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Valerie Tessel
Center for Advanced Studies Gallente Federation
121
|
Posted - 2012.05.16 02:08:00 -
[31] - Quote
Loius Woo wrote:I think the idea is a good one. It is the kind of defense that is a natural outgrowth of warfare. You want defense in depth, if you can't keep the enemy from shooting at you (ECM) then you prevent them from hitting you (This idea) and if you can't do that , you mitigate the damage (Buffer tank) and if that is not enough, you repair (Logistics).
This idea is a good one for a niche that doesn't exist currently.
Implementation could be difficult. I am not sure that the game is built to do complex geometry for EVERY weapon firing. That could get pretty messy.
Perhaps a different way to implement it would be to make some pretty graphics that make it look like it is defending the **** out of someone but on the backend all it is doing is providing a boost to defense against some specific weapons.
I.E. when module "anti laser thingy" is active, a buff of "25% less damage from laser based weapons" is applied.
If it needs to be positional, then the simplest way would be to have it calculate a quick ratio of distance to friend vs distance to foe and apply that ratio to some flat damage modification percent.
Then it would work better the greater your ratio.
Conversely, if you made it an absolute ratio then you would have best results being EQUIDISTANT from each (the larger range is always the denominator so anything but equal results in a less than one ratio)
This would also be murder on the server as every shooter has to be calculated for in order to mitigate damage.
The other problem with this simplified approach is that I fear it will not provide the positional maneuver we are looking for since the complexity required to check if the destroyer is INTERVENING in the line of fire would be even harder to accomplish. That means that the "shield wall" you envision would be difficult to make happen. I had some of the same concerns but my speculation was that these calculations may already be taking place. Transversal velocity is available in the overview, turret effectiveness tends to be greater when you are firing straight ahead or straight behind, which means angles are already being calculated. For the target, two angles to target, and two angles to defender together with distances to each would be enough to calculate the lines in question. But hamster stress is definitely a concern.
I do like your breakdown of strategies for handling damage.
Disruption
- ECM
- Tracking disruptor
- Target breaker
Interception
Hardening
- Plates / Shield extenders
- Hardeners / Resistance amplifiers / Invulnerability fields
- Resistance / buffer boosts from Command Ships
Repair
- Local armor rep / shield booster
- Remote armor rep / shield transfer
I think I'll add this breakdown to the top post in fact. Thank you.
Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Valerie Tessel
Center for Advanced Studies Gallente Federation
127
|
Posted - 2012.05.23 18:25:00 -
[32] - Quote
Request for comments: Please critique and/or support. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Lykouleon
GoonWaffe Goonswarm Federation
456
|
Posted - 2012.05.23 22:39:00 -
[33] - Quote
Make defender missiles worth using.
/thread Lykouleon > CYNO ME CLOSER SO I CAN HIT THEM WITH MY SWORD |

Jack Carrigan
Order of the Shadow The Revenant Order
634
|
Posted - 2012.05.23 23:24:00 -
[34] - Quote
I am not completely opposed to this, however do have a suggestion. Aegis cruisers of modern navies utilize point defense weapons (usually in the format of a 20-millimetersuggestion gatling gun linked to radar and acoustical detection). So with that I would say give these new ships "point defense batteries" that require you to target the aggressing missile boat and when missiles come in these batteries open up with an extremely lightweight ammunition in 4-shots per point defense battery. Let the Aegis detroyer fit 4 of them and give it a percentile chance to destroy the incoming missiles and you reduce incoming damage. Also make it so said batteries are purely defensive so that they cannot be utilized to engage other ships and you're golden. "War is not measured in terms of who wins or loses, who is right or wrong.-á It is measured in terms of who survives." |

