These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Smarter smart bombs

First post
Author
ALI Virgo
Dreddit
Test Alliance Please Ignore
#1 - 2013-10-03 20:24:17 UTC
Smart bombs that use ammo. They can use bombs as ammo. to do more DPS

Smart bombs that use scripts. to increase range or decrease cycle time

Dual damage smart bombs. faction items
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2013-10-03 21:16:18 UTC
Yes. Nothing could go wrong with allowing any battleship to drop in and do the same DPS as an entire wing of bombers, with no penalties. Nothing could go wrong when two hundred of them appear on the jita undock either.

You are bad at this forum.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#3 - 2013-10-03 21:33:29 UTC
Danika Princip wrote:
Nothing could go wrong when two hundred of them appear on the jita undock either.


Correct. Since you can't smartbomb within 5k of a station, nothing could go wrong.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2013-10-03 21:34:08 UTC
Sipphakta en Gravonere wrote:
Danika Princip wrote:
Nothing could go wrong when two hundred of them appear on the jita undock either.


Correct. Since you can't smartbomb within 5k of a station, nothing could go wrong.



You know what I mean >__>
theelusiveyoda
Death Troopers
PURPLE HELMETED WARRIORS
#5 - 2013-10-03 23:02:44 UTC
ALI Virgo wrote:
Smart bombs that use ammo. They can use bombs as ammo. to do more DPS

Smart bombs that use scripts. to increase range or decrease cycle time

Dual damage smart bombs. faction items



Just No,


There are smartbombs that have increased range and do more damage..............they are called officer and faction smartbombs.
And Decrease cycle time? have you tried training Energy pulse weapons past level 1?
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#6 - 2013-10-04 06:46:30 UTC
Interesting Ideas

However most of them are probably a non-starter

I can see Scripts working similar to Scan Res Scripts, increase the range but at the same time decrease the damage, or the reverse.

Dual Damage Faction items, also sounds interesting.
Vulfen
Imperial Academy
Amarr Empire
#7 - 2013-10-04 08:18:46 UTC
ALI Virgo wrote:
Smart bombs that use ammo. They can use bombs as ammo. to do more DPS

Smart bombs that use scripts. to increase range or decrease cycle time

Dual damage smart bombs. faction items


they don't do enough damage to have the need to have 2 damage types.

also yea use bombs as ammo but it would have to damage you aswell.... instant self destruct & pod kill

Incase I'm not clear with this your a moron

Tchulen
Trumpets and Bookmarks
#8 - 2013-10-04 10:40:24 UTC
Ok, I'll initially take this as though it were a serious suggestion.

Smart bombs do a bit of damage to everything except your ship as they project force away from the originating ship. They don't do much though.

Bombs explode.

If you used bombs as ammo for smart bombs they would really have to act like bomb launchers with a zero delay time.

Therefore, your ship should take the brunt of the damage. ie, your ship should take max damage as though you had a bomb fired right at you.

If this were to be the case I wouldn't have a problem with it. That said, it would make your bomb using smart-bombs all but useless meaning that the time CCP put into developing the concept would be wasted time.

As some have already said, this isn't such a splendid idea.
Maximus Aerelius
PROPHET OF ENIGMA
#9 - 2013-10-04 11:25:16 UTC
Tchulen wrote:
Ok, I'll initially take this as though it were a serious suggestion.

Smart bombs do a bit of damage to everything except your ship as they project force away from the originating ship. They don't do much though.

Bombs explode.

If you used bombs as ammo for smart bombs they would really have to act like bomb launchers with a zero delay time.

Therefore, your ship should take the brunt of the damage. ie, your ship should take max damage as though you had a bomb fired right at you.

If this were to be the case I wouldn't have a problem with it. That said, it would make your bomb using smart-bombs all but useless meaning that the time CCP put into developing the concept would be wasted time.

As some have already said, this isn't such a splendid idea.


A more refined approach that some of the other above comments but likes all round I think.

@OP: Think about your ideas more and add the +'s and -'s to your OP. State why you think it would be a great\change\thing and possibly think before you vomit on the forums. I clocked you posting 5 posts in 7 minutes the other night (this was one of them I believe) and please, for the love of 2 Empires, 1 Republic and a Federation check spelling, grammar and formatting.

Thank you, we'll all be more willing to discuss if you follow the above to some degree if not the fullest extent.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#10 - 2013-10-04 13:17:00 UTC
I would like "smart" smartbombs, ones that can avoid damaging friendly targets (ie, they somehow weaken the pulse radiated in the direction of such ships).

Load with scripts:
Carebear script: only damages reds (safe to use in high sec, but can't suicide gank with this setting) - ie flashy red players and hostile NPCs, doesn't destroy wrecks
"limited" script: Only damges things that concord won't attack you for (ie yellows and red in high sec, anything in low sec) - doesn't destroy wrecks belonging to you.
"Fleet" script: Fleet members and your own drones take no damage

Unscripted: damages everything, as it does now.

When I was a major noob, doing the SOE epic arc, for the burning down the hive mission, after getting killed the first time, I recruited some help.

