OBs shouldn't be so much more powerful than tank fire within Dust, as to be prohibited in high sec. I'd rather see a standard default concord buff to high sec planetary defenses to keep Large turret OB from being overpowered, than a full prohibition against OB in high sec. The large turret OB shown at fan fest didn't seem wildly overpowered, but we haven't seen the other side of that coin yet, so its impossible to tell until we see planetary defense/offense.A small turret OB should be about as damaging as the biggest gun on a Dust player's tank (and firing no more than 1/8th as often as the tank. Medium turret OBs should be about twice as damaging as a tank's main gun. Its the volleying of this damage that can make it useful for breaking choke points toughened by good logistic support.
Im sorry.
This is Eve. Not risk or a game of Worms. I do not play turn based MMOs. Over here, we fire in real time, jump in big ass ships that should wtfown asshats running around the surface, bring more deeps in space to counter, facerape with unimaginable odds, ~deal with it~ and all that jazz.
We dont wait for some stupid timer before we can shoot. |

Tom Shaftoe
Aliastra Gallente Federation
0
|
Posted - 2012.04.14 18:32:00 -
[284] - Quote
Asuka Solo wrote:IWe dont wait for some stupid timer before we can shoot.
Thanks for the insight; I'll be sure to sell all my strontium immediately.
|

Marlona Sky
Massive PVPness Psychotic Tendencies.
774
|
Posted - 2012.04.14 18:41:00 -
[285] - Quote
Kill mails(reports?)!!!
If I do an orbital bombardment(s) then after the match there should be a kill report or something to show what I did. Also if I get blown up there should be one for that as well.
|

Gorinia Sanford
Sons of Russ
2
|
Posted - 2012.04.14 21:18:00 -
[286] - Quote
Just a thought, what about an option to suicide the ship into the planet? Say the ship is going to die anyway due to fighting off the target's allied ships, why not have the option to nose dive into the planet? |

Rundle Allnighter
Blackwater USA Inc. Against ALL Authorities
11
|
Posted - 2012.04.18 01:27:00 -
[287] - Quote
Awesome ideas! And thanks for asking!!
Here is my input:
1) As others have stated. Feedback! I would love to have a picture in picture sort of feature that lets me see the results of my orbital actions. Even limited to an aerial view to limit fine detail would be awesome.
2) Regarding precision bombing vs. carpet bombing. I want to do this: B-52 Stratofortress Carpet Bombing
I've had my mind on some other things so I'll be back with more ideas I'm sure! Need more?-áRead more of what I have to say at my blog EVE All Night. Still not satisfied? -áCome listen to me with Jade on the Lost in EVE Podcasts! |
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CCP Omen
C C P C C P Alliance
153

|
Posted - 2012.04.27 18:55:00 -
[288] - Quote
Hey!
I'm sorry for not being more actively involved in this thread but it's for a reason.
We wanted to hear your ideas and your speculation amongst yourselves without directing the conversation. For the same reason I won't even try to answer all your questions. I can reiterate a key point though.
The Orbital Warfare experience will be treated as a "whole" with several tiers of gameplay, including incentives for traditional EVE gameplay. These conceptual tiers contain things you can do such as the Orbital Strike we showed at fanfest. Each tier will have it's own investment/risk/reward.
What I am getting at is that the Orbital Strike you saw at fanfest lives in the sort of "medium-rare" tier. Therefor we won't suddenly make the impact of the Abaddon strike 10x more powerful, because that sort of devastation belongs in the top tier with another ship and possibly other mechanics. To give you something semi-concrete. We want to do something bigger and something smaller to compliment the Battleship Orbital Strike.
And by the way, my scale goes like this: Rare -> Medium Rare -> Medium - >Well done. Don't argue 
Thanks a lot for your incredible dedication and effort in bringing us this feedback it is truly being used.
Best regards Omen
(Caveat: Even though Battleships are great candidates there are no absolute guarantees untill we release a dev blog with details) Senior Game Designer Team True Grit EVE/DUST Gameplay Liaison |
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CCP Nullarbor
C C P C C P Alliance
361

|
Posted - 2012.04.27 19:01:00 -
[289] - Quote
Also confirming that CCP Omen literally read every word in this thread. I sat and watched him do it. CCP Nullarbor | Exotic Dancer |
|
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CCP Goliath
C C P C C P Alliance
234

|
Posted - 2012.04.27 19:02:00 -
[290] - Quote
CCP Nullarbor wrote:Also confirming that CCP Omen literally read every word in this thread. I sat and watched him do it.
Also confirming that Nullarbor apparently needs more to do with his day. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Nullarbor
C C P C C P Alliance
361

|
Posted - 2012.04.27 20:38:00 -
[291] - Quote
CCP Goliath wrote:CCP Nullarbor wrote:Also confirming that CCP Omen literally read every word in this thread. I sat and watched him do it. Also confirming that Nullarbor apparently needs more to do with his day.
I like to watch. CCP Nullarbor | Exotic Dancer |
|

