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New structure - Jump drive scrambler

Author
St Rannik
Tactical Farmers.
Pandemic Horde
#1 - 2013-01-20 14:32:59 UTC
So we have cyno jammers, which don't allow you to jump into the system.
Why not have a structure which blocks you from jumping out of the system?

It can be either an iHub upgrade, requiring sov 4 or 5, or a free standing structure which is invulnerable until iHub is destroyed.

Once onlined, It would prevent any ships with jump drives from jumping out of the system, as well as any kind of portals/bridges.
A structure like this would ensure that any supers/capitals committed to the field are actually committed till the end. With the current reinforce timer system this would mean few days. It would have a visible 24H offline timer, meaning the home side stays committed too.

This opens a possibility of different strategies, like luring the enemies fleet into a system and locking them there, while you go and reinforce their systems.

Would also make logistics more fluid, as the routes will change depending on which systems have this module online.

Also it won't be as easy to bring your supercapital fleet into a fight from the other end of the map. Hot drops become more risky.


A structure like this would make for some interesting gameplay. Just need to be well thought out to ensure it doesn't give too much advantage to one side.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2013-01-20 18:05:04 UTC
...Why on earth would anyone trap their own cap fleets like this?



And would the online timer not make it pretty much worthless?
St Rannik
Tactical Farmers.
Pandemic Horde
#3 - 2013-01-20 22:30:37 UTC
you wouldn't trap your own fleet, you'd trap the enemy fleet

the online timer can be small, like half an hour.
Dolorous Tremmens
The Scope
Gallente Federation
#4 - 2013-01-20 22:38:26 UTC
Half an hour? by that point the scouts that jumped in with the enemy fleet would already have reported it, and thats only if they were incompetent and didn't know about it beforehand. the only way this would work is if the online timer was shorter than the cap regen speed of the enemy fleet. it could only be used once, cause it would be the primary target for all of the enemy's resources, and only has a reason to be used in a "suprise buttsex" way

Get some Eve. Make it yours.

Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2013-01-20 23:10:28 UTC
St Rannik wrote:
you wouldn't trap your own fleet, you'd trap the enemy fleet

the online timer can be small, like half an hour.



And whatever friendly caps happened to be in system at the time would be trapped too.



Also, half an hour is more than enough time for the guys you're trying to trap to just smash the structure, even with subcaps. All this thing would do is add another structure to grind through.
St Rannik
Tactical Farmers.
Pandemic Horde
#6 - 2013-01-20 23:29:24 UTC
exactly, that's the whole point of the idea. the caps get committed to a fight, so people don't just throw them around. deploying them will require careful planning, and there will be consequences.

the structure is invulnerable until ihub is dead, so if they want to get the caps out, they either have to shoot the ihub with all it's reinforce timers, or wait until the owners of the system let them out.

St Rannik
Tactical Farmers.
Pandemic Horde
#7 - 2013-01-20 23:33:54 UTC
Dolorous Tremmens wrote:
Half an hour? by that point the scouts that jumped in with the enemy fleet would already have reported it, and thats only if they were incompetent and didn't know about it beforehand. the only way this would work is if the online timer was shorter than the cap regen speed of the enemy fleet. it could only be used once, cause it would be the primary target for all of the enemy's resources, and only has a reason to be used in a "suprise buttsex" way


they wouldn't be able to do anything with it, it's invulnerable

the primary reason wouldn't be what you said, it would be to deter attackers from dropping capital fleet into your system unless they are really committed to taking it over.
Dolorous Tremmens
The Scope
Gallente Federation
#8 - 2013-01-20 23:53:23 UTC
You are aware that it takes alot of time to drop an ihub? Days? Even before you can shoot that ihub, you'l have had to wait to online your SBU's ( 3hrs) then theres the dual reinforcement cycle of 24hrs +3 hrs uncertainty. for the first cycle. theres 2 of them.

to save you the text wall, heres a guide that you should have read: https://wiki.eveonline.com/en/wiki/Sovereignty_guide

tldr; before they even fire a shot at the ihub, there would be reinforcements. by firing a single shot at the ihub, they give themselves a logoff timer, and scanning frigs could scan them down and ping small shots at them while the enemy fleet is taken down one by one. SO, unless the thing has an immediate online time, the agressing fleet would run.

Get some Eve. Make it yours.

St Rannik
Tactical Farmers.
Pandemic Horde
#9 - 2013-01-21 00:40:26 UTC
yes, i'm fully aware how long it takes to drop an iHub

that's the whole point of the idea
Misaka Todako
Close Proximity
#10 - 2013-01-21 01:06:49 UTC
As a member of a sov holding alliance, I wholeheartedly endorse this change

See, if this were to happen, we'd never lose a system, nor fear anyone reinforcing our towers.

In this wonderful world you paint, no sane enemy would ever dare deploy caps against us, knowing full well that if they fail to take the system, their caps would be stuck there forever. With that kind of "winner take all" risk, there's literally no option but to deploy subcap fleets alone.

Meanwhile, my corp is free to deploy the full force of it's carrier, dread, supercarrier and titan fleet into any blue system they want with practically zero risk. Since escalation isn't on the table, our cap force will go entirely unopposed and the killmails will flow.
St Rannik
Tactical Farmers.
Pandemic Horde
#11 - 2013-01-21 01:26:23 UTC  |  Edited by: St Rannik
well not really

the 24H OFFLINE timer will take care of that. once you deployed your fleet into a system where this module is online, you are stuck there for 24 hours.

you will have to either split your fleet into smaller ones scattered across all your systems, in which case the attacking force just needs to pick one system to attack, or you have it all in one system, and leave the rest of them for the enemy to take.

so the change will make for some interesting new tactics.

also don't forget a strategic index 4 or 5 requirement, to be able to use this structure you will have to hold the system for a while so it's not exactly 'any blue system'

and who said that more subcap fights is a bad thing?

also if you chose to have that structure on in all of your systems, you'll have bunch of pirates camping all the outbound gates, cause your jump freighters can't jump out now.
Dolorous Tremmens
The Scope
Gallente Federation
#12 - 2013-01-21 01:44:44 UTC
Just making sure you know that the only people to fall for this would be the extremely stupid.

