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Defender Missiles: A Proposition

Author
Ferrucio Surge
The Bag Cartel
#1 - 2014-01-21 05:34:53 UTC  |  Edited by: Ferrucio Surge
Hello, everyone. This is my first time on the Features and Ideas Forum(to my knowledge), and there has recently been an idea rolling around my head regarding Defender Missiles. I apologize if something exactly like this idea has been presented before, however I made an effort to look for it under the Commonly Proposed Ideas Thread, and hadn't found anything. Thank you in advance for all the help and criticism. I did my best to formulate this idea without insulting anyone's intelligence Lol

Defender Missiles: A Proposition_________

I have an idea for Defender Missiles that, in my humble opinion, can make them more usable on more levels of combat. However, it could be better geared for PVE than PVP, as, from what I've seen, not as many peeps use Missiles for PVP in relation to the other weapons, and the use of Defender Missiles, currently across the board, has been miniscule at best. It makes me sad, because I really love the idea of it. Anti-missile missiles have been in use in the real world, and currently exist as a means to neutralize a Nuclear threat. That being said, I think the concept itself is very cool, and can be successfully used in areas of the game. Otherwise, it's a lost skill that is mostly ignored, doomed to a life with no friends. So, in defense of Defenders, I have come up with a major idea, which could lead to a couple minor ones.

Idea: Defender Missile Bay (or Launcher)
Illustrations of this idea may appear after the meat of this post is tidied up. Warning: I am not good at drawing!

---
Defender Missile Bay
Description:
Quote:
The Defender Missile Bay is a device solely for the utilization of Defender Missiles. It provides supplementary guidance systems and independent modulation for its payload to maximize its defensive capabilities.
[Insert Skill Bonuses Here]
[Insert Lore Background Here, etc.]

---

The Defender Missiles deserve their own launcher, primarily because they serve a very different purpose than the High-Slot Offensive Launchers that really are there for offensive means. It's Defense vs. Offense, and when you're deep in a Level IV Security Mission with a missile boat, for example, you don't want anything clogging up your DPS. That, I think, is the major reason it isn't used, in conjunction with how odd the mechanics for the missiles are.


The gut of this idea surrounds this new module, which could make a significant change to how Defenders behave. It also comes in two different sizes: Light and Heavy. Meaning, it accommodates for the two varying sizes of missiles as well. And, each size has three Meta Levels, 1, 3 and 5. 5 being Tech II Defender Missile Bay, which you need Defender Missiles V skill level to operate.

The module essentially responds to threats as they come. For instance, if a Torpedo is heading straight for your ship, your Heavy Defender Missile Bay would automatically deploy a single missile to respond to it. You are freed from the responsibility of locking onto an individual player that is hurling missiles at you, and firing the Defenders manually (activating the Missile Launcher before the incoming threat hits you), which is a HUGE PAIN.

It also responds to multiple incoming threats! For example, multiple rats are hurling Light to Heavy-sized missiles at you, and you have an incoming of 5 from different individual enemies. This Light Defender Missile Bay will use its Detection Range to determine the closest threat, and fire a missile at it first, then the others, respective to distance. In Animation, you will see multiple missiles coming out of the bay, each missile responding to each individual threat, no matter which direction it comes from.

This is all well and good, and sounds almost OP. To alleviate this, there will be a Hard Cap on how many missiles can fire off simultaneously, with a starting amount of two (2). Each level of Defender Missiles Skill will add one (1) extra missile to this amount. This brings the maximum allowable amount in a single volley to six (6). This also reduces the potential lag created by this happening a lot in one place and doesn't detract from the purpose of said devices. Also, it's just enough to make a difference, even though many more missiles may be headed your way. It reduces damage done to you.

As another, smaller downside, it cannot accurately detect Rockets quickly enough to respond. Therefore, it will not respond to them.


There are two ways to go about this module, within my idea. The first being the most backed by my confidence.
(Notice: These are not set and locked attributes. They are subject to change for balancing, etc.)

Method #1: Medium Slot__

  • Active Module
  • Light and Heavy Sizes
  • Different Sizes/Meta Levels affect missile potency/explosive damage
  • 3 Meta Levels (1,2,5 like the Adaptive Invulnerability Fields)
  • (Light) 7 second Activation time / duration
  • (Light) 30GJ Activation cost
  • (Light, Skill level 1) Module Unit Capacity: 21
  • Reload Time: 10 seconds
  • (Light, Skill Level 1) Detection Range: 20km
  • Passively Responds to Threats
  • Simultaneously launches multiple missiles scaled to incoming threat number
  • Does not require a Locked Target
  • Cannot respond to Rockets
  • Limit one per ship


(Running out of chars)

Method #2 is essentially the same concept, but the module is in the Low Slot. It acts independently and is Passive, has a smaller missile capacity(needs to reload more often but does so automatically), has fewer Meta Levels, costs no Cap but instead hogs more CPU and slightly more Power.