TRUE ZER0
Perkone Caldari State
3
|
Posted - 2012.04.27 21:13:00 -
[292] - Quote
In before lock In before lock. |

ITTigerClawIK
Galactic Rangers
113
|
Posted - 2012.04.27 21:55:00 -
[293] - Quote
as cool as the orbital strike was, i was a little confused witht he effects of the orbital strike that looked more like a much smaller laser strike rather than an artillery strike as the abadon was fitted with projectiles which should ahve produced a more "explosive" effect rather than a precision light show,also considering the size of the guns themselfs the AOE imho should have been much wider by a factor of maybe 2 or 3 even for a preccision strike. ....
also i do like the thouhgt of some after effects on the battlefield depending on what weapon was used by the ship in orbit and the size of the strike and could be dependent on the type of planet also,
forinstance a projectile bombardment could on a barran planet produce a huge dust cloud that takes a long time to settle reduceing the visibuilitydrasticly int he imidiate vacinity and possably a modorate effect for slightly further out.. |

Maga
Red October. Red Alliance
2
|
Posted - 2012.05.06 00:21:00 -
[294] - Quote
Not sure, if this was proposed before, but let only dreads do orbital strikes. If you want to help your fellow marines, then commit for atleast the "siege timer". Iam guessing this would bring more pilots getting involved and cooperate with marines. |

Alavaria Fera
GoonWaffe Goonswarm Federation
593
|
Posted - 2012.05.06 00:24:00 -
[295] - Quote
Sydney Nelson wrote: IF they are super-powerful, end-all, "win buttons" that would justify the huge cost (I don't think so), then the whole battle would depend on who spends the most ISK to hire the best Orbital Support. There would be no point in even bothering to fight. I seem to be remembering ...
ah right, Titans. Those who cannot adapt become victims of Evolugalbugaslugakjlwsdhvbzxd |

Mars Theran
EVE Rogues EVE Rogues Alliance
179
|
Posted - 2012.05.06 00:58:00 -
[296] - Quote
Very cool; I like what I'm seing. Shocking that I didn't see that before when I was perusing the fanfest videos though. I'm not sure about everything I saw, but I'm thinking I'll figure it out and whether I like it and/or it works well in game. Merc quarters and war room are very nice too. Hadn't thought to see that implementation so soon. Alliance Auction - EVE Rogues: https://forums.eveonline.com/default.aspx?g=posts&m=1215438#post1215438 |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1334
|
Posted - 2012.05.06 00:59:00 -
[297] - Quote
Tom Shaftoe wrote:Eve turret size - warm up (before Dust players can use your OB) -OB module duration (like siege duration): Small turrets - ~2 minute warm up - 3 minute OB module duration, Medium turrets - ~3 minute warm up - 4 minute OB module duration, Large turrets - ~6 to 7 minute warm up - 7 to 8 minute OB module duration, Extra Large turrets - 10 to 15 minute warm up - 12 to 18 minute OB module duration.
Just remember that the capsuleer was in place with their fleet at the time that they issued the contract for some Dust Bunnies to knock out the planetary shields which are preventing the capsuleer taking out the POCO. What's this "warm up" nonsense.
If I'm going to use orbital bombardment, it's going to be starting from the moment it's safe to park in orbit over the target zone. My Dust Bunnies are going to be focussing on taking out the sky fire cannon (disabling power? hacking the mainframe?), then wandering around the place lighting up targets for the spaceships to rain fire upon.
If that planet doesn't have orbital defences, it's going to be suffering orbital bombardment from the moment anyone on the ground can light a target painter.
Sure, time between rounds might be determined by my skill at realigning the ship, calibrating the OB launch devices, etc. But that first round is going off the moment a Dust Bunny can give me an accurate target. Well GǪ-ámaybe sooner if I'm in a rush. I'm not picky.
I imagine that it will be just as important for the defending team to maintain the planetary defences as it is to shoot the invading team. Perhaps Dust Bunnies will have a skill to train in order to use the sky fire cannon, similar to capsuleers using Starbase Defense Operation? You'll want one of those on your team if you don't like OB. |