Valerie Tessel
Center for Advanced Studies Gallente Federation
130
|
Posted - 2012.05.24 04:37:00 -
[35] - Quote
Jack Carrigan wrote:I am not completely opposed to this, however do have a suggestion. Aegis cruisers of modern navies utilize point defense weapons (usually in the format of a 20-millimetersuggestion gatling gun linked to radar and acoustical detection). So with that I would say give these new ships "point defense batteries" that require you to target the aggressing missile boat and when missiles come in these batteries open up with an extremely lightweight ammunition in 4-shots per point defense battery. Let the Aegis detroyer fit 4 of them and give it a percentile chance to destroy the incoming missiles and you reduce incoming damage. Also make it so said batteries are purely defensive so that they cannot be utilized to engage other ships and you're golden. In one of the posts in the thread somewhere I suggested something along the lines of a singularity projector. When activated it would pull in some are all of the incoming shot, be it hybrid weapons fire, laser fire, projectiles, or missiles.
If targeting the aggressor were required and you activate a module on the aggressor, how would you prevent an alpha from a blob?
In the tactics post I mention a change to fleet battles where these Aegis destroyers are an initial shell that must be cracked before the main fleet may be effectively engaged. Taking Phalanx CIWS as an analogue, the system automatically targets the incoming fire. That's why I proposed that it be a module (or it could certainly be a weapons system) that you activate on a friendly. While the module is active, it would provide interception for all incoming fire of a certain type aimed at that friendly, with effectiveness determined by position, skill, and equipment quality.
I guess I should spell out what these modules are and how you'd use them.
High-slot modules:
Coherence Disruptor Prevents or shifts laser fire on a friendly target (skills: Laser Decoherence, Close-In Weapon Upgrades)
Projectile Shunt Alters the course of a projectile fired at a friendly to turn it into a glancing blow or a miss (skills: Projectile Deflection, Close-In Weapon Upgrades)
Plasma Decelerator Cools a hybrid shot out of its plasma state while slowing it down reducing or eliminating the damage done to a friendly target (skills: Hybrid Degeneration, Close-In Weapon Upgrades)
Phalanx Cannons Fires micrometeorite fragments in the path of incoming missiles, deflecting or prematurely detonating them as they home in on a friendly (skills: Phalanx Coordination, Close-In Weapon Upgrades)
Mid-slot module:
Close-In Weapons Link Increases the effectiveness of CIWS defense on a given friendly by linking sensors with the friendly's threat computer (skill: Close-In Weapon Upgrades, Sensor Linking)
I'm a little ambivalent over whether these modules should actually use charges are not. It could be awesome to see them firing their hearts out at incoming fire and exhausting their stores of ammunition requiring a reload. The trick would be that you activate the module without it having to consume ammo until there is actual incoming fire. I'd prefer that a destroyer be able to hold enough ammo to engage for at least 10 minutes before exhausting said ammo. I thought it might just be easier to imagine these modules creating tiny subspace distortions or something like that and only using cap.
Thoughts? Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Jack Carrigan
Order of the Shadow The Revenant Order
635
|
Posted - 2012.05.24 07:32:00 -
[36] - Quote
Well, of course it wouldn't actually utilize ammunition until there were incoming fire, thus not blowing its wad prematurely so to speak. Furthermore, I'd say that it would be a sub-ammunition type, such as the defender missile, but would only take up a very small volume in the cargohold, the weapon systems themselves able to hold a significant amount of said ammunition, and having an obscene rate of fire (such as the Phalanx CIWS/C-RAM system).
That would also be good for the market, as it would create new BPOs to be seeded throughout the market (not just for the modules, but the ammunition), and would make for a nice mineral/ISK sink.
So in essence, everyone wins. "War is not measured in terms of who wins or loses, who is right or wrong.-á It is measured in terms of who survives." |

Serina Tsukaya
Lonetrek Trade and Industries Test Friends Please Ignore
7
|
Posted - 2012.05.24 09:17:00 -
[37] - Quote
There is not much of a point to these kinds of systems in a game like eve. The reason for it being that if it were to be useful at all, then it would have to have a considerable effect, but being able to reduce greatly or negate the damage of 150 Maelstrums firing in unison would break game logic. Nothing would die as both sides would field so many protection ships that nothing would ever get hit.
Defender missiles already exist, and you're forgetting one crucial thing: How the game mechanics currently work. everything except for missiles and drones deal instant damage, and do not actually have a physical form or shape in the game from a design standpoint. All you see are the effects, there is never an actual round generated in space to be countered, as doing this would create horrible amounts of lag and doing calculations to counter these items would only help increase the load.
This would also be devistating on the market, as whilst new bpos give the manufacturings more things to produce, the reduced damage taken and by default, ships destroyed, there would be fewer ships to replace and fewer people would need to buy ships. The Entierty of the eve market is dependant on a single thing occuring: Things being blown up. Adding more ways to prevent that from happening is shooting the market in the foot, that and guess what effect this would have on caps :3 |