More to come
Ferrucio Surge
The Bag Cartel
#2 - 2014-01-21 05:41:40 UTC
(Post Reserved for more information...)
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#3 - 2014-01-21 06:25:29 UTC  |  Edited by: Gimme more Cynos
So, one single Defender Bay can screw up to 7 missiles on each shot?

< NUKEBOMBOFMISSILEDEATH >



Seriously. Please consider how much missiles would need to be buffed if those things would become true.
Ferrucio Surge
The Bag Cartel
#4 - 2014-01-21 06:31:58 UTC
Gimme more Cynos wrote:
So, one single Defender Bay can screw up to 7 missiles on each shot?

< NUKEBOMBOFMISSILEDEATH >



Seriously. Please consider how much missiles would need to be buffed if those things would become true.


Like I said, this is like... an 'early Alpha' of this idea. No need to be upset! I will consider this, as I suppose 7 is still too many. I talked myself out of 11 max already Lol
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#5 - 2014-01-21 11:29:32 UTC
Ferrucio Surge wrote:
Gimme more Cynos wrote:
So, one single Defender Bay can screw up to 7 missiles on each shot?

< NUKEBOMBOFMISSILEDEATH >



Seriously. Please consider how much missiles would need to be buffed if those things would become true.


Like I said, this is like... an 'early Alpha' of this idea. No need to be upset! I will consider this, as I suppose 7 is still too many. I talked myself out of 11 max already Lol


I'm not upset at all, but you seriously need to consider what any change to defenders would do to missiles. Missiles are the least used weapon system in PVP allready, and your idea of a module which can whipe out whole volley's of BS missiles (7 to 8 launchers - cruises and below have even less) should include a proposition to make up for 100% damage loss on most missile ships - which is not even a one-time occurance, and can be repeated quite often

It would be viable if missiles would be able to one-shot everything, but missiles do roughly the same damage as turrets at the moment, and this needs to be considered.

I agree that defenders could be made more useful (personally, I think they should be removed completely), but it must be reasonable and should not obsolute missiles as a whole. ;)

That said - more than one missile per volley is over the top in my opinion and would need significant improvements for missiles to make up for that.


Foo Chan
Sparks Inc
#6 - 2014-01-21 14:42:52 UTC
Gimme more Cynos wrote:
Ferrucio Surge wrote:
Gimme more Cynos wrote:
So, one single Defender Bay can screw up to 7 missiles on each shot?

< NUKEBOMBOFMISSILEDEATH >



Seriously. Please consider how much missiles would need to be buffed if those things would become true.


Like I said, this is like... an 'early Alpha' of this idea. No need to be upset! I will consider this, as I suppose 7 is still too many. I talked myself out of 11 max already Lol


I'm not upset at all, but you seriously need to consider what any change to defenders would do to missiles. Missiles are the least used weapon system in PVP allready, and your idea of a module which can whipe out whole volley's of BS missiles (7 to 8 launchers - cruises and below have even less) should include a proposition to make up for 100% damage loss on most missile ships - which is not even a one-time occurance, and can be repeated quite often

It would be viable if missiles would be able to one-shot everything, but missiles do roughly the same damage as turrets at the moment, and this needs to be considered.

I agree that defenders could be made more useful (personally, I think they should be removed completely), but it must be reasonable and should not obsolute missiles as a whole. ;)

That said - more than one missile per volley is over the top in my opinion and would need significant improvements for missiles to make up for that.




Yup this idea would serve a good purpose if missiles currently did a lot more damage than any other gun.
Physics laws (as we know them) should demand precisely that :)

I like the idea but not with the current eve missile damage which is probably the first reason why most people don't use them.

Yes, I can build that.

Harvey James
The Sengoku Legacy
#7 - 2014-01-21 17:30:42 UTC
i think the best option for defender missiles is too be an anti bomb device an actual counter too bombing runs..

i think adding missiles to TD's/TC'sTE's are the best option really to be more balanced

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Mr Beardsley
Royal Amarr Institute
Amarr Empire
#8 - 2014-01-21 19:16:19 UTC
Automating defender missiles has been suggested many times over the years. Their one of the oldest bits of refuse in the wobbling tower of half-finished content CCP has left to rot. Not only do I think that defender missiles (whether in their current form or using a dedicated launcher) should be automatic, I think we need defenses against ALL long-range weapons..maybe even lasers. I say long range because it takes precious milliseconds for computers to detect and respond to a threat. If someone is right on top of you wailing away then interceptor weapons would be useless. Consider how In the real world we have chainguns that shoot down artillery shells. Is it so ridiculous to think that the Amarr might have come up with anti-artillery lasers to thrwart the Minmatar? The Gallente would surely have invested into anti-missile railguns. The Minmatar might have come up with some kind of gravity lensing device that could project a "cone" of screwed-up space at an enemy laser boat, which would lower the coherence of incoming particles. Their pretty clever, I don't see why they couldn't bash something like that together. What about the Caldari? Might they not have invented anti-railgun rockets to intercept those Gallente snipers? The way I visualize it, ships would get small bonuses with their racial antiweapon, perhaps allowing them to intercept threats launched at closer range than if they were using non-racial antiweapons. If you want to put antirailgun rockets on your Amarr battleship then they won't be as effective as they would be on a Caldari vessel (because their a Caldri invention meant for Caldari ships). Maybe some ships would even have a bonus slot that could only be used for an interceptor weapon. I could see transports or support ships having this.
stoicfaux
#9 - 2014-01-21 19:45:11 UTC
Or... just have a mid/high utility slot item that turns your shields into a bug-zapper in regards to missiles. From a lore perspective, the defender module no longer fires missiles and instead "fluxes your shields, causing missiles to detonate prematurely, thus reducing their damage potential." The concept is similar to how reactive armor disrupts the molten stream of a shaped charge.

