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Player Features and Ideas Discussion

 
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Sig Radius Reduction Module

Author
Kitty Bear
Deep Core Mining Inc.
Caldari State
#1 - 2014-03-28 14:09:16 UTC  |  Edited by: Kitty Bear
How feasible is such a thing ?

a smaller SR means that all ships will have a harder time hitting a ship enabled with this device
Missiles will do less overall damage
Turrets will have a bigger chance to miss

People whinge about the overall effectiveness of missiles all the time.
Missile users claim they are less effective than turrets
Turret users claim they are too effective with not enough downsides
They both can't be right.


So I see this module taking up a mid-slot
It's should reduce SR by x%
With fitting costs similar to other mid-slot tanking modules
Should it also have a 'limit of 1' aspect ?, like the damage control does.

#option 2 (comment suggestion)
a rigging module
Reduces SR by x%
drawback affects speed or shield amount
Noxisia Arkana
Deadspace Knights
#2 - 2014-03-28 14:13:15 UTC
This thread may be better served in the features and ideas sub-forum.

However, I do think it has debatable points. I'd rather not see a a pirate battleship with cruiser signature pushing out 800-1000 DPS... a limit of one may be feasible.

There is already a warfare link module that reduces signature as well.
Lephia DeGrande
Luxembourg Space Union
#3 - 2014-03-28 14:19:46 UTC
You dont need less signature, simply increase your speed, it does have the same result. (Thats not even true more speed is even superior!)
Razor Rocker
Super Mother Fan Club
#4 - 2014-03-28 17:44:57 UTC
Id imagine this would be pretty powerful with some fits, so why not have it reduce your hp slightly in return for lower sig?
Harvey James
The Sengoku Legacy
#5 - 2014-03-28 17:48:28 UTC
perhaps we could have an mwd skill that reduces the sig radius penalty from the module

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

Rowells
Blackwater USA Inc.
Pandemic Horde
#6 - 2014-03-28 18:26:58 UTC
I always thought they Sigrid duction module would be better suited as a rig since it would have drawbacks
Kitty Bear
Deep Core Mining Inc.
Caldari State
#7 - 2014-03-28 18:50:59 UTC
a rig option could work too

what drawback would fit though ?
Power Grid maybe ?
Bertral
Les chevaliers de l'ordre
Goonswarm Federation
#8 - 2014-03-28 19:38:09 UTC
Actually I think it's a pretty good idea.
It would be like a tank mod, but more situational since it's useless agains small ships. It should give about the same survability as an invulnerability field, so the choice between the two would not be obvious.
I don't see why you would limit this to one per ship, that's what stacking penalties are for. And you have to keep in mind that for each one of these mods, you have one less free slot for shield tanking.

However, I see a problem with armor tanking. You basically give all armor ships more slots to fit tank. Since they already have small sigs, this could really become unbalanced. While in some situations, EWAR is better, you would almost always find one of those sig reducing mods on armor ships.
Catherine Laartii
Doomheim
#9 - 2014-03-28 19:50:16 UTC
I actually made a fairly long post about this awhile ago that I can't find, except is was in relation to a recon rebalance with shifting TPS over to a caldari secondary ewar mod, and introducing remote signature radius damping as a new ewar mod for minmatar along with the current setup with webs on t2.

And to clarify, they DO actually have the module you're talking about in-game; it's called an 'active stealth field', and it's used by concord ships. You can either find it as a fit someone has saved in-game or look it up in the metadata.

In relation to the local sig tanking module, that makes quite a bit of sense, especially with things like kite cruisers. Would you consider the local sig tanking module to be a highslot mod? I could use it being used as such, since it could help with both pve and pvp; ships like the stabber would really benefit from something like that.

Do you think this would be good in conjunction with a rig that reduces the sig radius bloom for mwd? Or that said rig would be a good idea in the first place?
Rowells
Blackwater USA Inc.
Pandemic Horde
#10 - 2014-03-28 19:58:28 UTC
Kitty Bear wrote:
a rig option could work too

what drawback would fit though ?
Power Grid maybe ?

My idea would be either targeting range/resolution or shield capacity.
Lunkwill Khashour
Ministry of War
Amarr Empire
#11 - 2014-03-28 20:07:56 UTC
As has been suggested before, it could be a possible bonus for equipping ECCM. Currently ECCM modules only serve to combat jammers while e.g. tracking computers have a benefit without being turret disrupted.