Valerie Tessel
Center for Advanced Studies Gallente Federation
141
|
Posted - 2012.05.24 14:14:00 -
[38] - Quote
Serina Tsukaya wrote:There is not much of a point to these kinds of systems in a game like eve. The reason for it being that if it were to be useful at all, then it would have to have a considerable effect, but being able to reduce greatly or negate the damage of 150 Maelstrums firing in unison would break game logic. Nothing would die as both sides would field so many protection ships that nothing would ever get hit.
Defender missiles already exist, and you're forgetting one crucial thing: How the game mechanics currently work. everything except for missiles and drones deal instant damage, and do not actually have a physical form or shape in the game from a design standpoint. All you see are the effects, there is never an actual round generated in space to be countered, as doing this would create horrible amounts of lag and doing calculations to counter these items would only help increase the load.
This would also be devistating on the market, as whilst new bpos give the manufacturings more things to produce, the reduced damage taken and by default, ships destroyed, there would be fewer ships to replace and fewer people would need to buy ships. The Entierty of the eve market is dependant on a single thing occuring: Things being blown up. Adding more ways to prevent that from happening is shooting the market in the foot, that and guess what effect this would have on caps :3 If you take a look at the post on tactics and countering (toward the top of this page) you'll note that the intention was to make it so that it would be fruitless to go after the main targets first. You'd now have to break the defense. Yet these destroyers would be highly vulnerable to frigates, sniping destroyers, and drones. In essence, there should be a sharp increase in the number of ships and modules destroyed.
The point is to change the combat mechanics to require some preliminary tactics before a battle reduces to a focus-fire exercise. It also means throwing lots of small, low-skill ships into the fray making an even larger role for newer players for both attack and defense. At the same time, you'd get gank-by-alpha protection in hi-sec through cooperative play (not resorting to solo Hulk buffs, for example) and within Concord rules. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Haulie Berry
138
|
Posted - 2012.05.29 21:42:00 -
[39] - Quote
Serina Tsukaya wrote:There is not much of a point to these kinds of systems in a game like eve. The reason for it being that if it were to be useful at all, then it would have to have a considerable effect, but being able to reduce greatly or negate the damage of 150 Maelstrums firing in unison would break game logic. Nothing would die as both sides would field so many protection ships that nothing would ever get hit.
This is utter nonsense. That's like saying, "Well, threaded plumbing could never work because it would OBVIOUSLY just leak all over the place so solder is the only way to go."
Then, someone calls you an idiot and hands you a roll of teflon tape.
Anything that might break up some of the monotony of the current alpha-centric fleet paradigm warrants at least some consideration. |

Mallak Azaria
xX-Crusader-Xx Luna Sanguinem
106
|
Posted - 2012.05.29 21:55:00 -
[40] - Quote
Valerie Tessel wrote:Interception (physically block part of the shot)[list] Defender Missiles!
I fixed this for you.
/thread. |

Valerie Tessel
Center for Advanced Studies Gallente Federation
144
|
Posted - 2012.05.29 22:05:00 -
[41] - Quote
Mallak Azaria wrote:Valerie Tessel wrote:Interception (physically block part of the shot)[list] Defender Missiles!
I fixed this for you. /thread.
(have a look through the thread...)
Those only work against missiles... This is about more than that. Granted, making defender missiles worth using wouldn't be a bad thing. This is about more than that though. Defender missiles will not lead to: - Defensive play against hybrids, lasers and projectiles - Reduction of alpha-centric tactics - Positional play, i.e. maneuver as a greater tactical component - Increased role for cheap, disposable, low-skill ships / modules
Not to mention that defender missiles only defend you, if I recall correctly. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Mallak Azaria
xX-Crusader-Xx Luna Sanguinem
109
|
Posted - 2012.05.30 07:03:00 -
[42] - Quote
I get what you're aiming at here, but this idea has been brought up many times in the past & shot down each & every time.
Lets say you have 2 blob fleets facing each other, both completely protected by these Aegis Destroyers. Both fleets need smaller ships to kill the 'Ship creating big shield preventing all incomming damage'. Smaller ships race toward said Aegis Destroyer, out of the protection of their own. The small ships on both side get alpha'd. The result? 2 blob fleets are still facing each other & the only damage happening was on some cheap frigates.
I'm not denying that it's a cool idea in theory, but cool theories often don't work out in this game. |

