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The Marauder that attacks!

Author
Nikk Narrel
Moonlit Bonsai
#1 - 2013-07-15 13:21:01 UTC
What about a change to enable a method that would encourage solo unsupported attacks?
(Of course these could be used in groups too, but this would not require them as much as other methods)

Make the Marauder truly live up to it's name. It would then become popular to use it in ways that would be suicidal with other ships. This justifies the name, the skill demands, and the cost to operate.

Proposal:
Once per day, the Marauder is able to execute an emergency jump, to a location preset by a bookmark.

The range of this jump to be modified by the pilot's jump drive calibration skill, and is the same as the BLOPs BS.

To be specific, this would not be wise to use for attack if it would also be needed for defense.
(It would drain 80% of cap, so using this as an attack would risky)
How is this different? In the event the cap is below 80%, it still jumps, but it arrives at the preset BM with zero cap.

The once per day is a balance point, it could be done more often if dev balance found it practical.

This will obviously encourage wilder behavior in null and low, security hits will still happen where applicable.
This obviously may be blocked from use in high sec.
Terrorfrodo
Interbus Universal
#2 - 2013-07-15 13:33:53 UTC  |  Edited by: Terrorfrodo
The limitation would be meaningless. If you make it once per day per ship, people will just have many marauders. If you make it once per day per character... people have lots of alts. All of EVE would be swarming with invulnerable Marauders Blink

I like the basic idea that Marauders should be ships that can operate alone behind enemy lines and do damage there, without being used to even greater effect in fleets. But this is not the way to achieve that goal. Not sure if there is a way.

edit: I have an idea that would enable a Marauder to actually travel through hostile space, which at the moment is suicidal in a battleship: Give it a unique jump drive that has a range of only 1 system. You can only travel one system at a time, but you don't have to use gates. When jumping, you land in a random spot somewhere in the system, so you cannot use it to hotdrop someone. Spooling up the jump drive takes 60 seconds, so if people know you're coming and are waiting with probes out and a dictor ready to warp, they can catch you. But you can cloak or warp when you see the probes, at the cost of aborting the spoolup.

For the actual marauding part, the ship would need some special bonus. Like 300% damage bonus against structures... although that isn't much fun. We probably need more innovation in the "farms&fields" department first, some new mechanics that enable looting and pillaging of space.

.

Nikk Narrel
Moonlit Bonsai
#3 - 2013-07-15 13:48:52 UTC
Terrorfrodo wrote:
The limitation would be meaningless. If you make it once per day per ship, people will just have many marauders. If you make it once per day per character... people have lots of alts. All of EVE would be swarming with invulnerable Marauders Blink

I like the basic idea that Marauders should be ships that can operate alone behind enemy lines and do damage there, without being used to even greater effect in fleets. But this is not the way to achieve that goal. Not sure if there is a way.

I appreciate the effort to point out how that can be worked around.

However, the whole point of EVE is that all such limits can be overcome... for a price in time or effort.
Example: Already clone jumped? Use a different account, or deathclone to your target. Short of that, there is the obvious slow boating option.

Once per day per character & ship combined. (You can't trade the ship to an alt and use it for this function, if the ship is on cool down, and you can't use a second ship in hangar for the same character if they are on cool down)

If someone wants to skill up an alt, and spend that time paying for a second account or adding the training on a first account alt, I see no reasonable objection possible.
They can have multiple titans the same way, and this would in no way be comparable to that.

If the devs feel these restrictions can be loosened, they are free to do so, but I just want to see more activity.
Mary Annabelle
Moonlit Bonsai
#4 - 2013-07-15 20:42:06 UTC
Meh, all I see this doing is encouraging people to do crazy stuff.

Why worry about that gate camp? charge right through and see if you make it.

Can't afford to lose a ship? Don't matter if it's this one, at least that one time a day.

This will create chaos, with people training this skill up to fly these, and attacking each other.

Uhhh... wait... thats a good thing, ain't it....

In that case....

+1
Swiftstrike1
Swiftstrike Incorporated
#5 - 2013-07-15 21:07:42 UTC
There are more traditional "Get out of PvP free" cards that Devs can employ. For example, built in warp core stabilizers as a role bonus à la Deep Space Transports (DSTs) and the Venture mining frigate.

That would certainly make marauders more viable for solo PvP and have less of an effect on group PvP where there are many points on the field.

