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Gunboats and Flak: Yield Unto Me Your Thoughts

Author
Ian Tomalak
Science and Trade Institute
Caldari State
#1 - 2014-02-12 20:50:33 UTC
So I was drinking, as I am prone to do while roaming, and started thinking about destroyers. Why destroyers, I do not know. Anyways, as I was thinking, I thought about how their uses are, at the moment, somewhat limited. You have your Tier I Destroyers, and Tier II Interdictors. No, obviously interdictors fill a niche role and are very good at what they do. But what about destroyers in general? Here is what I propose:

1. The development of a new module, the Flugzeugabwehrkanone Gun, or simply, the Flak Cannon. What it would do would be based on a similar principle of a smartbomb combined with a missile. Now, everyone knows that missiles are technically static objects that CAN be damaged/destroyed and outrun with a fast enough ship. And smartbombs have an AOE damage radius around the host ship. So what if these were combined? A charge, with a limited flight time, fired in a particular direction, that when it explodes deals AOE damage? So what would be the good of this module, you ask? Well, for one, it will add a level of realism to the game as larger fleets start using this module as a defensive screening weapon for damaging/destroying incoming missiles/drones. For two, a gang of destroyers wielding these weapons could wreak havoc upon frigate gangs. They could also fill a multipurpose utility ship role as fast attack ships useful for damaging or destroying enemy frigates/interdictors, while at the same time returning to a friendly fleet to provide covering fire.

2. The development of a Tech II class of destroyers, Gunboats. Simply put, they should be fast and maneuverable, but lack the defensive capabilities that say, an Interdictor, would have.

So, what are your thoughts on this? And if you think it's garbage, tell me why you think so. Thanks for reading, EVE community.







RoAnnon
Republic University
Minmatar Republic
#2 - 2014-02-12 21:25:59 UTC
Sounds kinda like a bomb launcher that fits on other than a SB...

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Batelle
Federal Navy Academy
#3 - 2014-02-12 21:35:23 UTC
its a crazy idea but i like it. Could be balanced by keeping the direct damage and aoe damage separate, and possibly a function of ammo. Also a counter to drone clouds, either logi drones, sentries, or assigned lights, or fighters. AOE damage needs to hit allies however (even if you can't damage yourself).

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Kenrailae
Center for Advanced Studies
Gallente Federation
#4 - 2014-02-12 21:44:26 UTC
Could be fun. Havoc to balance, but could be fun. I think you'd need to consider application to fighters/fighter bombers/drone swarms as well, as that is what Flak guns do.

+1

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Zakeus Djinn
Who Called In The Fleet
#5 - 2014-02-12 23:03:55 UTC
This just sounds like a destroyer with the bomb launcher of the stealth bomber. You have described an interesting purpose for a new bomb type however. Perhaps a new bomb with a fraction of the flight time and increased speed to go the same distance, combined with very low damage but perfect application like a smartbomb to take out targets like missiles and deal damage to drones. And also maybe adding a Tech 2 destroyer that has a bomb launcher without the stealth of a stealth bomber might be interesting.
Xe'Cara'eos
A Big Enough Lever
#6 - 2014-02-12 23:40:10 UTC
I was reading it as a short ranged bomb, so you're only just outside your own flak fields..... but with such a fast travel velocity, and such a short flight time, that you'd have to be trying to bomb your own ship - your allies though.....Twisted

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Stephanie Rosefire
Atlas Protectorate and Empire Defense Agency
#7 - 2014-02-12 23:57:17 UTC
theres one key problem i see with this... it would eliminate projectile guns and hybrid guns. what you are proposing is a good idea, but theres no need for tracking. now obviously these flak cannons would fall under projectiles (maybe hybrids) and therefor no one would use small autocannons or artillery, because the AOE effect would eliminate the restrictions of tracking. obviously, the upgrade over tracking wouldnt be that significant over small guns, but you cant really add a small gun without making a med, large and even capital size guns. with medium and above, EVERY ship would be using them, because like i said, eliminates the tracking limitations of current guns. its a good idea, just not really feasible at this time.
Ian Tomalak
Science and Trade Institute
Caldari State
#8 - 2014-02-13 01:11:36 UTC
I can see two solutions to fix that problem:

1. AOE damage that drops off the further away it is. That way if you are hitting further away from your target, you won't be dealing as much damage. Maybe tracking computers could come into play, but they should never be as accurate as actual guns are. Nor should the flak be able to deal as much damage as guns; after all, they're designed to take down drones, fighters, missiles, and MAYBE fast, unarmored, frigates. After all, all through history, that has been the job of destroyers is to protect the rest of the fleet.