Valerie Tessel
Center for Advanced Studies Gallente Federation
144
|
Posted - 2012.05.30 14:28:00 -
[43] - Quote
Mallak Azaria wrote:I get what you're aiming at here, but this idea has been brought up many times in the past & shot down each & every time.
Lets say you have 2 blob fleets facing each other, both completely protected by these Aegis Destroyers. Both fleets need smaller ships to kill the 'Ship creating big shield preventing all incomming damage'. Smaller ships race toward said Aegis Destroyer, out of the protection of their own. The small ships on both side get alpha'd. The result? 2 blob fleets are still facing each other & the only damage happening was on some cheap frigates.
I'm not denying that it's a cool idea in theory, but cool theories often don't work out in this game. The difference here is that these destroyers should never be able to provide complete protection. Sniping destroyers could fire from protection to tear a hole in coverage. Have a read through the countering tactics post on page 2 (linked from initial post).
There's no "big shield" with these things as protection requires targeting a friendly and dedicating a module to it, and they can't shield against small stuff. Presumably the big alpha is coming from cruisers and battleships, which would also have trouble hitting frigates. Clouds of drones might prevent frigates from penetrating, but the drones are vulnerable too.
If it's a good idea, the balancing can be worked out, and not necessarily by us here in this thread. This thread asks that the proposal be put to the CSM and brought up for discussion with CCP. If you like the notion, support it. Do critique it, do help refine it, but please support it. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Grand Zap
Blue Republic RvB - BLUE Republic
2
|
Posted - 2012.06.06 15:51:00 -
[44] - Quote
I'm not trolling when I say you did not use the word-phrase defender missiles in the original post. |

Reaver Glitterstim
Dromedaworks inc
130
|
Posted - 2012.06.07 05:29:00 -
[45] - Quote
I think that the gap you speak of makes sense for EVE combat. It is 3-dimensional and filled with open, empty space. If shots coming at you are going to be blocked, you can't really expect your friend next to you to be carrying the shield. It makes a lot more sense for the blocking ship to be blocking damage from itself.
But prevention of the attack can be done against anyone shooting-regardless of who they're shooting at-with electronic warfare. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Valerie Tessel
Center for Advanced Studies Gallente Federation
149
|
Posted - 2012.06.07 14:31:00 -
[46] - Quote
Reaver Glitterstim wrote:I think that the gap you speak of makes sense for EVE combat. It is 3-dimensional and filled with open, empty space. If shots coming at you are going to be blocked, you can't really expect your friend next to you to be carrying the shield. It makes a lot more sense for the blocking ship to be blocking damage from itself.
But prevention of the attack can be done against anyone shooting-regardless of who they're shooting at-with electronic warfare. As Grand Zap mentions above, there are already defender missiles in the game, which is a slight nod to the capabilities I'm talking about. They are always a bad trade-off though, and they only defend you, and only from missiles.
Technology in the context of EVE combat would develop so that you could interfere with incoming fire. I'm looking to make it so that you can interfere with the incoming fire on behalf of a friendly. Whether the explanation be "smart reflective chaff" for deflection of lasers or the super-duper-sci-fi explanation of such a technology is irrelevant. The new mechanic, and the new tactics it would lead to are worthy addition, I think.
Line-of-sight hasn't been implemented because it's computationally expensive and impractical for EVE. But that doesn't mean there isn't a way to bring maneuver into the game in a better fashion than range and transversal management. But not having done the math, I don't know if this could be done the way I describe in this thread. Even if positional effectiveness doesn't play a part in the implementation, active defense still has a place. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Valerie Tessel
Center for Advanced Studies Gallente Federation
149
|
Posted - 2012.06.07 14:34:00 -
[47] - Quote
Grand Zap wrote:I'm not trolling when I say you did not use the word-phrase defender missiles in the original post. Fixed.  Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Mocam
EVE University Ivy League
141
|
Posted - 2012.06.10 12:06:00 -
[48] - Quote
You already have a good deal of these options with respect to skill trees and modules that exist.
Leadership skills & their associated modules increase resists and the like *IF* you choose to use them that way.
The only low-end limit I might see would be allowing a specifically designed destroyer model to use them - the old "small gang command ship" suggestion.
As such, your module recommendation would be in addition to what these command modules and skill trees do - which is a very big boost in a direction that can turn major fleet fights into mini-POS bashes with the composite.
I don't know... It just seems to have the potential to be way overpowered or lessening the value of things already existing. |