The main advantage is simplicity and less load on the servers. You could also put charges (or cap boosters) in the module to power the "bug zapper" effect and to otherwise balance/limit it.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Gallandir
Dark Shadow Runners
#10 - 2014-01-22 05:26:37 UTC  |  Edited by: Gallandir
I agree that Defender missiles need an serious update so +1 for the overall idea.

I agree that defender missile launchers should take a mid-slot. This will "obviously" takes away a mid slot that could be used for something else. More importantly this "anti-missile" technology would be more geared toward Caldari who have extra mid-slots.

I don't think each launcher should fire more than x1 missile at a time because of potential exploits. However why limit defender missile launchers to just 1.

Defender missiles will do very low damage, light defenders being geared toward rockets and light missiles, and will have a chance (not a guarantee) to kill that missile. As skill improves the chance of the defender missile killing an incoming missile increases, as will the defender missile range. Having x2 or more launchers will improve the chance of killing one of the missiles attacking the ship but only against the first threat in range, so at most only 1 missile from a volley can be destroyed no mater how many launchers are installed.

When light defenders try to kill a torpedo they have a much lower chance of killing it due to the low damage caused by the small defender missiles. The cycle time of defenders will be low and the range short so that they are not OP. Defender missiles fire automatically, when they are activated, and will hit the first threat that enters their range and all defenders will launch at the first threat, they cannot be cycle timed.

Heavy defenders will be better at killing larger missiles, longer range, but have an even slower cycle time but they will do more damage giving them a better chance of killing larger missiles. Unfortunately they will do less damage against smaller faster rockets and light missiles giving them a reduced change of killing these.

For PvP defender missiles will have an activation delay. Light launchers will take 0.5 seconds to fire against a threat and heavy defender launchers a 1.0 second delay. If the ship shooting has a flight time under .5 seconds no defender missiles will fire in time to stop any of the missiles.

To compensate for this mechanic nerffing missiles even more than recently I would urge CCP to buff missiles a bit. One suggestion to do this would be the introduction of missiles that are immune to defenders.

Caldari Navy Knife Missiles: These faction missiles will have comparable total damage to tech 1 missiles however each does 2 different damage types instead of only 1. Knife missiles have built in stealth technology making them immune to defender launchers. These will be expensive but versatile and useful for hard core PvP missile ships.

Great idea overall and I hope my suggestions help.
Gallandir
Dark Shadow Runners
#11 - 2014-01-22 05:28:12 UTC
Another additional suggestion would be for the Amarr to have defender lasers instead of defender missiles. These would also take a medium slot and work much the say way as the defender missile launchers.
Joan Greywind
The Lazy Crabs
#12 - 2014-01-22 08:46:37 UTC
Mr Beardsley wrote:
Automating defender missiles has been suggested many times over the years. Their one of the oldest bits of refuse in the wobbling tower of half-finished content CCP has left to rot. Not only do I think that defender missiles (whether in their current form or using a dedicated launcher) should be automatic, I think we need defenses against ALL long-range weapons..maybe even lasers. I say long range because it takes precious milliseconds for computers to detect and respond to a threat. If someone is right on top of you wailing away then interceptor weapons would be useless. Consider how In the real world we have chainguns that shoot down artillery shells. Is it so ridiculous to think that the Amarr might have come up with anti-artillery lasers to thrwart the Minmatar? The Gallente would surely have invested into anti-missile railguns. The Minmatar might have come up with some kind of gravity lensing device that could project a "cone" of screwed-up space at an enemy laser boat, which would lower the coherence of incoming particles. Their pretty clever, I don't see why they couldn't bash something like that together. What about the Caldari? Might they not have invented anti-railgun rockets to intercept those Gallente snipers? The way I visualize it, ships would get small bonuses with their racial antiweapon, perhaps allowing them to intercept threats launched at closer range than if they were using non-racial antiweapons. If you want to put antirailgun rockets on your Amarr battleship then they won't be as effective as they would be on a Caldari vessel (because their a Caldri invention meant for Caldari ships). Maybe some ships would even have a bonus slot that could only be used for an interceptor weapon. I could see transports or support ships having this.


Yes because the best way to design a game is through realism. F**** role players.