I would prefer to see marauders take on the role of "combat black ops" ships that pack more punch than existing BOs with more EHP. They'd still be able to utilize covert jump portals (CJPs), but would have no jump drive of their own and would not be able to open CJPs.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Nikk Narrel
Moonlit Bonsai
#6 - 2013-07-15 21:25:29 UTC
Swiftstrike1 wrote:
There are more traditional "Get out of PvP free" cards that Devs can employ. For example, built in warp core stabilizers as a role bonus à la Deep Space Transports (DSTs) and the Venture mining frigate.

That would certainly make marauders more viable for solo PvP and have less of an effect on group PvP where there are many points on the field.

I would prefer to see marauders take on the role of "combat black ops" ships that pack more punch than existing BOs with more EHP. They'd still be able to utilize covert jump portals (CJPs), but would have no jump drive of their own and would not be able to open CJPs.

Now, that is an interesting approach, but I find that direction to be limited.

Specifically, you will notice that only ships intended to avoid combat have this. Sure, you can try and use them in PvP aggressively, but they are not anything approaching an ideal design for this.

The problem with that is simply, it is a solution designed to improve escape chances with only a limited exposure timeframe.
Anything sticking around long enough to fight can have this resistance easily overwhelmed, which kills the whole point of an attack ship using it.

Ok, so then why not just a jump drive?
Jump drives have three primary flaws, in this context.

One: They need someone at the other end to open up the portal. Sure, not a major obstacle with friends or a second account, but still needs to be done.

Two: They can be pointed, and stopped. If you are using them as intended in this proposal, things have gone south, and you are about to go boom. The point is feeling confidant enough to take risks that any OTHER ship should go boom under.
This is the Marauder, the ship that attacks.

Three: they need 80% cap. This ship already had an extremely obvious weakness with the sensor limits. Trading that ECM for a neut is hardly a challenge.

If this was a practical approach, the BLOPs BS class would already be wildly attacking everything, joyfully oblivious to any repercussions.

This unrestrained ability to engage fearlessly is already limited to a once a day self-rescue.
Limiting it further defeats the purpose, and leaves it back as an expensive option where cheaper ships can be used instead.
Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2013-07-15 21:34:21 UTC
Hearthstones in EVE?

No.
Commander Ted
Caldari Provisions
Caldari State
#8 - 2013-07-15 21:37:49 UTC
Marauders should be the ultimate solo pvp boat.

I propose giving them a SICK local rep bonus (60%?) at the cost of really bad resists.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Aquila Sagitta
Blue-Fire
#9 - 2013-07-15 21:45:41 UTC
Buff there tanking abilitys slightly.
Fix active armor tanking.
Give them bonus to Micro Jump Drive cool down.

At any rate it doesn't matter what kind of bonuses you give to the marauders to try and make them truelly solo roamers in null. A lone t2 BS in null sec will get caught and hotdropped very quickly. And giving them defenses against that would make them wildly over powered. So unless CCP introduces a completely new game mechanic regarding marauders the closest your gonna get to solo roaming in null sec with ZERO support is a lone bomber or cloaky t3.
Nikk Narrel
Moonlit Bonsai
#10 - 2013-07-15 21:49:42 UTC
Danika Princip wrote:
Hearthstones in EVE?

No.

You played that game too, eh?

Been awhile since I did, but I recognized that.

No, this is something to yank you out of combat going badly, and only one time a day.

It exists specifically so players will take otherwise insane risks, and stir up trouble.

Everything else: don't fly what you can't afford to lose.
This Marauder: once a day, you can try anything with no risk, IF you remember to hit the darned panic button before you pop.

Not any harder to beat in a fight, it just lives to fight another day more often than any other boat would.

Key point: It is designed for the risk taking.
You won't necessarily win more often, but you will get to try to win more often.
Astroniomix
School of Applied Knowledge
Caldari State
#11 - 2013-07-16 00:32:26 UTC
I see this backfiring horribly and just turning marrauders into something that no one bothers to engage because they know they won't be able to kill it.
Mr Doctor
Therapy.
The Initiative.
#12 - 2013-07-16 00:43:31 UTC
A ship cant jump when pointed so its not a get out of jail card. If youre saying it should be able to jump when pointed gtfo.

