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Player Features and Ideas Discussion

 
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Terran Superweapons

Author
Silent Rambo
Orion Positronics
#1 - 2013-07-17 21:33:01 UTC  |  Edited by: Silent Rambo
TL;DR Adding a couple extremely powerful modules that can only be used a few times, or once. Extremely rare drop rate in 0.0.
I describe an idea for one below, but there could be others with similar or non similar effects as well! Use your imagination :)

Thanks to:
Swiftstrike1
for making this idea much better.

Id love to see more Terran technology in the game. Extremely powerful and unique items that can only be used a few times. These would be able to turn tides of wars by destroying whole fleets, or doing other things that are incredible (many different possibilities and effects).

Idea:
Make a set of perhaps 5 or 6 different kinds super weapons. Each with its own effect, each with a potential weakness and counter. Each should be devastating in its own way to entire fleets (sort of what the doomsday used to be like, only even more powerful then that. As powerful as the Terran super weapon showcased in this EVE trailer).

Effects:

A module like what is shown in the trailer, that randomly jumps from target to target till a cap is reached of targets it can hit (maybe 1000). Instantly destroys all targets hit, but jumps sort of slowly (.5 seconds to jump to a new target). Great for attacking blobs, but maybe have a limit on how far this jump goes. After it cant jump, there is no more destruction to be had. (Lock this to a certain class of ship? BS Maybe?)

Balance:

1. One time use only.
2. Perhaps degrades if not used within a certain time frame. Lets say a year. You don't want people hoarding them.
3. Limit drops to only a certain number per year? 3 has been suggested, although I could see more if they don't last as long. (One bi-monthly, with a degrade time of 2 months)

Open to suggestions, more ideas for different types, more problems and solutions to make this idea more complete would be great.

You really think someone would do that? Just log into EvE and tell lies?

Vizvig
Savage Blizzard
#2 - 2013-07-17 22:18:34 UTC
And also introduce terran Super Armor,with 100% reduction damage of terran SW.
kerradeph
Aliastra
Gallente Federation
#3 - 2013-07-17 22:31:13 UTC
or you could use the explanation from the books why they can't fire it over and over. you need a ridiculously rare fuel to fire it.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2013-07-17 23:31:54 UTC
And, when PL, PL., PL.., PL..., P.L. and .PL. own them all, what happens? Roll
Silent Rambo
Orion Positronics
#5 - 2013-07-18 00:44:32 UTC  |  Edited by: Silent Rambo
Danika Princip wrote:
And, when PL, PL., PL.., PL..., P.L. and .PL. own them all, what happens? Roll


I don't think PL could handle every alliance in the game coming after them, even if they are PL.

Also, the whole point about it being obvious where they are would help them all from falling under the control of one entity, they are simply too hard to keep forever. Imagine if Titans started out as things that broadcast there whereabouts to all of New Eden, you think there would be many?

And you're dealing with something with potentially WAY less EHP then a titan even. Basically you want to make it so they are crap to defend, and are used offensively as much as possible.

You really think someone would do that? Just log into EvE and tell lies?

ShahFluffers
Ice Fire Warriors
#6 - 2013-07-18 01:06:43 UTC  |  Edited by: ShahFluffers
Silent Rambo wrote:
1. Limit one module per alliance. (this is probably the most debatable, but these ******* are powerful so having a bunch under one alliances control would be pretty dangerous)

Arbitrary limitations don't work.

- Coalitions are made up of quite a few different alliances.
- Major alliances can set up "shell" alliances to bypass the 1 per alliance limit (hint: they already do this with their money and gear to safeguard it).

Silent Rambo wrote:
2. These need to be able to switch hands at a moments notice, and not ever be safe from capture. They are too powerful to be safe, like Titans, and need to be in space at all times.

Keep them in "deep" friendly territory then. Bring them out when you absolutely need to and/or when you have very good intel.

Silent Rambo wrote:
3. Locking a module to a specific character once it has been picked up. The ultimate commitment, only one player way wield this at a time.

That defeats the purpose of being able to "switch hands" at a moment's notice, doesn't it?

Silent Rambo wrote:
4. The module would show up like a Cyno does, open to all in the eve universe as to its whereabouts. 5. The module would have to have a devastating impact, but have a very long cool down time (5 hours, maybe more). This kind of power should not be used lightly. This also makes the person wielding it vulnerable in the cool downtime).

