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Player Features and Ideas Discussion

 
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Anti-gank Module

First post
Author
Doug Dredd
24th Imperial Crusade
Amarr Empire
#1 - 2013-04-15 10:28:48 UTC
Anyone ever suggest a high slot module that would transfer one ship's shields to another?

So say a BS can target a barge and activate the high slot shield transfer module, which will drain all shields from the BS and give a partial percent, say 25%, of the BS's current shield hit points before activation to the barge. While the module is active the shields of the giver (the BS in this example) do not regenerate (active or passively).

Make it so that the partial percent is relatively low so that in fleet warfare the trade-off to protecting an alpha'd ship using this module would result in shield-crippled ships. Also if the module deactivates then none of the transferred shield returns to the BS, but regeneration can happen.

I am always for suicide ganking but I never have a problem looking for more tools that the victims can use without any hard nerfs to everyone else.

Anyway just an idea that popped in my head. I figured I would let it get roasted here before I would think to throw it in the ideas section of the forums.
Djana Libra
Deep Core Mining Inc.
Caldari State
#2 - 2013-04-15 10:30:45 UTC
you could actually have posted this in features and ideas discussion
RubyPorto
RubysRhymes
#3 - 2013-04-15 10:45:34 UTC  |  Edited by: RubyPorto
Maybe something like this:
http://games.chruker.dk/eve_online/item.php?type_id=4284

Perhaps combined with this:
http://games.chruker.dk/eve_online/item.php?type_id=4280
and this
http://games.chruker.dk/eve_online/item.php?type_id=3608

with a barge fitting this:
http://games.chruker.dk/eve_online/item.php?type_id=3831
and this:
http://games.chruker.dk/eve_online/item.php?type_id=2048

I think that should do what you want (and more).

You can fit more than enough local tank on any Exhumer (or Barge) to survive until shield reps land, and a Scimitar (heck, a Scythe) ready to rep will be more than enough to dissuade any ganker trying for any semblance of efficiency (because breaking reps or Alphaing you is fairly expensive).

No need for a tool that serves as an AFK replacement for Logi.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

pussnheels
Viziam
#4 - 2013-04-15 11:00:18 UTC
shame on you for demanding thet CCP holds your hand against ganks

95% of all gnks can be avoided if people would pay attention and or use common sense

Do not afk pilot in a freighter while at war
Do not afk mine in a untanker mining barge
Do not fly afk in a untanked hauler carrying several billions in goods
Use alternative routes
Do not run missions in a officer fitted faction ship in the most populair misson hubs

and the list goes on and on

I do not agree with what you are saying , but i will defend to the death your right to say it...... Voltaire

Sobaan Tali
Caldari Quick Reaction Force
#5 - 2013-04-15 11:03:05 UTC
So a remote shield transfer cousin of sorts. Aside from merely operating differently, how is this any better or needed than the current logistics modules? Not trying to bash, just not seeing the reason for something like this.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Anunzi
Solace Corp
#6 - 2013-04-15 11:03:21 UTC
pussnheels wrote:
shame on you for demanding thet CCP holds your hand against ganks

95% of all gnks can be avoided if people would pay attention and or use common sense

Do not afk pilot in a freighter while at war
Do not afk mine in a untanker mining barge
Do not fly afk in a untanked hauler carrying several billions in goods
Use alternative routes
Do not run missions in a officer fitted faction ship in the most populair misson hubs

and the list goes on and on



I would say probably 99.99% of ganks, but well said anyway!

"It was the way she said it, Rimmer, to rhyme with scum"

Samillian
Angry Mustellid
#7 - 2013-04-15 11:09:38 UTC
Logistics

Just a thought.

NBSI shall be the whole of the Law

TheGunslinger42
All Web Investigations
#8 - 2013-04-15 11:14:19 UTC
so like a remote shield extender?

why not just fit a shield extender (or other tank modules) locally?

or would that interfere with the max-yield fit ...
Grunanca
Brutor Tribe
Minmatar Republic
#9 - 2013-04-15 11:21:29 UTC  |  Edited by: Grunanca
I would have a vigilant sitting on a station with a carrier shield on thenCool Would be impossble to kill and the carrier is armour tanked and not really in danger...

