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Ovno ConSyquence
Amarr Imperial Shipment
|
Posted - 2009.01.09 09:31:00 -
[1]
The problems...
No trade through lowsec. Constant forum whining about suicide ganking. No way to defend others from attack because all buffing modules work after the fact.
A solution?
Modules to allow players to defend other players.
Such as
A damage transfer module, allowing you to absorb the damage done to another player, until you get popped of course.
A remote resistance booster, allowing you to boost the resistances of another player, by reducing your own.
A remote shield and armour reenforcer module, allowing you to up the shield or armour hp of another player, by reducing you own.
A remote sig radius reducer, allowing you to decrease the sig radius of a another player making them harder to hit, at the expense of increasing your own
A remote sensor blocker, allowing you to make another player harder to lock at the expense of making you easier to lock.
A remote warp core stab, allowing you to increase the warp core strength of another player while at the same time preventing yourself from warping for 30 seconds or so.
With these simple tools industrials and the like could hire wingmen to protect them when carrying valuable cargo through suicide ganking hot spots or even through lowsec making piracy more interesting, creating a new career of escort (not that kind ) and enabling traders to utilise profitable dangerous trade routes.
Obviously these mods would have to stake properly even when used by multiple escorts to prevent abuse. |

Grek Forto
22nd Black Rise Defensive Unit
|
Posted - 2009.01.09 09:34:00 -
[2]
What about Transport Ships then? Being invisible isn't good enough? The ideas are good tough. |

Ranik Sandaris
Caldari Deep Core Mining Inc.
|
Posted - 2009.01.09 09:37:00 -
[3]
Edited by: Ranik Sandaris on 09/01/2009 09:37:01 I like this idea. It would make things more interesting. And hell it would make piracy much mroe fun and provide a bit more of a challenge.
Im all for it.
***edit***
And no being invisible ISNT good enough. :P |

Ocih
Amarr
|
Posted - 2009.01.09 09:46:00 -
[4]
Edited by: Ocih on 09/01/2009 09:45:55 Jam, scram, thank you m'am.
It really wouldn't matter what they did for remote mods if those mods require a lock because you can't lock when you are jammed.
Nice ideas. I think remote warp core stabs has been mentioned before too but again. You need the lock.
Maybe a more diversified FC list of mods? Not sure. |

Ovno ConSyquence
Amarr Imperial Shipment
|
Posted - 2009.01.09 09:47:00 -
[5]
Edited by: Ovno ConSyquence on 09/01/2009 09:49:53 Well of course being invisible is very handy but for larger loads its impractical and also by doing this you encourge players to deal with piracy rather then just hiding and whining to ccp for a fix.
Edit...
As for jamming the escorts, great already tactics which counter the counter, just what eve is about.
But in the case of a suicide gank you'd need to suicide jam the escort in order to suicide gank the hauler, and you'd also need to know which of the many ships at jita 4-4 was doing the escorting.  |

DjLowballer
Amarr FLASHTROOPER CORP
|
Posted - 2009.01.09 09:51:00 -
[6]
I also think something like this would be an interesting idea, but you would also have to remove WTZ when those modules are active. Also have it so that no jumps are allowed for 30 seconds or so after activation, preventing somebody popping one on at the last minute.
Otherwise I think this would be neat. As a hauler pilot I think it would be more fun to have rolling convoys in space. |

Mikal Drey
Minmatar Priory Of The Lemon Atlas Alliance
|
Posted - 2009.01.09 09:56:00 -
[7]
hey hey
there are already tools like this ingame and alot better than you suggested.
Gang links, Leadership skills, Shield Transporters
Remote repping isnt a criminal act either so you have added security there.
|