Bane Loppknow
Pel Industries
50
|
Posted - 2012.05.06 01:10:00 -
[298] - Quote
Whatever the case, I'm really hoping DUST is so awesome it convinces my friends to get ps3s and join me in New Eden, because they're certainly not going to get a gaming rig and play EVE. |

Rolyat Aideron
D3ath D3alers RISE of LEGION
2
|
Posted - 2012.06.16 12:58:00 -
[299] - Quote
CCP Omen wrote: (Caveat: Even though Battleships are great candidates there are no absolute guarantees untill we release a dev blog with details)
\o/ destroyers with orbital strike advantage from the ship balancing Dev Blog.
http://community.eveonline.com/devblog.asp?a=blog&nbid=72890
Dev Blog wrote:We also have another plan with destroyers: just like battlecruisers are used for gang warfare support, we are thinking to provide destroyers with an additional role. Since DUST514 is approaching and we want to forge both games into the same universe, they will receive some advantage for planetary bombardment, which should make them even more popular that they currently are.
Begin discussion. |

Domin Mitauchi
NOMAD. RISE of LEGION
5
|
Posted - 2012.06.17 16:07:00 -
[300] - Quote
Rolyat Aideron wrote:CCP Omen wrote: (Caveat: Even though Battleships are great candidates there are no absolute guarantees untill we release a dev blog with details)
\o/ destroyers with orbital strike advantage from the ship balancing Dev Blog. http://community.eveonline.com/devblog.asp?a=blog&nbid=72890Dev Blog wrote:We also have another plan with destroyers: just like battlecruisers are used for gang warfare support, we are thinking to provide destroyers with an additional role. Since DUST514 is approaching and we want to forge both games into the same universe, they will receive some advantage for planetary bombardment, which should make them even more popular that they currently are. Begin discussion.
This is going to be awesome as long as they implement some sort of scaling. For example, the damage done and area of effect of destroyers should be far less to that of a capital. I wonder how they will do cool downs? Surely you can not just roll up to a planet and have troops call in strike after strike. "We are everywhere for your conveince"
www.riseoflegion.com
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Istvaan Shogaatsu
Guiding Hand Social Club
369
|
Posted - 2012.06.17 16:37:00 -
[301] - Quote
CCP Omen wrote:And by the way, my scale goes like this: Rare -> Medium Rare -> Medium - >Well done. Don't argue  Best regards Omen
Hmm. There's one missing: Burnt to a crisp.
I would like to see intense bombardment actually alter the planet in dramatic ways. If there's 10 dreadnoughts in orbit delivering gigaton-scale ordnance against the surface, that surface should get pretty churned up. I'm not talking about just buildings turning to rubble, but the ground actually turning to slag, breathable air becoming scorching sulfur fumes, earthquakes, tectonic plates fracturing, total helldeath, etc.
It should be possible to turn an Eden-like world into a glowing ball of fire with a sufficiently massive bombardment. This should naturally destroy all existing infrastructure, but it should have benefits too - like bringing new resources to the surface, which can be harvested once the radiation dies down. |

Fix Lag
288
|
Posted - 2012.06.17 16:42:00 -
[302] - Quote
Leaving a molten surface complete with heat effects after an orbital bombardment would make it that much cooler.
There's nothing quite as satisfying as glassing a planet. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
235
|
Posted - 2012.06.17 16:43:00 -
[303] - Quote
Lyron-Baktos wrote:could have some kind of decent size satellite dish on the planet that could project a shield to protect from the orbital bombardment. That way, the attackers will have to neutralize that first
POCOs?- but when you shoot one you don't want to start shooting another, shoot structures in EVE there's nothing more tedious and unfunny except mining. brb |

Duma Pengall
Center for Advanced Studies Gallente Federation
0
|
Posted - 2012.06.17 17:02:00 -
[304] - Quote
AkJon Ferguson wrote:I think Dust is going to bomb. The gameplay is already nothing special, add to that orbital bombardment where players of ANOTHER GAME are going to influence the results of the game you're playing and it will very quickly be populated only by EVE players. A shooter with gameplay that isn't special? Color me shocked. Have you ever played Call of Duty? (best selling games of all time) From Call of Duty 4: Modern Warfare through Black Ops and to Modern Warfare 3 did you see any special changes? Any unique groundbreaking gameplay? The simple fact that Dust will allow people to shoot at other people for free and have some space-god-man shoot big gun from the heavens to help them out should be enough for Dust to succeed. |