2. A flak field. Maybe the size of a heavy interdiction field, centered on your ship. It would have to damage friendlies at that point, if they are within the range. Plus, imagine flying into a drone swarm with that thing running!
Mike Voidstar
Voidstar Free Flight Foundation
#9 - 2014-02-13 02:28:08 UTC
It depends on the specific mechanics.

The idea of the flak cannon works for me, and I'm fine with adding a role bonus to make them only useable on the older model destroyers.

The first thing is to make them direct target so that they are vulnerable to Ewar like most weapons, unlike bombs. That being the case, their mechanics would work more like missiles than a turret. Keeping in mind that the ships they are intended for will fit 8, the reduced damage from speed and such instead of tracking mechanics will still work out pretty well.

Give them a much smaller radius, 2-5 K like a smartbomb. One thing this will do is make them horrendous drone killers---you just target a sentry ship, or any smaller drone in a swarm, and let loose with a full broadside. The result on stationary sentries in particular will be comedy gold.

If you really want to simulate flak, give them a random offset for the center of the explosion, something like 3/4 the distance of the explosion. The target will always be hit, but a full rack of them will generate a sort of irregular cloud of damage around the target.
Ian Tomalak
Science and Trade Institute
Caldari State
#10 - 2014-02-13 02:36:13 UTC  |  Edited by: Ian Tomalak
I do like the idea of a random mechanic for the flak, as well as the idea of having a dedicated Tech II destroyer being the only one that can fit the modules.
Mike Voidstar
Voidstar Free Flight Foundation
#11 - 2014-02-13 02:44:46 UTC
I personally dislike special snowflake modules, even if it does mean I park my Kronos in the middle of every mission with a bare nod to having a tank and blap everything indiscriminately with either Null Blasters or Antimatter Rails, as my mood dictates. Things like interdiction sphere launchers, bastion, etc.. just make me itch.

I have no problem with Tech II ships bonused to take extreme advantage, such as the setup with Prototype Cloaks vs. Cov-Ops Cloaks.

I'd prefer to just see the flak launcher/gun be restricted to the current T1 destroyer older hulls, and then maybe a T2 line to really smurf it up.

It would expand the anti-frigate roll of the original destroyers by allowing a choice between focused damage using the current bonuses, which would favor blapping the frigates and even cruisers directly, and supporting the fleet by being more efficient against drones (which now nearly everyone has) and maybe incidentally even catching a few missiles here and there.
Linkxsc162534
Silent Scourge
#12 - 2014-02-13 04:52:02 UTC
So I'm trying to figure out this module...
Would it be similar to a SB's bomb? And be fired dead ahead of your ship and blow up after a couple KM?
Be similar to a defender, shoots off towards incoming missiles, but have a small AOE blast (because now thats something I could see becoming useful)
Or some combination of the 2.

The way I'm reading it, it would play out kinda like a short range missile. Flies toward a targeted ship, but then blows up on impact, or at the end of its flight time (thus maybe blowing up other missiles near it).


I dunno. Seems interesting, adn I've always wanted a destroyer escort type ship to use to blap drones and missiles down (trollfact corax loaded with defenders hehehehehe, Hey stoopid drake, I herd u liek DPS)

Also though you're seeing it as something for dessys. Would this be like a 1 special mod that only dessys can use (and then they have their own guns still?) Would it take up all of the dessy's high slots.
Or would it be the kind of thing that though Dessys get a bonus for. Could I drop a couple onto my navy cane and add some AAA fire to my gang.
Mike Voidstar
Voidstar Free Flight Foundation
#13 - 2014-02-13 07:56:38 UTC
The way he describes it in the OP would be like a missile with an actual AOE damage effect.

I like the idea, but I'm pretty sure someone will shortly stop by to remind us why missiles don't already do this.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#14 - 2014-02-13 11:38:38 UTC
I took the original OP to mean that Flak cannon would be the same as WWII versions in operation, direct fire weapons but indirect effect of the damage due to inherent inaccuracy at range. This would be artillery (so autocannon) and is effectively rapid firing many smaller bombs to create a cloud of damage.