Easthir Ravin
Easy Co. Fatal Ascension
30
|
Posted - 2012.06.11 03:23:00 -
[49] - Quote
Greetings
All for new shiny sh*t! Assuming the math works right I support the idea! This seems to me to be the perfect roll for a Tech3 destroyer.
vr East IN THE IMORTAL WORDS OF SOCRATES: -á" I drank WHAT?!" |

Valerie Tessel
Center for Advanced Studies Gallente Federation
164
|
Posted - 2012.06.11 15:45:00 -
[50] - Quote
Mocam wrote:You already have a good deal of these options with respect to skill trees and modules that exist.
Leadership skills & their associated modules increase resists and the like *IF* you choose to use them that way.
The only low-end limit I might see would be allowing a specifically designed destroyer model to use them - the old "small gang command ship" suggestion.
As such, your module recommendation would be in addition to what these command modules and skill trees do - which is a very big boost in a direction that can turn major fleet fights into mini-POS bashes with the composite.
I don't know... It just seems to have the potential to be way overpowered or lessening the value of things already existing. That is definitely a concern.
But one of the things I mention in the Counters post is a new combat tractor that would literally allow a frigate to yank the destroyers out of position. The idea certainly isn't about creating a POS bash, but it is about creating a frigate-fest as an opening to each battle. Noobs in frigates and destroyers wouldn't be just a good idea, they'd be needed and actively recruited (I hope).
Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Valerie Tessel
Center for Advanced Studies Gallente Federation
164
|
Posted - 2012.06.11 15:50:00 -
[51] - Quote
Easthir Ravin wrote:Greetings
All for new shiny sh*t! Assuming the math works right I support the idea! This seems to me to be the perfect roll for a Tech3 destroyer.
vr East Thank you for your support. 
My only worry with a Tech 3 destroyer is that would make already diluted cruisers entirely useless (T3 is about versatility at an efficiency level between Tech 2 and Tech 1). Destroyers today are characterized by a frigate tank with roughly double a frigate's punch. I can see making an Aegis Destroyer another tech 2 hull, but I'd prefer a brand new tech 1 destroyer with a role bonus. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Easthir Ravin
Easy Co. Fatal Ascension
33
|
Posted - 2012.06.12 11:43:00 -
[52] - Quote
Valerie Tessel wrote:Easthir Ravin wrote:Greetings
All for new shiny sh*t! Assuming the math works right I support the idea! This seems to me to be the perfect roll for a Tech3 destroyer.
vr East Thank you for your support.  My only worry with a Tech 3 destroyer is that would make already diluted cruisers entirely useless (T3 is about versatility at an efficiency level between Tech 2 and Tech 1). Destroyers today are characterized by a frigate tank with roughly double a frigate's punch. I can see making an Aegis Destroyer another tech 2 hull, but I'd prefer a brand new tech 1 destroyer with a role bonus.
Damn, you had to go all technical on us. I thought T3 stuff was so bitter vets could have something new shinny and completely full of awesomeness so as to thumb our nullbear wealth at the lowly rabble of high-sec.
IN THE IMORTAL WORDS OF SOCRATES: -á" I drank WHAT?!" |

