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Gone'Postal
Aztec Industry
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Posted - 2009.01.10 15:13:00 -
[1]
Not much of an idea however, atm there is no way to guard ships, unless you count "Kill the attackers before they can kill there target"
Basic idea (very basic)
Have a type of mod (thinking high or mid slot) that drowns a locked target with background information.
Message ingame example Unable to lock required target, sensors unable to distinguish target from surrounding space.
Drawbacks. (random idea's here, I'm thinking this up while I type)
Nothing is able to lock the target ship while mod is active, but he can't lock you either.
Can only be fitted to logistics or carriers.
The locked ship cannot move while this is going on.
Must be used on an other ship (like logistic drones can't be used to heal the launching ship)
AoE can still hit the ships (get in close and smartbomb them)
Ships are still visable and appear on the overview.
Ships using said mod is displayed as such on overview (like EW is now)
Unable to use more then 1 of the mod on 1 ship at anytime. (so to protect 2 ships, you need 2 escorts)
Logistics CAN lock the ship, but unable to gain a full lock, no guns or missiles can be fired at the target but remote reps can be used (maybe with a lowered ammount)
The basic idea is to protect a ship from attackers by forcing them to deal with the escorts before there target.
Ideas it can be used.
Low sec miners now have a way of protecting there hulks from just passers by. 0.0 combat, maybe the ability to save a capital class ship from destruction by drawing fire away from it. tbh I don't think this should be allowed in empire space.
Basicly it stops everything from attacking one ship, while allowing the use of Logistics to heal the target.
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XXSketchxx
Gallente Insidious Existence RAZOR Alliance
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Posted - 2009.01.10 15:18:00 -
[2]
...is this a boost logistics thread?
Whole idea doesn't bode well with me. Sounds like the "make x ship invincible" mod. Which, by default, is stupid.
Sorry. |

Nephilius
Caldari Grey Legionaires
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Posted - 2009.01.10 16:11:00 -
[3]
It doesn't make the ship invincible, its essentially a sitting duck with really good body armor. As the OP said, "The basic idea is to protect a ship from attackers by forcing them to deal with the escorts before there target..." Even if there are no escorts, the ship is essentially unable to move, can't lock anything, can't be fired upon. It becomes a waiting game...a battle of wills. I like it, in my own sick twisted way. |

