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Player Features and Ideas Discussion

 
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Cluster Defender missiles, And maybe a revamp Too...

Author
Alirissa Arji
Crimson Holdings Inc
#1 - 2013-09-13 07:01:18 UTC  |  Edited by: Alirissa Arji
Heyoo!!

So, Nothing new here, Defender missiles are a good concept, without much use due to the way they currently are "time your missiles well, Feel, don't look..." We all know we aren't luke skywalker, So we can't know exactly when to launch the defender missiles in the heat of battle...Especially when they aren't guaranteed to connect.

What I suggest as a Revamp is to change how they work a little bit...

Rather than launch like any missile, it doesn't actually launch a missile until a detected missile is incoming. It will keep cycling, And it reduces the cycle time to a point where it will almost always hit the incoming missile, until it actually launches, then the cycle time resets to default.

Next up is the "Cluster Defender missile". Think MIRV on this one. One launcher, one cluster missile.

These launch 3-4 smaller missiles from the larger missile that are much faster than the main missile*lower mass*. The idea is that ships could sacrifice merely one missile slot, and get 4 defender missiles to lower the damage intake.

The main missile does damage, and acts like any old missile, EXCEPT when incoming missiles are detected. If it uses the defender payload,, it looses its damage utility and disappears. This lets the pilot use them as weapons, AND defense and the same time. It balances out by forcing the user to use one or two launchers, as to evade those missions where 1,000 missiles are being lobbed at you from all directions.

Why? Because Defender missiles is in serious need of some love. In PVP they are almost completely unused, and they only see the light of day with some curious pilots who try and see how they work...It is otherwise, Junk.

So, if the mission has no missiles, they don't have to switch out ammo, as it still does damage like other missiles.

Potentially, this could also mean damage type specific defender missiles, Why not? Anyways, That's the idea..Thoughts?
Caliph Muhammed
Perkone
Caldari State
#2 - 2013-09-13 20:49:18 UTC
You want to give up one slot to eliminate 4 slots of your opponents?

You r bad at ideaz.
Tarn Kugisa
Kugisa Dynamics
#3 - 2013-09-14 01:18:44 UTC
Right concept, wrong implementation

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

James Akachi
Perkone
Caldari State
#4 - 2013-10-10 17:25:39 UTC
Instead of posting a new thread I will add my ideas for Defender Missiles here.

Firstly: They need to be launched from mid slots. It makes no sense in the current game to take up a high slot for defensive purposes. Thus they need their own dedicated type of launcher.

Second: This Defender Launcher needs to act autonomously. Unlike NPCs we cannot calculate every second when there are missiles coming at us. Perhaps make it an active module that consumes Cap, but doesn't actually launch missiles until needed.

Third: Using a defender launcher needs to be a superior defense against installing equivalent active tank modules. That way they are worth using against opponents who only use missiles, but of course not useful against other weapon types. Perhaps there should be a limit to the number of launchers installed or diminishing returns, this is a balance question.

Fourth: Possibly don't make them use ammo, not sure on this one, but with a separate launcher type there's no mechanical need to still have the ammo. Of course there are defensive modules that use charges so it is balanceable either way.