Valerie Tessel
Center for Advanced Studies Gallente Federation
165
|
Posted - 2012.06.12 15:53:00 -
[53] - Quote
Easthir Ravin wrote:Valerie Tessel wrote:Easthir Ravin wrote:Greetings
All for new shiny sh*t! Assuming the math works right I support the idea! This seems to me to be the perfect roll for a Tech3 destroyer.
vr East Thank you for your support.  My only worry with a Tech 3 destroyer is that would make already diluted cruisers entirely useless (T3 is about versatility at an efficiency level between Tech 2 and Tech 1). Destroyers today are characterized by a frigate tank with roughly double a frigate's punch. I can see making an Aegis Destroyer another tech 2 hull, but I'd prefer a brand new tech 1 destroyer with a role bonus. Damn, you had to go all technical on us. I thought T3 stuff was so bitter vets could have something new shinny and completely full of awesomeness so as to thumb our nullbear wealth at the lowly rabble of high-sec. Well if you put it that way...  Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Kaikka Carel
White syndicate Wormholes Holders
56
|
Posted - 2012.06.16 07:08:00 -
[54] - Quote
Arduemont wrote: Okay. But a logistic ship can have the same effect by having reps on something before the attack begins. If the effect these new ships have, were to be effective without targeting your allies (eg. over the anti-weapons' range, 50k or something), then there were would be a big enough difference in my opinion. How then would the ships mod decide who to protect and who not to? Only those in fleet? By standing? By corp or alliance?
I do see another problem though. A fleet of these ships could be used to make a fleet completely invincible to any fleet smaller than it.
There is a partial solution to that of course. It would be good to see the ships mod shooting projectiles out of space without collaboration ie, they randomly choose a projectile to shoot at. This would mean that the more ships you had that did this, the more likely they were to be shooting the same projectiles (ie negating some of their effect).
Which would mean the more of these dessies you had in a fleet the more likely they would be to end up shooting the same targets and wasting their effect. It would also mean the bigger the enemy fleet (ie, the more projectiles coming) the less likely statistically they would be to shoot at the same projectiles as each other. It might actually scale quite nicely. It would give small fleets more effect against big ones and big ones less effect against small ones... and so on and so forth. That is only a small fix to the problem though. I still think they would be difficult to balance in numbers.
There are a lot of concepts to be ironed out. I'm not giving my support to this thread quite yet. But neither am I dismissing it.
First of all you totally mix the concept of active and passive protection.
Second it is quite easy to network such dessies so that they don't overlap in their job. There could even be a link or skill that would affect the exact effectivness. Call it "target distribution".
Third iirc EVE projectiles and missiles only count where they were shot from and where they were shot to. Then you just negate a percentage(not all of it!) of damage on the receiving end if it is within the range of the module.
Add some special effects to make it beautiful so that the pilots that use them won't be bored. |

Valerie Tessel
Center for Advanced Studies Gallente Federation
182
|
Posted - 2012.06.21 14:59:00 -
[55] - Quote
Kaikka Carel wrote:[snip] Second iirc EVE projectiles and missiles only count where they were shot from and where they were shot to. Then you just negate a percentage(not all of it!) of damage on the receiving end if it is within the range of the module. May even add a factor of how much distances is between the edge of modules range and the protected ship on the vector of projectile's/missile's path to determine the exact effectiveness. This way a close range brawl would be more effective since the distances between the target are minimal at default which would potentially lead to the rise of blaster boat doctrines. Add some special effects to make it beautiful so that the pilots that use them won't be bored. I certainly like the notion of having another potential response be to commit Gallente blaster boats early in the fight to negate the effects of the Aegis destroyers.
In another post regarding effectiveness of active defense, I mentioned that distance from the midpoint made a significant difference. The closer an attacker is to the target, the more difficult it would be for the destroyer to get in the middle. That's another potential counter instead of the frigate fest. So Minmatar can dictate range, but the range advantage is offset to some degree by the destroyers if the attackers move to use it.
Interesting thought. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Jack Carrigan
Order of the Shadow The Revenant Order
702
|
Posted - 2012.06.22 16:36:00 -
[56] - Quote
Still not a bad idea, if handled properly.
I still would go with point defense (such as Phalanx CIWS-type modules). "War is not measured in terms of who wins or loses, who is right or wrong.-á It is measured in terms of who survives." |