So that idea prob wont work. There is an anti-gank module already. Its called directional scanner and it works just fine. Set it to full range and GTFO when you see 3 or more dessies at any time.
Dave Stark
#10 - 2013-04-15 11:28:09 UTC
TheGunslinger42 wrote:
so like a remote shield extender?

why not just fit a shield extender (or other tank modules) locally?

or would that interfere with the max-yield fit ...


no, because shield modules go in mids and yield module go in lows.
Miilla
Hulkageddon Orphanage
#11 - 2013-04-15 12:01:49 UTC
There is an implant for anti-gank.

It is called a brain.

Evolution spent millions of years getting it inside your skull, it wouldn't be a bad idea to use it.
Mocam
Aliastra
Gallente Federation
#12 - 2013-04-15 12:24:43 UTC
Closest I've come to an actual deal like this was an armor rig/module that would ping back 1hp damage to the hitting ship.

Why? So lulz gankers/kb fluff types take KB hits from being concorded. If they really don't care about that then it won't even phase them but you do have a batch of lulz types that do it because they can get away with it and nobody can see they failed when they do.

This way you might find some Industrial pilots showing 30 kills, 1 loss due to all the failed attempts to gank them -- a handy warning for profit type guys to load heavier.

Even better, a good laugh finding a braggart trade-hub camper showing 1 in 3 attempts succeeds as they keep failing their ganks (which is currently hidden with how most KB's record stuff). "Fear my gank skills!" - lol! I don't think so with *THAT* record showing... Currently, it'd show a 100% success rate - far from accurate.
Arrs Grazznic
Poena Executive Solutions
#13 - 2013-04-15 12:29:44 UTC
Mocam wrote:
Closest I've come to an actual deal like this was an armor rig/module that would ping back 1hp damage to the hitting ship.

Why? So lulz gankers/kb fluff types take KB hits from being concorded. If they really don't care about that then it won't even phase them but you do have a batch of lulz types that do it because they can get away with it and nobody can see they failed when they do.

This way you might find some Industrial pilots showing 30 kills, 1 loss due to all the failed attempts to gank them -- a handy warning for profit type guys to load heavier.

Even better, a good laugh finding a braggart trade-hub camper showing 1 in 3 attempts succeeds as they keep failing their ganks (which is currently hidden with how most KB's record stuff). "Fear my gank skills!" - lol! I don't think so with *THAT* record showing... Currently, it'd show a 100% success rate - far from accurate.

How about CONCORD just post their kills?
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#14 - 2013-04-15 12:34:46 UTC
Doug Dredd wrote:
Anyone ever suggest a high slot module that would transfer one ship's shields to another?

So say a BS can target a barge and activate the high slot shield transfer module, which will drain all shields from the BS and give a partial percent, say 25%, of the BS's current shield hit points before activation to the barge. While the module is active the shields of the giver (the BS in this example) do not regenerate (active or passively).

Make it so that the partial percent is relatively low so that in fleet warfare the trade-off to protecting an alpha'd ship using this module would result in shield-crippled ships. Also if the module deactivates then none of the transferred shield returns to the BS, but regeneration can happen.

I am always for suicide ganking but I never have a problem looking for more tools that the victims can use without any hard nerfs to everyone else.

Anyway just an idea that popped in my head. I figured I would let it get roasted here before I would think to throw it in the ideas section of the forums.



Or, you can just have a friend in an osprey sitting next to you transferring shields.

Not a diplo. 

The above post was edited for spelling.

Haedonism Bot
People for the Ethical Treatment of Rogue Drones
#15 - 2013-04-15 12:40:15 UTC
CCP has already given you all the modules you need to prevent ganks.

www.everevolutionaryfront.blogspot.com

Vote Sabriz Adoudel and Tora Bushido for CSMX. Keep the Evil in EVE!