The idea of it jumping one system could be interesting but I would couple it with the blops bridge except all jump at one (maybe a 5km area round the Marauder) and it has to be on grid with the gate of the system you want to jump to and you jump into that system on grid with the gate on the other side.

I dunno... marauders should be interesting but they should be run away when you dont like how things are going machines.
DataRunner Touch
Doomheim
#13 - 2013-07-16 04:27:38 UTC
Hey! Just wanted to provide my input. Seeing you are doing an emergency jump to a bookmarked location and not to a cyno, how about instead of landing ontop of that book marked location, you land in the system at a random location, and at EXTREME speed (Thus taking time to slow down so you can warp off to a gate or what ever have you.)
Arya Regnar
Darwins Right Hand
#14 - 2013-07-16 05:00:33 UTC
I propose this.

The emergency escape portals you into one of the 3 systems in which there was the most ship deaths in the last hour at a random stargate 17 km away from it and flags you suspect.

EvE-Mail me if you need anything.

Elsbeth Taron
Brutor Tribe
Minmatar Republic
#15 - 2013-07-16 06:24:48 UTC
As the fates of the Bismark and the Graf Spee demonstrated perfectly: lone battleships don't survive for very long once caught. That this is reflected in Eve doesn't mean something needs fixing.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#16 - 2013-07-16 06:50:36 UTC
My jury is out on giving more sub capital hulls jumpdrive... infact, bad move there.

But I am fond of the idea of losing the stupid salvager / tractor beam focus of the marauder and getting a more combat orientated bonuses to replace it with....

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Tchulen
Trumpets and Bookmarks
#17 - 2013-07-16 11:29:57 UTC
I like this a lot. It would certainly mean Marauders would maraud more Big smile
Danika Princip
GoonWaffe
Goonswarm Federation
#18 - 2013-07-16 11:52:23 UTC
Nikk Narrel wrote:
Danika Princip wrote:
Hearthstones in EVE?

No.

You played that game too, eh?

Been awhile since I did, but I recognized that.

No, this is something to yank you out of combat going badly, and only one time a day.

It exists specifically so players will take otherwise insane risks, and stir up trouble.

Everything else: don't fly what you can't afford to lose.
This Marauder: once a day, you can try anything with no risk, IF you remember to hit the darned panic button before you pop.

Not any harder to beat in a fight, it just lives to fight another day more often than any other boat would.

Key point: It is designed for the risk taking.
You won't necessarily win more often, but you will get to try to win more often.



In wow terms, it's bubble and hearth. Do you remember how much people hated that?

This is EVE, nothing should ever come without risk. If you give these things a get out of jail free card, people WILL find a way to abuse the hell out of it.
Nikk Narrel
Moonlit Bonsai
#19 - 2013-07-16 13:53:52 UTC
Astroniomix wrote:
I see this backfiring horribly and just turning marrauders into something that no one bothers to engage because they know they won't be able to kill it.

I would not jump to that conclusion so easily.

It's about the fight, the kill mail is the bonus.

Noone said the ship would win fights, just that it creates a chance to try taking risks without losing.

Example: two of these squaring off against each other, one would be certain to know they could keep going nearly risk free if they made the other flinch and hit the panic button first.

In a way, it possibly makes the ship bail out too soon, if the pilot believes they won't win.

Taking risks is a good thing, but being afraid to take risks is bad for the game.
Nikk Narrel
Moonlit Bonsai
#20 - 2013-07-16 13:58:56 UTC
Mr Doctor wrote:
A ship cant jump when pointed so its not a get out of jail card. If youre saying it should be able to jump when pointed gtfo.

The idea of it jumping one system could be interesting but I would couple it with the blops bridge except all jump at one (maybe a 5km area round the Marauder) and it has to be on grid with the gate of the system you want to jump to and you jump into that system on grid with the gate on the other side.

I dunno... marauders should be interesting but they should be run away when you dont like how things are going machines.

YES, it will jump when pointed, out of cap, anything except being actually destroyed itself.

This is the point of this proposal, to create a ship that can bail out of ANY situation if the pilot prepares the return BM properly.
(This is why it is a BM, since traveling beyond the jump range of any BM is not difficult)

This does not make it invulnerable, just harder to kill.
(IF you know where it is going to jump to, you have possibly one of the easiest ambushes in the game)

It is not a free ride, despite how some suggest it is. It cannot jump into high sec, for example, or systems that are cyno jammed.
(Those should be obvious already)
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