clone 1
Laughing Leprechauns Corporation Lotto Syndicate
|
Posted - 2009.01.09 10:02:00 -
[8]
Originally by: Ovno ConSyquence The problems...
No trade through lowsec. Constant forum whining about suicide ganking. No way to defend others from attack because all buffing modules work after the fact.
A solution?
Modules to allow players to defend other players.
Such as
A damage transfer module, allowing you to absorb the damage done to another player, until you get popped of course.
A remote resistance booster, allowing you to boost the resistances of another player, by reducing your own.
A remote shield and armour reenforcer module, allowing you to up the shield or armour hp of another player, by reducing you own.
A remote sig radius reducer, allowing you to decrease the sig radius of a another player making them harder to hit, at the expense of increasing your own
A remote sensor blocker, allowing you to make another player harder to lock at the expense of making you easier to lock.
A remote warp core stab, allowing you to increase the warp core strength of another player while at the same time preventing yourself from warping for 30 seconds or so.
With these simple tools industrials and the like could hire wingmen to protect them when carrying valuable cargo through suicide ganking hot spots or even through lowsec making piracy more interesting, creating a new career of escort (not that kind ) and enabling traders to utilise profitable dangerous trade routes.
Obviously these mods would have to stake properly even when used by multiple escorts to prevent abuse.
To be taken seriously you must first know what you are talking about.
Next.
-------------------------------------------------- The Angels Have the Phone Box |

Ocih
Amarr
|
Posted - 2009.01.09 10:05:00 -
[9]
Originally by: Ovno ConSyquence Edited by: Ovno ConSyquence on 09/01/2009 09:49:53 Well of course being invisible is very handy but for larger loads its impractical and also by doing this you encourge players to deal with piracy rather then just hiding and whining to ccp for a fix.
Edit...
As for jamming the escorts, great already tactics which counter the counter, just what eve is about.
But in the case of a suicide gank you'd need to suicide jam the escort in order to suicide gank the hauler, and you'd also need to know which of the many ships at jita 4-4 was doing the escorting. 
If you are talking about high sec ganking, no you won't get tackled but you should be able to keep a freighter up anyway. As far as low or 0.0 sec, tackle is in front of dps in terms of fleet build. If you can't Jam and scram, the fleet won't act. That's not a counter to a counter. That's current EvE. All fleets have tackle. Back in High sec. I don't know. Other than a freighter I can tanks almost anything to survive long enough for fleets to get a lock and rep me. I don't need dps, I don't need ECCM in a high sec gank. Maybe I am missing something you are encountering.. |

Ovno ConSyquence
Amarr Imperial Shipment
|
Posted - 2009.01.09 10:06:00 -
[10]
Originally by: Mikal Drey hey hey
there are already tools like this ingame and alot better than you suggested.
Gang links, Leadership skills, Shield Transporters
Remote repping isnt a criminal act either so you have added security there.
Well there are a few but ather than a few percentage points from leadership skills they don't really provide any preemptive protection which is what is really needed to prevent a hauler getting one shotted with an alpha strike, these really need to be mods which if used on a ship gimp the pilot using them to seriously increase the defenses of another pilot.
Originally by: Clone 1 ...
To be taken seriously you must first know what you are talking about. Next.
Would you to care to eloborate on what it is in particular that you think I don't understand so that I can adapt the idea into something you think would be workable? |

MotherMoon
Huang Yinglong
|
Posted - 2009.01.09 10:11:00 -
[11]
you know maybe ccp should just add more flight mechanics.
For instance, read the description of the thrasher, it's smaller vessel that hides behinds it's big brother and fends off smaller ships.
So why not make some complex math where if you in a smaller ship, you can activate a fleet type formation thing, or just orbit or something, and based on sig radius, and distance from the two ships, the bigger ship can take fire for the smaller ship. So... simulated cover? |

Tippia
Raddick Explorations BlackWater.
|
Posted - 2009.01.09 10:12:00 -
[12]
Edited by: Tippia on 09/01/2009 10:14:24
Originally by: Ovno ConSyquence Well there are a few but ather than a few percentage points from leadership skills they don't really provide any preemptive protection which is what is really needed to prevent a hauler getting one shotted with an alpha strike
Well, you can already squeeze some 25k+ EHP out of the T1 indies, and you shouldn't be using those in these situations anyway, but rather have something with proper tanking capabilities. If you come across something that will one-shot a well-tanked hauler, you're in trouble no matter what… 
Quote: these really need to be mods which if used on a ship gimp the pilot using them to seriously increase the defenses of another pilot.
What's wrong with the current logistics options available to us? |

Ranik Sandaris
Caldari Deep Core Mining Inc.
|
Posted - 2009.01.09 10:13:00 -
[13]
Originally by: clone 1
To be taken seriously you must first know what you are talking about.
Next.
Dont be a smeg |