Azami Nevinyrall
172.0.0.1
#16 - 2013-04-15 12:46:58 UTC
Wait wait wait wait.............wait

Let me get this straight, you want a High slot module to be added into the game that transfers shields from one ship to another?

Are you ******* kidding??!?!?!

You are either a troll or a ******* moron.

Train logistics!

...

Mocam
Aliastra
Gallente Federation
#17 - 2013-04-15 13:05:01 UTC
Arrs Grazznic wrote:
Mocam wrote:
Closest I've come to an actual deal like this was an armor rig/module that would ping back 1hp damage to the hitting ship.

Why? So lulz gankers/kb fluff types take KB hits from being concorded. If they really don't care about that then it won't even phase them but you do have a batch of lulz types that do it because they can get away with it and nobody can see they failed when they do.

This way you might find some Industrial pilots showing 30 kills, 1 loss due to all the failed attempts to gank them -- a handy warning for profit type guys to load heavier.

Even better, a good laugh finding a braggart trade-hub camper showing 1 in 3 attempts succeeds as they keep failing their ganks (which is currently hidden with how most KB's record stuff). "Fear my gank skills!" - lol! I don't think so with *THAT* record showing... Currently, it'd show a 100% success rate - far from accurate.

How about CONCORD just post their kills?


There was an suggestion on something like that. Have CCP publish an NPC based killboard so all kills involving NPC groups showed - pirate factions, empire factions and concord.

It didn't go anywhere but I remember some discussions on it... there are a lot of killmails out that show NPC's on them so it might impact some things about player run KB's and such.

My idea was more ... well... I wonder if there's a freighter pilot with 40+ battleships dead from trying to gank them but having never succeeded...

Not so much who died to what NPC group but who the target was and how many had failed how many times at trying to gank them.
Jenn aSide
Worthless Carebears
The Initiative.
#18 - 2013-04-15 13:13:15 UTC
Haedonism Bot wrote:
CCP has already given you all the modules you need to prevent ganks.


Yea, but they are lies, like that INVULNERABILITY Field. I put on one (and nothing else) and i was far from invulnerable.

(That's right , I went all 2004 up in this piece).
RubyPorto
RubysRhymes
#19 - 2013-04-15 13:21:39 UTC  |  Edited by: RubyPorto
Mocam wrote:
Closest I've come to an actual deal like this was an armor rig/module that would ping back 1hp damage to the hitting ship.


You mean like drones can if you're ATK?

Why else do Exhumers and Barges have silly high scan res? (Unfit Hulk locks a Destroyer in under 2s.)

Hey, a TD, some ECM, or ECM drones will all get you on their killmails, and could even prevent the gank from succeeding.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Vincent Athena
Photosynth
#20 - 2013-04-15 13:23:32 UTC
RubyPorto wrote:
Maybe something like this:
http://games.chruker.dk/eve_online/item.php?type_id=4284

Perhaps combined with this:
http://games.chruker.dk/eve_online/item.php?type_id=4280
and this
http://games.chruker.dk/eve_online/item.php?type_id=3608

with a barge fitting this:
http://games.chruker.dk/eve_online/item.php?type_id=3831
and this:
http://games.chruker.dk/eve_online/item.php?type_id=2048

I think that should do what you want (and more).

You can fit more than enough local tank on any Exhumer (or Barge) to survive until shield reps land, and a Scimitar (heck, a Scythe) ready to rep will be more than enough to dissuade any ganker trying for any semblance of efficiency (because breaking reps or Alphaing you is fairly expensive).

No need for a tool that serves as an AFK replacement for Logi.

No, not like any of that.

Right now gankers can increase their alpha damage by bringing more ships. But the defender cannot increase their EHP by bringing ever more ships. What is being suggested is some way the defender can add more ships and keep getting a higher EHP. The shield harmonizing link only works for one ship, it does not scale up. You cannot bring 10 ships with shield harmonizing and get a really strong tank.

Now an attack based on DPS as opposed to alpha, remote rep does scale and having more friends supporting the defender works.. But we do not have a similar way of scaling up defense vs an alpha strike, or a gank thats faster then one RR cycle.

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