Alavaria Fera
GoonWaffe Goonswarm Federation
1038
|
Posted - 2012.06.17 17:14:00 -
[305] - Quote
Lin-Young Borovskova wrote:Lyron-Baktos wrote:could have some kind of decent size satellite dish on the planet that could project a shield to protect from the orbital bombardment. That way, the attackers will have to neutralize that first POCOs?- but when you shoot one you don't want to start shooting another, shoot structures in EVE there's nothing more tedious and unfunny except mining. At least you can be hotdropped.
Imagine people using their DUST tanks to shoot a shield over and over... Those who cannot adapt become victims of Evolugalbugaslugakjlwsdhvbzxd |

Haxen66
Assisted Homicide Paradigm Shift Alliance
0
|
Posted - 2012.06.17 17:28:00 -
[306] - Quote
Would be cool in dust to actually see the ship in orbit, sort of. Heads up before we fry you. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
235
|
Posted - 2012.06.17 17:36:00 -
[307] - Quote
Haxen66 wrote:Would be cool in dust to actually see the ship in orbit, sort of. Heads up before we fry you.
As long as you can fry everything using bombardment mods but not those without, I'm quite ok with the idea. Why should I be shot by someone in random planet if I can't target it and shoot back?
brb |

Lin-Young Borovskova
Science and Trade Institute Caldari State
235
|
Posted - 2012.06.17 17:40:00 -
[308] - Quote
Alavaria Fera wrote:Lin-Young Borovskova wrote:Lyron-Baktos wrote:could have some kind of decent size satellite dish on the planet that could project a shield to protect from the orbital bombardment. That way, the attackers will have to neutralize that first POCOs?- but when you shoot one you don't want to start shooting another, shoot structures in EVE there's nothing more tedious and unfunny except mining. At least you can be hotdropped. Imagine people using their DUST tanks to shoot a shield over and over...
Well some planets with 10% tax and below are rare and interesting but very few have these taxes that low witch makes 17% max tax in some systems far more interesting than a better planet you pay 15% tax for PI you have to haul to high sec to sell it because you can't sell it in null at a decent price vs owners with their army of alts doing it and paying 0 tax 
brb |

TEABO BAGGINS
Republic University Minmatar Republic
3
|
Posted - 2012.06.17 17:45:00 -
[309] - Quote
Hopefully the orbital bombarder wont farewell in a dogfight requiring it to be escorted to the planet. Instead of having ppl just give up say 1 highslot they need to sacrifice a good amount of offense if they choose to orbital bombard to seperate the men from the boys. Orbital bombarding shouldn't be easy for everyone, it should require team work and an escort or its going to just be over spammed by random pilots not even networked with others. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
235
|
Posted - 2012.06.17 17:52:00 -
[310] - Quote
TEABO BAGGINS wrote:Hopefully the orbital bombarder wont farewell in a dogfight requiring it to be escorted to the planet. Instead of having ppl just give up say 1 highslot they need to sacrifice a good amount of offense if they choose to orbital bombard to seperate the men from the boys. Orbital bombarding shouldn't be easy for everyone, it should require team work and an escort or its going to just be over spammed by random pilots not even networked with others.
Just like being able to shoot ships in space from planetary installations.
brb |

Mrr Woodcock
Republic Military School Minmatar Republic
26
|
Posted - 2012.06.17 18:37:00 -
[311] - Quote
Maybe in the beginning, orbital bombardment may seem easy. I think any ship that can fit for it, should be able to do it. Some specialized ships should have fittings exceptions, like stealth bombers, Yes I think stealth bombers should be able to do this, in the beginning they may not be defended, but if it catches on, they vary well may be. Letting stealth bombers do this would allow a smaller organization to bomb a planet guarded by a larger one. Isn't that the kind of thing that helps EvE go round. |

Velarra
Ghost Festival Naraka.
71
|
Posted - 2012.06.17 18:51:00 -
[312] - Quote
Multiple-Munition types:
- Electronic Disruption
- Chemical
- Biological
- Conventional (nuclear, generic etc.)
- Cluster bombs with variants that feature differing levels of explosive effect vs. quantity of hardened bomblets which do not initially explode near the surface, that fall to the ground and remain as landmines. Said landmines would visually appear as "health packs" or "food" or similar forms of valuable Dusty pick-up items, unless specific dusty skills are trained to ID such false items.
In cases where non-destructive munitions are used - penalties applied to affected targeted locations and the need for gas masks, or suitable armor suit variants, etc.
Delivery options featuring mix & match munition types via:
http://en.wikipedia.org/wiki/Multiple_independently_targetable_reentry_vehicle |