Soooooo... you wipe out a whole fleet (and probably not all the fleets the enemy has). Now the superweapon is effectively an expensive target.

Where is the appeal in this?

Silent Rambo wrote:
6. This one is easy. Make it impossible for them to be trashed or reprocessed, and have them always drop as loot.

Moot point. Titans can't dock so it's impossible to do either.

As for the "always lootable" idea... good... but it means that people will only use them when...

- victory is assured (so there is little chance of the ship getting killed and the weapon falling outside of alliance/coalition control)
- defeat is assured (you're going to lose it anyways... might as well burn everything and make the victory costly).
Silent Rambo
Orion Positronics
#7 - 2013-07-18 15:55:22 UTC
ShahFluffers wrote:

- Coalitions are made up of quite a few different alliances.
- Major alliances can set up "shell" alliances to bypass the 1 per alliance limit (hint: they already do this with their money and gear to safeguard it).


True. This is open to debate as well if you have any ideas. A lot of the other rules I have stated try and mitigate this problem as much as possible, making it too hard for them to hoard or hold on to for too long. This should be a tool that is passed around used as much as possible to inflict as much damage as possible and then lost shortly after. It would also make people scared of pooling too many assets into a single blob as well :)

ShahFluffers wrote:

Keep them in "deep" friendly territory then. Bring them out when you absolutely need to and/or when you have very good intel.


They could do this if they wanted to, sounds like a pretty valid way to use them. But EVE is like that. The risk of using it is you'll lose it. But the rewards of using it often are immense. Risk vs. Reward right? Plus your always at risk of losing it. Use your imagination, there can always be more stipulations in their use.

ShahFluffers wrote:

That defeats the purpose of being able to "switch hands" at a moment's notice, doesn't it?


This was referring to different interests coming and taking them. Switching hands inside an alliance I feel would be kinda broken, since you could just throw it in something untouchable and run away if you have to. That's why if you want to use it, Its locked to the ship and person. The philosophy shouldn't be to hoard it, it should be to use it as much as possible when you have it, and make it so the people who use it this way are rewarded more then the people that hoard them.

ShahFluffers wrote:

Soooooo... you wipe out a whole fleet (and probably not all the fleets the enemy has). Now the superweapon is effectively an expensive target.
Where is the appeal in this?


It isn't really an expensive target, it would just be a battleship with something awesome attached that will always drop. If you lose it, it isn't gone. And you can get it back (it might be expensive to do this however). Tweaking may be needed how fast your alliance can get it back though, as picking it up immediately if you lost it would defeat the purpose of it being used by different interests. Having a timer would be interesting, having to hold down and keep people away from the wreck for a certain amount of time maybe?

ShahFluffers wrote:

As for the "always lootable" idea... good... but it means that people will only use them when...

- victory is assured (so there is little chance of the ship getting killed and the weapon falling outside of alliance/coalition control)
- defeat is assured (you're going to lose it anyways... might as well burn everything and make the victory costly).


This is a problem that can be fixed if it is worth more to use them often without having them be overpowered.

Id love some suggestions if someone would like to interject. Its not a complete idea yet, that's why its a discussion board :)

You really think someone would do that? Just log into EvE and tell lies?

Swiftstrike1
Swiftstrike Incorporated
#8 - 2013-07-18 17:44:21 UTC
"That's no moon..." Cool concept, but in all seriousness it would be game breaking. Perhaps it would work if these things were single use and found randomly all over 0.0 with a drop rate of 2 or 3 per year.

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

Silent Rambo
Orion Positronics
#9 - 2013-07-18 18:28:54 UTC  |  Edited by: Silent Rambo
Swiftstrike1 wrote:
"That's no moon..." Cool concept, but in all seriousness it would be game breaking. Perhaps it would work if these things were single use and found randomly all over 0.0 with a drop rate of 2 or 3 per year.


This is actually a way better ****-ing idea. lol I'm going to edit my OP because I like this better. Way simpler and there is less need for a bunch of restrictions on them if there is a restriction on how many times they can be used.

You really think someone would do that? Just log into EvE and tell lies?