I like the idea especially on a tech II dessie hull. It would give the dessie it's role back as screen against frigs and smaller vessels (i.e. drones). Different Flak ammo should be available too, max damage at 60% range reduction but most dmg, medium that hits to baseline range at medium dmg, and lighter rounds for full 30Km range but lower dmg (more like proximity detonated heavy cannon rounds)
Lephia DeGrande
Luxembourg Space Union
#15 - 2014-02-13 12:46:03 UTC
Something like a Flak gun could be a great Tool for firewalling!
Mascha Tzash
Ministry of War
Amarr Empire
#16 - 2014-02-13 13:51:35 UTC
More things and reasons to bring more destroyers or introduce more destroyers to the game are good things and reasons.
Mike Voidstar
Voidstar Free Flight Foundation
#17 - 2014-02-13 14:11:22 UTC
Corraidhin Farsaidh wrote:
I took the original OP to mean that Flak cannon would be the same as WWII versions in operation, direct fire weapons but indirect effect of the damage due to inherent inaccuracy at range. This would be artillery (so autocannon) and is effectively rapid firing many smaller bombs to create a cloud of damage.

I like the idea especially on a tech II dessie hull. It would give the dessie it's role back as screen against frigs and smaller vessels (i.e. drones). Different Flak ammo should be available too, max damage at 60% range reduction but most dmg, medium that hits to baseline range at medium dmg, and lighter rounds for full 30Km range but lower dmg (more like proximity detonated heavy cannon rounds)



I agree, except that mechanically, due to the area damage, missile mechanics would be more appropriate than gun mechanics. even if the damage is instant instead of dealing with flight time the damage mitigation should work like missiles since tracking and such would not really apply. Otherwise it has to work like smartbombs with extremely poor damage to make up for perfect accuracy, maybe factoring in tracking in the offset I described with the possibility that the offset be greater than the radius of the explosion.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#18 - 2014-02-13 14:22:29 UTC
Mike Voidstar wrote:


I agree, except that mechanically, due to the area damage, missile mechanics would be more appropriate than gun mechanics. even if the damage is instant instead of dealing with flight time the damage mitigation should work like missiles since tracking and such would not really apply. Otherwise it has to work like smartbombs with extremely poor damage to make up for perfect accuracy, maybe factoring in tracking in the offset I described with the possibility that the offset be greater than the radius of the explosion.


May well be easier to define them as 'missiles' but under the hood give them extreme speed and very fast explosion velocity. That should cover them being relatively instant hit on target area, and a good chance the target would be in some of the damage radii in a volley. This would also mean that the faster ships would still take less damage (which is I think as it should be) but a skilled pilot would still be able to blanket them with killing dps.

This would fit in mechanics terms too, more payload leaves less room for propellent meaning the heavy shells have less range and vice versa for the smaller shells. The motor would simply be hypersonic velocity very fast burn engine meaning little time for course corrections which is offset by the AoE blast (this all assumes I've understood the missile mechanics!)
Drauqhk Shathet
Gradient
Electus Matari
#19 - 2014-02-14 17:46:56 UTC
Perhaps a similar effect could be generated by a T2 destroyer that provides a boost to smartbomb range and damage. The smartbomb mechanics themselves would do a lot to prevent these ships from being too over powered in the role as you can't cluster them, they would have to stay at range from friendly ships, and they would still be vulnerable to long range direct fire weapons and getting capped out. No changes to current mechanics, no new hull model, simple role bonus, challenging and innovative deployment of the ships in combat roles for screening drones and close range frigates from allied ships.
klomp
The Regency
The Monarchy
#20 - 2014-02-15 09:03:56 UTC
i would like to see some aoe ammo
some idea's:

-upon impact those shells act as a bomb with a smaller explosion radius but no flight time.

-you don't need lock, just align your ship towards them like with bombs on stealth bombers.

-maybe we can add the option to fix the guns direction before hand so you can choose a different approach angle then straight toward the enemy,

-the sphere of impact is visible on the tactical overlay ( just like with bombs ) ( maybe we can allow drag and drop to move that spot to the desired angle)

other non damaging aoe ammo could f.e.
- empty cap
- break lock
- decloak

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