Of course, when it escalates, as it would, the initial force getting trapped would call in reinforcements, and the trappers would bring in their reinforcements, plus alot more subcaps, cause they're right at home. What you promise is the most epic thunderdome possible, and I just could not say no to that. After all, I'm one of the biggest supporters of the massive fleet battles.

As to the Jump Freighters, they'd be going nowhere, during any of thta anyways. Gates are always covered in that kind of a battle, and its nothing but home team win, cause if you don't have surplus fuel on the order of months, you're not doing it right.

If it ever happens, i can't wait for the superblob on superblob on superblob on etc. action. It'd be like an orgy at a fat camp

Get some Eve. Make it yours.

Misaka Todako
Close Proximity
#13 - 2013-01-21 02:07:13 UTC
St Rannik wrote:
well not really

the 24H OFFLINE timer will take care of that. once you deployed your fleet into a system where this module is online, you are stuck there for 24 hours.

Ok, this doesn't really change things though. I'm not going to commit my caps to a battle that might get stuck there for 24h, especially with how easy is it to probe caps down.

Making caps harder or riskier to deploy is just going to make the defender's advantage for large alliances that much stronger.

St Rannik wrote:
you will have to either split your fleet into smaller ones scattered across all your systems, in which case the attacking force just needs to pick one system to attack, or you have it all in one system, and leave the rest of them for the enemy to take.

Splitting up cap fleets is a bad idea 10/10 times. Especially if they can't quickly jump to eachother.

Quote:
so the change will make for some interesting new tactics.

No. It'll prevent people from using caps to grind sov, which means large BS gangs are going to be the only viable solution now unless you're clinically insane.

Quote:
also don't forget a strategic index 4 or 5 requirement, to be able to use this structure you will have to hold the system for a while so it's not exactly 'any blue system'

Most sov is SI4+.

Quote:
and who said that more subcap fights is a bad thing?

subcap fights are already pretty much all the fights. It sounds more like you just don't want to fight caps because your corp is unable to properly defend against them.
St Rannik
Tactical Farmers.
Pandemic Horde
#14 - 2013-01-21 02:22:23 UTC
so you kind of answered your own concerns

if you aren't going to deploy your cap fleet to protect your system in fear of it getting stuck, then the attacker will have an advantage over you if they choose to deploy theirs. and if you aren't willing to split it, it means you can only really defend one system.

the rest is left undefended.

my corp has no problems fighting caps, you are quite welcome to try and get them into our home system (Jxxxxxx).

What I'm proposing will make capitals what they should be - a strategic weapon which has to be used wisely, rather than what it is now - a big baseball bat.

It will also make it easier for the smaller entities to hold sov, as larger alliances will think twice before committing their cap fleet.
Unless of course they go around the map and prevent each small entity from reaching required strategy index.
Misaka Todako
Close Proximity
#15 - 2013-01-21 02:49:58 UTC
St Rannik wrote:
so you kind of answered your own concerns

if you aren't going to deploy your cap fleet to protect your system in fear of it getting stuck, then the attacker will have an advantage over you if they choose to deploy theirs.


What. The defender has nothing to fear, only the attacker. Unless your mod automatically deploys as soon as a cyno goes up or something bizarre like that.
Dolorous Tremmens
The Scope
Gallente Federation
#16 - 2013-01-21 03:08:54 UTC  |  Edited by: Dolorous Tremmens
No, he very clearly said has half hour online time, and is then invulnurable for 24 hours, or untill the ihub is dead. Hence my comment about the stupid being the only ones to fall for it.

Get some Eve. Make it yours.

St Rannik
Tactical Farmers.
Pandemic Horde
#17 - 2013-01-21 04:12:04 UTC
I should probably clarify about the timers.

24h offline timer is for the system owner to be able to switch off the module if they wish. it's not an invulnerability timer.
the structure is invulnerable for the whole time when there is an iHub in the system, regardless whether it's online or not.

otherwise once the module is turned on you wouldn't be able to jump your own fleet out, unless you feel like killing your own iHub.

half an hour for the module to come online is so that it isn't used just as means to trap a lone capital which is using the system as midpoint. there is nothing stopping the system owner from having the structure online permanently and/or online it before important timers.

i think having this structure will avoid a lot of blue balling, when the defending side doesn't come, or doesn't deploy their supers for fear of a big blob in the jump range.

it has nothing to do with stupidity of the attacking side, as it's not designed to be a mouse trap.

Mascha Tzash
Ministry of War
Amarr Empire
#18 - 2013-01-21 08:27:27 UTC
When there are modules like Warp Jammers...
Why not create something that does the same to captials on a system wide level? Larger ships, larger impact.
Super spikinator
Hegemonous Conscripts
#19 - 2013-01-21 08:52:45 UTC
Came expecting someone to suggest thunderdoming capitals without realising that this would mean attackers would never attack ever. Left satisfied.
TheSkeptic
Federal Navy Academy
Gallente Federation
#20 - 2013-01-21 10:10:38 UTC
Alternatively you could just use something already in the game that allows other players to actually interact and play the game.... Bubbles!

...

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