Some guy in a hurricane came to help me (turns out, he was still a noob too), he fitted smartbombs, he warned me to keep my distance, got the drone aggro, and lit them off. He got concorded

I think the wrecks were registered as belonging to me, and when his smartbombs destroyed them

Of course, I could see the limited and fleet script being a bit OPd.

You could get a bunch of BSs grouped around a gate, just perma-bombing it. Near insta death to anyone that comes through.

Although it would make for some potntial small gang BS doctrines, where those with utlity highs fit smartbombs, and they fly together with overlapping smartbomb radii - such a group would be relatively immune to scrams.

Actually that might be OPd- everything in scram range dies, so they can always MJD...

Meh, it might be interesting.
Tchulen
Trumpets and Bookmarks
#11 - 2013-10-04 14:31:29 UTC  |  Edited by: Tchulen
Verity Sovereign wrote:
I would like "smart" smartbombs, ones that can avoid damaging friendly targets (ie, they somehow weaken the pulse radiated in the direction of such ships).


I would post strongly against such an addition.

One of the main things that stops people simply fitting a massive number of ships with smart bombs and going about in a blob warping on top of others and disco ballsing them is the fact that they affect your allies. Just think what a fleet of 100 frigates with 3 small smart bombs each and afterburners could do to an enemy fleet of BSs if the smart bombs didn't affect their allies.

I really don't like any indirect weapon that can't hurt your own fleet/corp/alliance/whatever. It would be bad(tm).

EDIT - Your proposal would likely, due to the fact it renders ewar pointless, stop weapons and ewar being used in fleets and make fleet fights simply about who has the most smart bombing ships and the best scouts for warpins.
Hemmo Paskiainen
#12 - 2013-10-04 14:57:31 UTC
This sounds like a good idea. Some variation in using smartbombs in the game. That's fun killing Pirate

If relativity equals time plus momentum, what equals relativity, if the momentum is minus to the time?

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#13 - 2013-10-04 15:35:29 UTC
Tchulen wrote:
Verity Sovereign wrote:
I would like "smart" smartbombs, ones that can avoid damaging friendly targets (ie, they somehow weaken the pulse radiated in the direction of such ships).


I would post strongly against such an addition.

One of the main things that stops people simply fitting a massive number of ships with smart bombs and going about in a blob warping on top of others and disco ballsing them is the fact that they affect your allies. Just think what a fleet of 100 frigates with 3 small smart bombs each and afterburners could do to an enemy fleet of BSs if the smart bombs didn't affect their allies.

I really don't like any indirect weapon that can't hurt your own fleet/corp/alliance/whatever. It would be bad(tm).

EDIT - Your proposal would likely, due to the fact it renders ewar pointless, stop weapons and ewar being used in fleets and make fleet fights simply about who has the most smart bombing ships and the best scouts for warpins.



As I said:
Quote:
Of course, I could see the limited and fleet script being a bit OPdp

So, I'm not going to argue against most of your post, as I actually generally agree.

Thoughts on the "carebear" script to allow one to safely use smartbombs in high sec missions/duals/etc ?
Regina Gerze
The Trinity Conglomerate
#14 - 2013-10-06 02:26:59 UTC
I read the first few comments and the OP and you people made me laugh :D But I really need to get off the forums so stop being funny, thanks...
Regina Gerze
The Trinity Conglomerate
#15 - 2013-10-06 02:31:05 UTC
Vulfen wrote:
ALI Virgo wrote:
Smart bombs that use ammo. They can use bombs as ammo. to do more DPS

Smart bombs that use scripts. to increase range or decrease cycle time

Dual damage smart bombs. faction items


they don't do enough damage to have the need to have 2 damage types.

also yea use bombs as ammo but it would have to damage you aswell.... instant self destruct & pod kill

Incase I'm not clear with this your a moron



CCP would agree...xD This is an awful idea, honestly...
Matthias Thullmann
Dynatron Inc.
#16 - 2013-10-06 04:47:27 UTC
Just have bombs follow the inverse square law when they do damage.

Put in a long range script and you get more range, but your damage falls off into negligible amounts quicker, even drones can tank you.
Put in a short range script and you get incredibly reduced range (500-1000m), but you concentrate the damage amount in a smaller area.

It solves like 90% of the problems smartbombs regularly face, allows them to use scripts like OP obviously wants, and doesn't break mechanics. Honestly they should have done this years ago, but I guess it was just easier programming wise not to.

Genius tip: If you want dual damage use 2 bombs with different damages.
Johann Rascali
The Milkmen
Sedition.
#17 - 2013-10-06 08:58:28 UTC
Only thing I want to see changed on smartbombs is the fact that they don't deal damage to wrecks. Hullmining at its finest.

Blanking signatures doesn't seem to work, so this is here.

CCP Eterne
C C P
C C P Alliance
#18 - 2013-10-07 14:23:38 UTC
I have removed a personal attack from this thread.

EVE Online/DUST 514 Community Representative ※ EVE Illuminati ※ Fiction Adept

@CCP_Eterne ※ @EVE_LiveEvents