Red Teufel
Blackened Skies THE UNTHINKABLES
55
|
Posted - 2012.06.17 20:25:00 -
[313] - Quote
yes looking up and seeing a titan look down at you then screaming noooo as a giant blast slams into the planet turning you to dust. |

Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
609
|
Posted - 2012.06.17 21:12:00 -
[314] - Quote
Istvaan Shogaatsu wrote:CCP Omen wrote:And by the way, my scale goes like this: Rare -> Medium Rare -> Medium - >Well done. Don't argue  Best regards Omen Hmm. There's one missing: Burnt to a crisp.I would like to see intense bombardment actually alter the planet in dramatic ways. If there's 10 dreadnoughts in orbit delivering gigaton-scale ordnance against the surface, that surface should get pretty churned up. I'm not talking about just buildings turning to rubble, but the ground actually turning to slag, breathable air becoming scorching sulfur fumes, earthquakes, tectonic plates fracturing, total helldeath, etc. It should be possible to turn an Eden-like world into a glowing ball of fire with a sufficiently massive bombardment. This should naturally destroy all existing infrastructure, but it should have benefits too - like bringing new resources to the surface, which can be harvested once the radiation dies down.
THIS.
But I suspect that will be added later. Dust 514 will only allow fighting on Temperate worlds at launch with Barren worlds coming next. Until they add lava or at least barren planets, I doubt it would be a good idea to totally remove a planet from the list of worlds Dust 514 players can enjoy. |

Mortimer Civeri
Aliastra Gallente Federation
112
|
Posted - 2012.06.17 23:51:00 -
[315] - Quote
Katrina Oniseki wrote:Istvaan Shogaatsu wrote:CCP Omen wrote:And by the way, my scale goes like this: Rare -> Medium Rare -> Medium - >Well done. Don't argue  Best regards Omen Hmm. There's one missing: Burnt to a crisp.I would like to see intense bombardment actually alter the planet in dramatic ways. If there's 10 dreadnoughts in orbit delivering gigaton-scale ordnance against the surface, that surface should get pretty churned up. I'm not talking about just buildings turning to rubble, but the ground actually turning to slag, breathable air becoming scorching sulfur fumes, earthquakes, tectonic plates fracturing, total helldeath, etc. It should be possible to turn an Eden-like world into a glowing ball of fire with a sufficiently massive bombardment. This should naturally destroy all existing infrastructure, but it should have benefits too - like bringing new resources to the surface, which can be harvested once the radiation dies down. THIS. But I suspect that will be added later. Dust 514 will only allow fighting on Temperate worlds at launch with Barren worlds coming next. Until they add lava or at least barren planets, I doubt it would be a good idea to totally remove a planet from the list of worlds Dust 514 players can enjoy. No kill, quite like OVERKILL!!!!!!1
"I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|

Abdiel Kavash
Paladin Order Fidelas Constans
601
|
Posted - 2012.06.18 07:59:00 -
[316] - Quote
Alright I read the first few pages and all the dev replies, and I haven't seen anyone mention the obvious:
What's stopping any John Doe and his corp from bringing 50 battleships and nuke the place clean? What's stopping a big alliance from bringing 200 battleships and make the ground game very literally unplayable as their team can point, click, and kill anything they see?
If there is some artificial hard limit "only one bombardment on a planet every X minutes", I fear that in EVE the role will be turned into something generally minor and not fun, as the whole thing would turn into bringing in the token bombardier to every planetary fight.
Last, I would love to see some truly destructive potential. I am reminded of Half-life, which had a map where you could call a nuke down, that would kill everything on the map unless you beelined it to the single shelter. Perhaps a doomsday effect? |