Destination SkillQueue
Are We There Yet
|
Posted - 2009.01.09 10:26:00 -
[14]
Edited by: Destination SkillQueue on 09/01/2009 10:29:26 I'm not too keen on most of OPs ideas, since they would effect a ton of things in the game. Haulers are cheap and weak ships and they should pop pretty easily. If you make modules that can keep a hauler alive in a gank, think what people could do in general PvP. Random forum whines from people, that don't put any effort in learning the game, should be taken with a grain of salt. The game can't be made ****** proof and CCP shouldn't try. Remember that most of the whines come from people, that would propably not bother to use a convoy system either.
I am all for some kind of convoy mechanism though, but I don't have any good ideas what kind of mechanism that could be. I have some ideas, but after thinking about them they have a huge potential of being overpowered in other situations. And I hear haulers don't tank well. So would all this effort be worth it in the first place? |

ry ry
|
Posted - 2009.01.09 10:29:00 -
[15]
Originally by: Ovno ConSyquence The problems...
No trade through lowsec. Constant forum whining about suicide ganking. No way to defend others from attack because all buffing modules work after the fact.
A solution?
Modules to allow players to defend other players.
Such as
A damage transfer module, allowing you to absorb the damage done to another player, until you get popped of course.
A remote resistance booster, allowing you to boost the resistances of another player, by reducing your own.
A remote shield and armour reenforcer module, allowing you to up the shield or armour hp of another player, by reducing you own.
A remote sig radius reducer, allowing you to decrease the sig radius of a another player making them harder to hit, at the expense of increasing your own
A remote sensor blocker, allowing you to make another player harder to lock at the expense of making you easier to lock.
A remote warp core stab, allowing you to increase the warp core strength of another player while at the same time preventing yourself from warping for 30 seconds or so.
With these simple tools industrials and the like could hire wingmen to protect them when carrying valuable cargo through suicide ganking hot spots or even through lowsec making piracy more interesting, creating a new career of escort (not that kind ) and enabling traders to utilise profitable dangerous trade routes.
Obviously these mods would have to stake properly even when used by multiple escorts to prevent abuse.
like remote shield, armour and hull reps you mean?
genius. |

ry ry
|
Posted - 2009.01.09 10:31:00 -
[16]
Edited by: ry ry on 09/01/2009 10:31:58
also, i have a large stack of pithii b-type small shield transfers no f*cker wants.
they allow another ship to 'absorb' damage to your hauler, and the best bit is rather than damaging their shields it only 'damages' their cap. i'll even throw in some best-named eccm for free. make me an offer. |

Mikal Drey
Minmatar Priory Of The Lemon Atlas Alliance
|
Posted - 2009.01.09 10:38:00 -
[17]
Originally by: Ovno ConSyquence Well there are a few but ather than a few percentage points from leadership skills they don't really provide any preemptive protection which is what is really needed to prevent a hauler getting one shotted with an alpha strike, these really need to be mods which if used on a ship gimp the pilot using them to seriously increase the defenses of another pilot.
Its more than a few extra % points you get a bonus to shield and armor hp and resistances on both. it adds up pretty well. and its all preemptive as the bonusses are all applied automagically when you all load the grid. The shield transporter is even faster than the gankers because you get the logistics pilot to lock you and hit the reps the second you decloak the gate. run the reppers while you align and then fleet warp everyone to the next gate.
[Mammoth, Anti Gank (cheap)] Expanded Cargohold II Damage Control II 'Halcyon' Core Equalizer I 'Halcyon' Core Equalizer I
Magnetic Scattering Amplifier II Magnetic Scattering Amplifier II Kinetic Deflection Amplifier II Heat Dissipation Amplifier II Medium Shield Extender II
Prototype Cloaking Device I
Apart from the cloak every thing is passive and requires no activation. you get :
10,477 EHP 70.7/61.5/71.1/56.3 Resists Shield 66/48.8/36.3/23.5 Resists Armor 60% Resist Hull 207 Signature
If i add a Vulture, Claymore, Damnation you get : 12,711 EHP 73.6/67.3/75.5/63.8 Shield 71.9/54.3/47.2/36.7 Armor 60% Hull
You can see the difference the command ships make and i didnt even crank the skills up that high either :) when you add the mindlink for each command ship it gets better. you also have a decently fitted escort should pew pew happen. if you play more with the setup you can crank it up to 18,806 EHP as well.
Also thats just a standard mammoth, Mastodon etc just gets better
Originally by: Clone 1 ... To be taken seriously you must first know what you are talking about. Next.
I almost agree with Clone 1
|