Also sensor strength already plays a role in probing down a ship, together with signature.

Finally, it being a mid slot module fits with armor tanks having lower signature compared to shield tanks.
Nariya Kentaya
Ministry of War
Amarr Empire
#12 - 2014-03-28 21:54:09 UTC
Noxisia Arkana wrote:
This thread may be better served in the features and ideas sub-forum.

However, I do think it has debatable points. I'd rather not see a a pirate battleship with cruiser signature pushing out 800-1000 DPS... a limit of one may be feasible.

There is already a warfare link module that reduces signature as well.

besides that, when you combine speed-tanking with sig tanking, you can get some absolutely horrendous nano-style warfare, which was nerfed for a reason.
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#13 - 2014-03-29 01:41:31 UTC
Lephia DeGrande wrote:
You dont need less signature, simply increase your speed, it does have the same result. (Thats not even true more speed is even superior!)


In this case it could be similar to shield recharge vs shield amount. Having a high recharge % can be compounded by also having a large shield buffer, same for capacitor (though harder given the difficulty of fitting cap batteries). In this case having a low sig and a faster speed could be more effective then running in to stacking penalties that come with just increasing velocity.
Rowells
Blackwater USA Inc.
Pandemic Horde
#14 - 2014-03-29 04:40:18 UTC
Lyra Gerie wrote:
Lephia DeGrande wrote:
You dont need less signature, simply increase your speed, it does have the same result. (Thats not even true more speed is even superior!)


In this case it could be similar to shield recharge vs shield amount. Having a high recharge % can be compounded by also having a large shield buffer, same for capacitor (though harder given the difficulty of fitting cap batteries). In this case having a low sig and a faster speed could be more effective then running in to stacking penalties that come with just increasing velocity.

I think this could be a balancing factor in two ways. It would help ships that dont have good enough speed to use that method as a tank and if it's a rig, one of its penalties could be speed reduction.
Egravant Alduin
Ascendance Rising
Ascendance..
#15 - 2014-03-31 18:35:07 UTC
Kitty Bear wrote:
How feasible is such a thing ?

a smaller SR means that all ships will have a harder time hitting a ship enabled with this device
Missiles will do less overall damage
Turrets will have a bigger chance to miss

People whinge about the overall effectiveness of missiles all the time.
Missile users claim they are less effective than turrets
Turret users claim they are too effective with not enough downsides
They both can't be right.


So I see this module taking up a mid-slot
It's should reduce SR by x%
With fitting costs similar to other mid-slot tanking modules
Should it also have a 'limit of 1' aspect ?, like the damage control does.

#option 2 (comment suggestion)
a rigging module
Reduces SR by x%
drawback affects speed or shield amount


I liked your idea but maybe in different approach.What if specialized ships existed that could fit this module which would work like stealth technology.It would reduce a lot the signature radius so harder to scan target etc.Like stealth planes we have now that they can even fight.If those ships are too powerful give all the ships this module but with really high requirements in powergrid cpu etc.

Feel the wrath of the GECKO!

Daoden
The Scope
Gallente Federation
#16 - 2014-03-31 20:23:24 UTC
Nikitinka
Anamnescence
#17 - 2014-04-01 00:44:13 UTC
These actually exist- but we can't use them- "Active Stealth System" there's "stealth system", "medium active stralth system", "large active stealth system" and "Huge active stealth system.

They'd be awesome to use!
WouldYouEver HaveSexWith aGoat
Doomheim
#18 - 2014-04-01 01:22:30 UTC
Due to balance issues, limit it to frigates only. Will make it so flying tackle feels more fun and tackly.
Egravant Alduin
Ascendance Rising
Ascendance..
#19 - 2014-04-01 08:15:28 UTC  |  Edited by: Egravant Alduin
Daoden wrote:


Couldn't find them in markets or contracts.

The thing is they might be a little too OP in the pictures you sw us.Maybe some balancing would work .Also maybe an anti stealth mod so everything is balanced and have counters .Or they could be limited to special ships or electronic ships.

Feel the wrath of the GECKO!

General Nusense
Doomheim
#20 - 2014-04-01 18:10:39 UTC
there already is a sig reduction module in the game. you fit it on boosting t3s or command ships. it works pretty good.

Made a signature so I am taken seriously on the forums, since thats the only thing they are good for.

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