Merch BAYLOR
New Eden Burns Moist.
3
|
Posted - 2012.06.18 10:57:00 -
[317] - Quote
EI Digin wrote: Of course, the planets should be able to fire back and destroy at anything that can shoot at it, so if you allow titans and supers to bombard, the planets should be able to kill them too. The anti-bombardment guns shouldn't necessarily require the ownership of a specific, highly-important structure, but it could potentially be a deployable, or a minor objective on a map. It should be destroyable by eve players, but repairable by dust players if they receive the opportunity.
The problem with the highlighted part is that there is no limit to how many players, and thus DPS from space, can be in a planet's orbit, but there is a limit to how many players can be on the planet and repair the structure when given the opportunity. |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
1524
|
Posted - 2012.06.18 11:12:00 -
[318] - Quote
Abdiel Kavash wrote:What's stopping any John Doe and his corp from bringing 50 battleships and nuke the place clean? What's stopping a big alliance from bringing 200 battleships and make the ground game very literally unplayable as their team can point, click, and kill anything they see?
Some simple ideas would be to make bombardment ammunition expensive. What's the point of taking an objective if you will never make enough ISK from that ground installation to cover the cost of the battle you fought to take it over?
Sure, some super-space-rich folks just want to watch the world burn.
Other options include the targeting uplink being a 1:1 affair: only one ship can be bombarding any painted target because the process requires precision communications between the two end-points. Modulate the phase variance of the plasma screens and all that techno-jumbo.
Day 0 advice for new players: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=77176 |

Tanya Powers
Science and Trade Institute Caldari State
1313
|
Posted - 2012.06.18 11:28:00 -
[319] - Quote
Red Teufel wrote:yes looking up and seeing a titan look down at you then screaming noooo as a giant blast slams into the planet turning you to dust.
And then you see something coming from the planet and you giga 100 billion dildo goes like pouff, I'm all for this, there are far too many Titans in the game and more options to destroy those are needed.
This mechanic seems interesting once you've looked at fanfest video but it's probably more like eyecandy, wait to see it hit TQ and I'm about to bet there will be rivers of tears because of this being unbalanced or whatsoever.
If those earth outposts using powerful guns enough to blow titans or whatever orbiting the planet can be used/set easily then PI toons will just get annihilated. And I'm quite sure this eyecandy stuff WILL be properly unbalanced because it's good for Dust514 to be known for "kill spaceships from the ground", grab players requires decisions. Might seem negative but actually it's because my trust on CCP to make this balanced and enjoyable for both parties, is more about -10 than +5.
And being quite sure whatever feedback will be given counts for peanuts probably helps a little bit.
|

ChromeStriker
The Riot Formation
143
|
Posted - 2012.06.18 13:40:00 -
[320] - Quote
I want to see lazers score a line of destruction on a map! forget big explosion, concentrated glass making fire!!
Projectiles make the big boom, you want to take out "A tank" use hybrid, want to take out the tank the guy next to him and the building 100m away you want a big rock flung from space!
Missiles are the "left a bit, right a bit, right now open the door, explode". They can be traced but can follow targets/change targets/burst ect
Hybrids.... strifing runs (blasters) riddle a building with more holes than an armanian priest. Sniping (rails) like a head shot but it takes off your head, your arms, the guy next you, the room you were in and the 20 levels below you - Nulla Curas |

Russell Casey
Goldbug Inc.
153
|
Posted - 2012.06.18 14:31:00 -
[321] - Quote
Ntrails wrote:Yes, console gamers will really enjoy maps where the results are impacted by faggots on a PC fapping untouchably from space
ROFL, couldn't have said it better. |

Gunny Sack
Skupenlute
3
|
Posted - 2012.06.18 14:46:00 -
[322] - Quote
interesting stuff for sure.
One thing I wondered about was pinpoint weapons vs. kind of precise vs. AoE weapons. I can see lasers being super precise, projectiles less so. The demo shows some super precise shots (also they look like lasers coming down from a Mael). I was thinking maybe lasers would be that precise, but fire more slowly, while a projectile weapon would be more saturation (shells that burst just before impact, for a small area of effect), and missiles least precise but larger AoE. You'd want a laser to burn through heavy armor and heavy defenses, projectiles for bombarding the enemy in a combat situation whree the friendly force is close to the impact zone, and missiles for bombardment with the friendly force out of the immediate target area. |

Mortimer Civeri
Aliastra Gallente Federation
114
|
Posted - 2012.06.18 14:47:00 -
[323] - Quote
Russell Casey wrote:Ntrails wrote:Yes, console gamers will really enjoy maps where the results are impacted by faggots on a PC fapping untouchably from space ROFL, couldn't have said it better. Those konsole kiddies can shoot back at those PC basement dwellers. Thank you for playing we have some lovely parting gifts for you.
"I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
|