SentryRaven
KIA Corp
|
Posted - 2009.01.09 10:45:00 -
[18]
Hmm..... well, in fleets and squads you have squad boosters, which apply bonuses to your squad in flight.
To spin this idea a bit around, disregarding any balancing for the moment:
Form a fleet... Switch Fleet type to escort. This gives you the possibility to set ONE ship as the ship to be defended. After this, you could set other ships like the op described it, maybe an abaddon for the tank as an "absorber ship", where damage meant to reach the escorted ships is diverted onto the absorber ship, e.g. escorted ship takes only 25% of the damage, but the absorber ship takes 125% of the damage (put in any percentages you like, I am not balancing here). The absorber will pop faster than normally, but will absorb some of the damage meant for the escorted ship.
A resistance ship can be assigned, giving 25% of it's resistances to the escorted ship, but lowering own resistance by 75%.
Ofc, there shouldnt be too many of such bonuses and maybe the size of an escort fleet should be limited to 10 ships or any number necessary for balancing this out.
But the general idea is "I like". |

Gojyu
Ever Flow Axiom Empire
|
Posted - 2009.01.09 10:49:00 -
[19]
As a carrier pilot, I'm all for your ideas. Will make small groups of carriers utterly invincible to other ships, carry on.
For those who can't understand facetiousness. While your ideas work well in the role you have envisioned, their usage outside of the escort role would spell the dawn of capitals online |

Brayiel
The White Rabbits
|
Posted - 2009.01.09 10:58:00 -
[20]
There is an escort role, jump in a squad of tanked battlecruisers/battleships etc. kill all hostiles on gate camp, jump second squad of transport ships through That's what escorts do, make sure the way is clear  |

Ovno ConSyquence
Amarr Imperial Shipment
|
Posted - 2009.01.09 10:58:00 -
[21]
Originally by: Destination SkillQueue Edited by: Destination SkillQueue on 09/01/2009 10:29:26 I'm not too keen on most of OPs ideas, since they would effect a ton of things in the game. Haulers are cheap and weak ships and they should pop pretty easily. If you make modules that can keep a hauler alive in a gank, think what people could do in general PvP. Random forum whines from people, that don't put any effort in learning the game, should be taken with a grain of salt. The game can't be made ****** proof and CCP shouldn't try. Remember that most of the whines come from people, that would propably not bother to use a convoy system either.
I am all for some kind of convoy mechanism though, but I don't have any good ideas what kind of mechanism that could be. I have some ideas, but after thinking about them they have a huge potential of being overpowered in other situations. And I hear haulers don't tank well. So would all this effort be worth it in the first place?
I agree they could be used in pvp as well but as long as they seriously gimp the pilot doing the buffing then I don't see a problem, all you would need to do is kill them first, maybe it would have to be that if you are using one of these mods you can't then have one used on you.
As for if people would be bothered I was more thinking that people could hire themselves out as escorts as this would make an escort useful as something other than a scout.
Originally by: ry ry like remote shield, armour and hull reps you mean?
genius.
No i don't, as I said they need to be premptive remote reps act after the fact meaning that if they can get an alpha in (like when high sec ganking) then your dead anyway.
As for the other suggestions you can indeed make a well tanked hauler but why shouldn't you be able to take out a spandered hauler as long as you bring a couple of friends along who actually ahve the ability to protect you?
And even though some options do exist now many people aren't combat pilots and therefore don't use them what these ideas would do enable the carebears to not care about this sort of things cus there escorts can do it for them...
Really the idea i'm trying to get across is that we need some way to sacrifice ourselves to save our mates cus as it is at the moment if you want to kill someone who has a fleet with him all you need to do is get everyone to primary the target which doesn't exactly lead to the most diverse of tactical situations... (lock primary, shoot primary, lock primary, shoot primary, try and wait out agression timer so you can jump out of combat)
And ty sentry raven something like what you suggested could make this work even better, but of course it would all need to be balanced well.
|

Reti
|
Posted - 2009.01.09 11:13:00 -
[22]
these guys seem to have worked out the transport run and coordinated to ensure payload survival. Surviving campers is about having structure and strategy, that's all, whiners die because of ignorance.
http://au.youtube.com/watch?v=6m8lXUvntaQ
|