Valerie Tessel
Center for Advanced Studies Gallente Federation
183
|
Posted - 2012.06.29 15:22:00 -
[57] - Quote
Jack Carrigan wrote:Still not a bad idea, if handled properly.
I still would go with point defense (such as Phalanx CIWS-type modules). That's the idea, only fitted on a specialized destroyer platform, not on the targeted friendly.
Any other thoughts anyone?
Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Laechyd Eldgorn
Molden Heath Angels
39
|
Posted - 2012.06.30 10:27:00 -
[58] - Quote
This thread belongs to features and ideas.
Idea has multiple flaws and is not even closely properly finished to be discussed or evaluated seriously. |

Valerie Tessel
Center for Advanced Studies Gallente Federation
185
|
Posted - 2012.06.30 21:34:00 -
[59] - Quote
Laechyd Eldgorn wrote:This thread belongs to features and ideas. Quite possible.
Laechyd Eldgorn wrote: Idea has multiple flaws and is not even closely properly finished to be discussed or evaluated seriously.
Nonsense. An idea needn't be finished, nor does it need to be flawless to be discussed or evaluated seriously or otherwise. If your assertion "there are multiple flaws" is meant to support your notion that the idea can't be discussed, then there would never be any discussion of anything because no ideas are perfect.
The idea itself is to fill a gap in the means of defense. The illustrated thumbnail of a possible implementation is for a new ship role, new ship, new modules and new skills.
Is this a design specification? No. That's not how you define requirements. Does this have all angles explored? No. That's why there's a thread to discuss it. We aren't Eve devs, Eve designers, or Eve producers, so we shouldn't tell them exactly how to make the feature. We should merely give the general idea of what we want. In that sense, the fleet battle story on page two is more important than lists of modules and skills, and assigning numbers to everything.
Or perhaps you didn't read the thread, and only read the first post. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Demonthese2211
C.R.S. GekkoState.
1
|
Posted - 2012.07.01 06:23:00 -
[60] - Quote
Valerie Tessel wrote:Having more complexity for fleet fights is certainly one of the aims of this idea.
[quote=Ayla Hanaya] Position and Effectiveness First, the limitations of positional requirements: distance to line of fire, and perhaps distance to protected target are factors in the effectiveness of the modules. The closer the Aegis destroyer is to the line of fire between attacker and protected target, the more time the module has to intercept incoming fire, hence the more effectively it places the countermeasure.
The notion of reaction time also generates the second factor for effectiveness. The closer the Aegis destroyer is to the midpoint of the line between attacker and protected target, the more effective the countermeasure is. Being too close to the attacker reduces reaction time, being too close to the protected target reduces the space in which protective measures may be deployed. The ideal position for an Aegis destroyer, then, is midway between attacker and protected target, directly on, or very near the line of fire.
Naturally, skills at using the modules, and the effectiveness of the modules themselves would also be a factor. Beyond that, the effectiveness should also be proportional to the size of the weapons system, in the same way that weapons system size affects ability to hit targets today. Incoming fire from a frigate would be nearly impossible to intercept, whereas incoming fire from a battleship is much easier to mitigate.
You mention here that the optimum place for your aegis destroyer would be halfway between the blobs. Assuming this is true and it is not just as efficient to have them in your fleet this opens some interesting strategies. Mainly the idea of flanking, and the various ways that it can be achieved. This would either lead to a greater possibility of gang/fleet fights involving much more tactical maneuvering or excess complexity that only serves to frustrate people. Another major scenario to consider is that of a stalemate, essentially two groups with optimal interception run into each other. Suddenly neither side is doing damage and a stalemate ensues.
I will say this is an interesting idea. I wouldn't fully support this as is, but if it can be fleshed out and it fits then it would add some very interesting gameplay. If it was introduced I would rather it be a T2 variant of the new destroyer hulls coming out than a low entry T1 hull. |
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