ChromeStriker
The Riot Formation
143
|
Posted - 2012.06.18 16:09:00 -
[324] - Quote
Gunny Sack wrote:interesting stuff for sure.
One thing I wondered about was pinpoint weapons vs. kind of precise vs. AoE weapons. I can see lasers being super precise, projectiles less so. The demo shows some super precise shots (also they look like lasers coming down from a Mael). I was thinking maybe lasers would be that precise, but fire more slowly, while a projectile weapon would be more saturation (shells that burst just before impact, for a small area of effect), and missiles least precise but larger AoE. You'd want a laser to burn through heavy armor and heavy defenses, projectiles for bombarding the enemy in a combat situation whree the friendly force is close to the impact zone, and missiles for bombardment with the friendly force out of the immediate target area.
fyi a 1400mm shell is twice the size of anything fired on earth... factor in gravity... a solid mass projectile would have the energy of a tiny nuke... there are 8 on a mael... and theyre double barreled... - Nulla Curas |

Gunny Sack
Skupenlute
3
|
Posted - 2012.06.18 17:39:00 -
[325] - Quote
ChromeStriker wrote:fyi a 1400mm shell is twice the size of anything fired on earth... factor in gravity... a solid mass projectile would have the energy of a tiny nuke... there are 8 on a mael... and theyre double barreled... only if accelerated to ridiculously high speeds. if we wanted to get all real life about it, lasers make poor orbital weapons, hybrids would be useless, projectiles would have to contend with reentry issues, and missiles would be the most likely choice (think RL cruise missiles and control over the angle of reentry). It is actually unlikely that a projectile would have the power of a tiny nuke by the time it hit the ground or we'd be hearing a lot more about meteor strikes. They'd be about as accurate as dropping rocks from the space station while blindfolded. So we can safely avoid any RL comparisons as they are irrelevant. |

Atrocitus Parallax
Republic Military School Minmatar Republic
6
|
Posted - 2012.06.18 21:12:00 -
[326] - Quote
We can shoot at them, can they shoot back? Maybe if you miss a bombardment it leaves your ship without power for a minute giving them a time frame to counter you? |

ElQuirko
Protus Correction Facility Inc.
742
|
Posted - 2012.06.18 21:25:00 -
[327] - Quote
Gunny Sack wrote: only if accelerated to ridiculously high speeds. if we wanted to get all real life about it, lasers make poor orbital weapons, hybrids would be useless, projectiles would have to contend with reentry issues, and missiles would be the most likely choice (think RL cruise missiles and control over the angle of reentry). It is actually unlikely that a projectile would have the power of a tiny nuke by the time it hit the ground or we'd be hearing a lot more about meteor strikes. They'd be about as accurate as dropping rocks from the space station while blindfolded. So we can safely avoid any RL comparisons as they are irrelevant.
Sorry, have you not heard all the scientific crap about a meteor the size of a small village being able to take out our entire planet? Without factoring in re-entry and such, the power created by the impact from a 1400mm shell would be immense, no questions asked. Plus - burning up? :spacetech: CISPA - Readin' your secret corptheft mails since 2012 |

Linna Excel
Center for Advanced Studies Gallente Federation
48
|
Posted - 2012.06.18 23:37:00 -
[328] - Quote
CCP Nullarbor wrote: - Talking specifically for the EVE side of things, we want to make Orbital Bombardment more involved in terms of skills required and weapon variations as well as spectacular in terms of visual effects. There will eventually be larger and smaller bombardments according to ship size (nuke it from orbit, it's the only way to be sure) and these will have suitably scaled skill, isk and complexity investment to match their effect. If you have any specific opinions on how you see that working, reply here.
I think than the AoE of a weapon should come into play. IE bigger guns will do more damage, but by their nature they are less accurate. I also think that orbital bombardment should be left for the long range weapons and ammo types, a close range weapon doesn't make sense here.
Another thing I think is important is keeping missiles balanced. We don't need another aspect of the game where the drake or the tengu is the answer. Maybe make missiles AoE that do friendly fire damage. Calling in a missile strike might be a good idea to soften up the other side, but not something you'd want in close quarters fighting.
I think drones should be really important here. In terms of their ability to get in close, they should be well rounded and useful on the battlefield in multiple roles. IE scout drones can improve your bombardment accuracy as well as act as drone strikes. They could also intercept jump ships or take out other forms of air cover. Sentry drones wouldn't have those bonuses, but they'd act as bombardment tools. Maybe ships like the vexor or domi could drop land-based drones as well like tanks, AAA, and anti-infantry robots. You'd lose precise control, but you'd have a way for some pilots to interact with the battlefield more than others.
Quote: - One feature that didn't quite make it in time for fanfest is displaying the damage done on the battlefield to people, vehicles and structures. That feedback is especially important when you don't have an EVE and DUST client side by side. I'm interested in ideas here on how you would want that information visualized.
I'm thinking less in more here just to keep bandwidth and graphic loads down. KISS would work well. Perhaps a basic map with red and blue dots moving around on it.
Here's a question: what about orbital logistics? IE hotdropping ammo and equipment from orbit. The purpose of hi sec isn't to eliminate PvP but to weed out the dumb pvpers. |