Ovno ConSyquence
Amarr Imperial Shipment
|
Posted - 2009.01.09 11:15:00 -
[23]
Originally by: Brayiel There is an escort role, jump in a squad of tanked battlecruisers/battleships etc. kill all hostiles on gate camp, jump second squad of transport ships through That's what escorts do, make sure the way is clear 
Indeed this would be perfect in 0.0 or lowsec but in highsec this does not work unless you bring enough people to suicide gank everyone on the gate in jita.
The main problem with doing this though is that you'd need to hire a whole gang of people to escort you on your trade route each wanting to be paid out of your profits, which rapidly becomes unprofitable...
|

Tzar'rim
|
Posted - 2009.01.09 11:22:00 -
[24]
What, you mean you need more than scouting, a bit of effort and non-afk playing?
|

Qordel
Caldari School of Applied Knowledge
|
Posted - 2009.01.09 11:26:00 -
[25]
I would definitely support consideration of something along these lines. -- What's your EVE New Year's Resolution for 2009? |

Ovno ConSyquence
Amarr Imperial Shipment
|
Posted - 2009.01.09 11:28:00 -
[26]
Originally by: Tzar'rim What, you mean you need more than scouting, a bit of effort and non-afk playing?
You do if you want it to get there and not just stop because theres a camp, for lowsec.
And more than that I mean it would be nice if there were other options so that people can be inventive about these things and maybe even use teamwork (for something other than scouting)
Also it might get more peeps into lowsec if they feel they can be protected. |

Venkul Mul
Gallente
|
Posted - 2009.01.09 11:45:00 -
[27]
Originally by: ry ry
Originally by: Ovno ConSyquence
No way to defend others from attack because all buffing modules work after the fact.
like remote shield, armour and hull reps you mean?
genius.
Read the OP before commenting.
The remote reppers are useful only after the damage is done and are slow (especially the armor and hull reppers).
The OP is suggesting the idea of buffing modules for convoy escort. Balance can be tricky as they could be used outside the intended role, but the idea is worth considering.
Command modules do some of the work, but especially for freighter escort they do very little, as most of the freighter HP are in the hull and no command link modify that.
The same modules suggested by the OP for convoy escort could be used for low sec miners protection, where the barges and exumers have 0 survivability is targeted by attackers.
|

Reti
|
Posted - 2009.01.09 11:45:00 -
[28]
Originally by: ry ry Edited by: ry ry on 09/01/2009 10:31:58
also, i have a large stack of pithii b-type small shield transfers no f*cker wants.
.
Stuffz??
Give them to me, I'll use them |

clone 1
Laughing Leprechauns Corporation Lotto Syndicate
|
Posted - 2009.01.09 11:50:00 -
[29]
Originally by: Venkul Mul
The remote reppers are useful only after the damage is done and are slow
Really?
|

SentryRaven
KIA Corp
|
Posted - 2009.01.09 11:50:00 -
[30]
Originally by: Ovno ConSyquence Really the idea i'm trying to get across is that we need some way to sacrifice ourselves to save our mates cus as it is at the moment if you want to kill someone who has a fleet with him all you need to do is get everyone to primary the target which doesn't exactly lead to the most diverse of tactical situations... (lock primary, shoot primary, lock primary, shoot primary, try and wait out agression timer so you can jump out of combat)
And ty SentryRaven something like what you suggested could make this work even better, but of course it would all need to be balanced well.
Why do people always split my name? ;)
Yes, the general idea is that of "sacrifice" for another mate.
It's similar to the Thrasher Pilot and the Battleship Pilot above, the BS is sacrificing himself to protect the Thrasher from damage, although the situation is different.
To the man who argued that carries get invincible, well... with my approach, it would not be the case, as one carrier would be boosted by this, the other seriously nerfed and be faster to pop.
Scenario: Group of 2 Carriers, one has a valuable T2 BPO in his hold and is tackled by a suprise Black-Ops fleet....
Both switch to Escort mode and a call in alliance is made to assist the carriers.
One of the carriers starts slowly sacrificing himself to buy the other carrier a few more minutes so the backup / rescue can arrive and safe the day.
One carrier will eventually pop, but it doesnt have to be the valuable one. |
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