XXSketchxx
Gallente Insidious Existence RAZOR Alliance
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Posted - 2009.01.10 16:47:00 -
[4]
Edited by: XXSketchxx on 10/01/2009 16:47:41
Originally by: Nephilius It doesn't make the ship invincible, its essentially a sitting duck with really good body armor. As the OP said, "The basic idea is to protect a ship from attackers by forcing them to deal with the escorts before there target..." Even if there are no escorts, the ship is essentially unable to move, can't lock anything, can't be fired upon. It becomes a waiting game...a battle of wills. I like it, in my own sick twisted way.
...so a weird triage/siege module for sub caps? But geared purely toward survival. I'd say no remote reps to ship using it, ship is immobile and rendered useless. Reactivation delay should be very high as well. Perhaps something like 5 minutes. This would then prevent someone from deactivating it during the fight, trying to make a run for it, gets pointed, and then going into "sitting duck" mode again.
The only reason I don't like it is that then you could have this module on say, an uber fitted lvl 5 missioning ship. You go to low sec, doing your thing, but some pirates happen upon you. You engage "sitting duck" mode and tell your corp. Now you sit safely while your corp musters a force to come rescue you. While this is okay to an extent, being able to sit safely for hours and hours is a bit silly.
Solution: make the module use fuel just like triage/siege and/or implement the high reactivation delay time. I.e. cycle time goes for say...10 minutes. 10 minutes of invulnerability. Cycle ends. Now you have 5 minutes before you can activate it again.
Another drawback I'd implement: high CPU and grid requirement. Keep it from being a module fitted to any ship, but still a plausbile module (no sensor drawbacks).
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Gone'Postal
Aztec Industry
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Posted - 2009.01.10 16:56:00 -
[5]
Originally by: XXSketchxx stuff
Whats this sitting duck mode you speak of ?
Originally by: Gone'Postal Must be used on an other ship (like logistic drones can't be used to heal the launching ship)
You can't use it on yourself
Got Mine?
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XXSketchxx
Gallente Insidious Existence RAZOR Alliance
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Posted - 2009.01.10 17:10:00 -
[6]
Originally by: Gone'Postal
Originally by: XXSketchxx stuff
Whats this sitting duck mode you speak of ?
was just giving this idea a general name, as you did not supply one in the op; merely using above posters phrase actually
Originally by: Gone'Postal Must be used on an other ship (like logistic drones can't be used to heal the launching ship)
You can't use it on yourself
I know how logistics work; phrasing was just poor. By saying no remote reps "to" ship using it, i meant a basilisk can't come along and RR the ship that is using "it", it referring to proposed module.
Now, any chance you'd like to skip the semantics and discuss some of the other features I suggested to iron out this idea?
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Gone'Postal
Aztec Industry
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Posted - 2009.01.10 17:26:00 -
[7]
Edited by: Gone''Postal on 10/01/2009 17:30:45 Sure,
While not a triage/siege mod in direct ways, since the escort ship can move + do other things, the protected ship can't. *hes basicly dying to protect that ship, he would like to defend himself in the process :)
Yes a high CPU + Grid would be needed to prevent any cheep frig being used.
yes I'd agree that the escort ship cannot be repped while he has this mod active. *the protected ship can be RR in order to be saved.
Delay timer would be a good however i'd say that the escort ship won't have one, however the protected ship would, this would stop the lots of ships in a fleet having this mod fitted and just bouncing it around escorts to save a titan.
I'll re-word the OP for clarification.
Got Mine?
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XXSketchxx
Gallente Insidious Existence RAZOR Alliance
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Posted - 2009.01.10 17:37:00 -
[8]
Originally by: Gone'Postal
I'll re-word the OP for clarification.
Whoa. I didn't realize this was a remote use module. TBH I think it'd be cooler and simpler to just have the ship you want to protect have the module that puts it into this immobile, untargetable, temporary safe mode. This way you have to decide ahead of time what ship is getting protected and it would make the activation delays/timers, fittings, and remote repping stuff a lot simpler. As I said before, it would be a sort of purely defensive triage for subcaps.
This is why I liked the sitting duck phrase. It literally pits a battle around the ship with the module active. If the fleet defending the duck dies, duck dies too. And you don't have to worry about, oh whoops the guy that was putting you into immobile safe mode is dead, now you are too.
Finally, I'd say caps/super caps can't use it. They got enough fancy toys to keep them alive.
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Grarr Dexx
Amarr Insidious Existence RAZOR Alliance
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Posted - 2009.01.10 17:38:00 -
[9]
So basically a point for titans? Use it on an enemy titan, bam, frozen in place, takes him too long to enter warp for any hic to get a point on him after the escort disables the module. |

Destination SkillQueue
Are We There Yet
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Posted - 2009.01.10 17:39:00 -
[10]
What about bubbles, smartbombs and structures? Not everything has to get a lock to keep doing it's thing, while this gives almost perfect protection. If you chain these protections, could you easily determine which one you have to destroy first to start breaking the chain?
Can it be used to trap enemies? Sort of a stasis bubble that plays them out of the fight. After all they can't move or lock anything. I know we have something similar already, but just interested what the intention is. Naturally supercaps should be immune to this. |

XXSketchxx
Gallente Insidious Existence RAZOR Alliance
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Posted - 2009.01.10 17:43:00 -
[11]
Originally by: Grarr Dexx So basically a point for titans? Use it on an enemy titan, bam, frozen in place, takes him too long to enter warp for any hic to get a point on him after the escort disables the module.
A good point and thus more reason why proposed module would be better as a local module rather than remote.
You could make super caps immune, but you still have a remote logistics module with the purpose of saving ships capable of hindering hostile caps/subcaps. |

Joe Starbreaker
Starbreaker Frigateers
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Posted - 2009.01.10 17:48:00 -
[12]
I would use it for tackling! |

Gone'Postal
Aztec Industry
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Posted - 2009.01.10 17:53:00 -
[13]
It's not a lockdown mod or I didn't mean it to be
If you could use it on hostile ships tbh it might be overpowered, the ability to lock a target down 100% might be too much, however looking on the other side, it's then forcing the other side to fight to save the ship. |

Gone'Postal
Aztec Industry
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Posted - 2009.01.10 17:54:00 -
[14]
Originally by: Destination SkillQueue
Can it be used to trap enemies? Sort of a stasis bubble that plays them out of the fight. After all they can't move or lock anything. I know we have something similar already, but just interested what the intention is. Naturally supercaps should be immune to this.
Every one would bring it then, force the others out of the fight, naturally this is something noone wants..
Spam Stasis bubbles!.. |
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