Jon Brandt
State War Academy Caldari State
0
|
Posted - 2012.08.03 12:37:00 -
[329] - Quote
How is the return fire on the EVE ships going to be taking place in the game? Talking to people who don't play EVE excited about being able to blow up orbiting ships, but this seems ridiculously unfair when you actually take more than two seconds to consider it.
I mean, what's happening to the on-the-ground players? They're getting killed once in a game where they infinitely respawn, and all their gear costs basically nothing and takes no effort to achieve.
On the other hand, you have battleships and higher (ranging from 100 mil to multi-billion or even trillion ISK ships) that take immense amounts of work to earn the ISK needed.
I mean, unless someone is paying me 50 million to pay off that difference between insurance and repurchasing the ship and all it's fittings (if it's a cheap fitted Raven), why would I even bother? But in turn, what incentive is there for whoever is running the battle to pay me 50 million just for a very slight edge equivalent to a Harrier Strike in some CoD game?
Rather than destroying any ships, it seems it would make FAR more sense instead that any anti-spaceship weapons would simply temporarily disable a ship to prevent it from firing, rather than actually damaging it. 'cause you better believe if I lose my Rattlesnake at this stage I'm literally never going to bother with anything relating to Dust 514 ever again. |

Alexzandvar Douglass
NUTS AND BOLTS MANUFACTURING En Garde
65
|
Posted - 2012.08.03 13:01:00 -
[330] - Quote
If you want to really get into it, if you use to much orbital bombardment you could end up damaging the atmosphere or cause severe electromagnetic storms. |

Goremageddon Box
Guerrilla Flotilla
368
|
Posted - 2012.08.03 13:35:00 -
[331] - Quote
release dust on pc. problem solved. |

OmniBeton
OmniBeton Metatech
15
|
Posted - 2012.08.03 14:08:00 -
[332] - Quote
Roll Sizzle Beef wrote:Ntrails wrote:Yes, console gamers will really enjoy maps where the results are impacted by faggots on a PC fapping untouchably from space Herp a derp: - There have already been a variety of suggestions on how to make sure it isn't one sided or overpowered.
The problem is it can't be done realistically. Look at the video. Destruction this salvo does is pathetic. Iowa class battleship would do more damage with one of it's main turrets. |

Hiyora Akachi
Bling Ring Tax Evaders
60
|
Posted - 2012.08.03 14:27:00 -
[333] - Quote
The impact effect is.....lacking.....rounds of that size screaming down through the atmosphere would do so so so so SO much more damage....also, heres hoping that Rainbow lasers will show up on the surface.
Because nothing says YOU SUCK, like be killed by a giant burning rainbow.
EDIT: Also, hoping bombardment size and damage scale with the ship. Want to see what a Dreadnought can do  |

Jim Era
The Syndicate Inc En Garde
75
|
Posted - 2012.08.03 14:53:00 -
[334] - Quote
I wonder if the consolers *who do not play EVE* are anywhere near prepared for the brutal hostility of this community. lol |

A Soporific
Old Man Johnson's Bakery Delivery Service
27
|
Posted - 2012.08.03 16:20:00 -
[335] - Quote
Can I get a specialized anti-vehicle round? One that only/primarily wipes the field of only vehicles?
If I am going to make my ISK on selling tanks, I need some way to help generate demand. |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
1096
|
Posted - 2012.09.20 22:30:00 -
[336] - Quote
Any ship that can mount a small turret can do orbital bombardment.
|

Buck Futz
Suddenly Violence Tear Extraction And Reclamation Service
114
|
Posted - 2012.09.20 23:31:00 -
[337] - Quote
Jim Era wrote:I wonder if the consolers *who do not play EVE* are anywhere near prepared for the brutal hostility of this community. lol
Thats the best part about this community.
|

Optimo Sebiestor
The Society Calyxes
10
|
Posted - 2012.09.20 23:34:00 -
[338] - Quote
Gogela wrote:Any ship that can mount a small turret can do orbital bombardment.
I want my reaper able to fire at the dust bunnies 
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