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A new PvP module

Author
Sigurd Folkvangr
Balderfrey Holding inc
#1 - 2012-06-01 14:22:53 UTC
I am thinking of a new PvP module that randomly turns off/on one of enemy mods. That turned on/off module can't be controlled by the enemy player at that time. We may call those modules as "Hacking modules" and we may call "Hacking" skill as "Code Breaking" to prevent confusion. Those modules may overheat on/off instead of turning off/on modules too. So we may somehow "hack" the enemy player and control randomly over their ship in one or more ways.
Meditril
Hoplite Brigade
Ushra'Khan
#2 - 2012-06-01 14:42:30 UTC
This would be completly overpowered, even worser than ECM. Imagine you turn of a CPU adding module... what should happen next? Since you are lacking CPU this will result in another module going offline. Furthermore, you need 95% cap to turn a module on, this is something you don't have in a fight. Somethimes turning off one module completly can break a ship.
Sigurd Folkvangr
Balderfrey Holding inc
#3 - 2012-06-01 14:52:42 UTC  |  Edited by: Sigurd Folkvangr
I was actually thinking of an active mod that is why i said turn off/on so it can't turn a CPU mod, but it may turn off those passive modules too. May we better fit ships with in CPU/PWG range. That hack module might not be always turn on/off something too. It may have a chance like jamming. By the way we have lots of cruisers and frigates with similar bonuses we might change one of them boost hacking or maybe making only those ships capable of hacking too.
Nicaragua
Federal Navy Academy
Gallente Federation
#4 - 2012-06-01 15:54:44 UTC
i like the idea, not sure if it could ever be made into something practical but more options for combat is always a good thing in my opinion.
Liam Mirren
#5 - 2012-06-01 15:56:01 UTC
Sounds fun, so if 10 people gang up on a single target he won't be able to run anything at all. That's nicely balanced.


/sarcasm off

Excellence is not a skill, it's an attitude.

Sigurd Folkvangr
Balderfrey Holding inc
#6 - 2012-06-01 16:11:03 UTC  |  Edited by: Sigurd Folkvangr
Liam Mirren wrote:
Sounds fun, so if 10 people gang up on a single target he won't be able to run anything at all. That's nicely balanced.


/sarcasm off



Well usually when 10 people gang up someone he will be mostly screwed without this mod too (jammed/webbed/scrammed/cap drained etc.) When 10 people neuts you; you probably cant turn any active mod on. And each turret is one mod too so basicly even frigs have 10 mods, cruisers have more than 10 mods. And i said i does not "always" turns off/on something. It can be randomized, and that mode may not hack as soon as you hit it. you might have to wait like codebreaking for a couple of seconds to end it's round.
Greg Valanti
The Scope
Gallente Federation
#7 - 2012-06-01 16:32:18 UTC
So if used in hi sec, other people could theoretically cause others to be Concord'ed if they have a neutral entity targeted?

And in low or hi sec, if the victim has anything targeted this can then be used to force a person into picking up aggression preventing them from making jumps or docking?

Amusing.
Bill Serkoff2
Tachyon Technology
#8 - 2012-06-01 17:11:45 UTC
Greg Valanti wrote:
So if used in hi sec, other people could theoretically cause others to be Concord'ed if they have a neutral entity targeted?

And in low or hi sec, if the victim has anything targeted this can then be used to force a person into picking up aggression preventing them from making jumps or docking?

Amusing.

I would assume that highsec use of this module would warrant a CONCORD attack same as a scram or web.

"The Cyclone and the Drake are two ships which will basically never be good for shield tanking, primarily because they have almost no lowslots in addition to shield tanking bonuses. " -Iam Widdershins

Gorki Andropov
I Dn't Knw Wht You Wnt Bt I Cn't Gve It Anymre
#9 - 2012-06-01 18:11:38 UTC
I, too, would like an 'I Win' module on my ship. Hell, I might as well fill up all available slots with the buggers, just in case.
Sigurd Folkvangr
Balderfrey Holding inc
#10 - 2012-06-01 19:21:33 UTC
Well i honestly don't target my allies when i equipped turrets except when i am transferring armor/energy/shield etc. And this mode does not make you to target anything neither enemy knows what you targetted so hacking someone is blindshot even if you succesfully hack there are lots of other mods to be turned on or off. And you can have a warning that someone is hacking you before a succesful hack attempt (like i told you before like making salvage/code breaking etc. you actually be successful at the end of the mod's round. At this time we might have unlock stressful targets. And using this module obviously is a concord action and a "aggresor". I don't think it would be an "I win" module maybe we can only equip one like in Damage Control. I think jamming is more "I win" than that with jamming your target can do nothing against you (hit/scram/web/neut).With hack you only lose control one of your mods and maybe you can turn off some mods that you like to be turned on and try your luck and make a strategy on that. So i mean maybe that mods turn something your enemy needs or turn off something they dont need at that time and it is only one mod not all of the mods. So people have still something to do against you at that time

Only handicap i can see can be smart bombs, people can see your mods with ship scan and if you have smart bombs people can try their luck in high sec. Well but enemy need some activation time (that gives time for Concord) and you will see you are going to be hacked. People can power off (total turn off) their modules at that time or simply warp, or as well it might a controlled mod may not be counted as your mod but the enemy's, or maybe we simply did not go AFK with a smart bomb equipped ship near a gate. It is like going AFK in an indus with expensive cargo. People can kill you and you would lose everything too.
Unimaginative Guy
Dutch Squad
#11 - 2012-06-01 21:48:17 UTC
turning on/off modules is just gimmicky and bad. ECM is gimmicky and bad enough and this would be 2 times worse.
Nola Severasse
The Scope
Gallente Federation
#12 - 2012-06-01 23:24:39 UTC
Sigurd Folkvangr wrote:
I am thinking of a new PvP module that randomly turns off/on one of enemy mods. That turned on/off module can't be controlled by the enemy player at that time. We may call those modules as "Hacking modules" and we may call "Hacking" skill as "Code Breaking" to prevent confusion. Those modules may overheat on/off instead of turning off/on modules too. So we may somehow "hack" the enemy player and control randomly over their ship in one or more ways.


Sounds like a great new module, nice job OP!
Re'Vhann
Noir.
Shadow Cartel
#13 - 2012-06-01 23:32:50 UTC
Interesting idea, would have to be very well balanced.
Also the fact that this mod could backfire on the aggressor due to it being random (turning on someones guns while they have you locked?)
More combat options is always a good thing.