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Player Features and Ideas Discussion

 
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Escort module

Author
Reiisha
#1 - 2014-03-31 14:04:42 UTC
An idea i've pitched before in another thread, though that got burried in other less relevant suggestions.


I propose a highslot module you can fit to any sub capital ship.

When activating this module on a friendly target it requests a link. The target can reciprocate by activating it's own escort module back at the original ship.

This links the ships as long as they remain within roughly 15km.

When linked they share HP an resistances, using the higher of both. Repairing either ship repairs their combined HP pool. For targetting purposes, both ships are still seperate entities with regards to range, speed and signature radius.


The purpose of this module is to make escorting ships a much more viable activity. Whereas you should be able to block an enemy's shots when positioning yourself between it and the ship you're protecting, you instead are condemned to just watch your client die - Nothing you can do about 20 catalysts going straight for their target.

With this however you are giving the to be protected ship a much more realistic chance of surviving. It can also create an entirely new line of work for mercenaries, even adding some functionality to marauders outside of their pve niche.



Limitations: An escort link can only be active between two ships, no more. Only subcapitals can use the module. I would suggest that both freighters and jump freighters have this module 'built-in', or at least given a highslot for it.



I can see some potential problems too though, but nothing specific - Maybe my mind is just too clouded, please don't hold back when coming up with problems with this idea :)

If you do things right, people won't be sure you've done anything at all...

HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#2 - 2014-03-31 16:46:08 UTC
No because 600k ehp T3 fleets.
WouldYouEver HaveSexWith aGoat
Doomheim
#3 - 2014-03-31 17:10:17 UTC  |  Edited by: WouldYouEver HaveSexWith aGoat
Well, consider the current state of affairs:

- If hauling in high-sec, bringing a Rapier and ECM support along makes you nearly ungankable.
- If hauling in non-highsec, you want to be stealthy. No one wants to run around with 3 battleships connected to them.

thus I do not see how this would actually be useful.
Reiisha
#4 - 2014-03-31 17:38:18 UTC
I'd have to clarify, this would only work between 2 ships, no more. You can't fit multiple escort modules and daisychain a fleet.

As far as the ungankable thing goes, one rapier and one ecm support aren't going to help with a gang of 15+ destroyers ;p

If you do things right, people won't be sure you've done anything at all...

Egravant Alduin
Ascendance Rising
Ascendance..
#5 - 2014-03-31 18:20:59 UTC
When I read the title I said wow an escort module that you will escort freighters etc so you don t get lost in gates and jumps.But then I read it wasn't it.

Feel the wrath of the GECKO!

HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#6 - 2014-03-31 19:17:02 UTC
Reiisha wrote:
I'd have to clarify, this would only work between 2 ships, no more. You can't fit multiple escort modules and daisychain a fleet.
One proteus runs 2 or 3 hardeners, the other proteus runs 2 or 3 hardeners, they fit eccm subsystem, figure out what's happening.
Daichi Yamato
Jabbersnarks and Wonderglass
#7 - 2014-03-31 19:35:47 UTC
Reiisha wrote:
Nothing you can do about 20 catalysts going straight for their target.



yes there is. there is so much u can do. oh so so much.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Arthur Aihaken
CODE.d
#8 - 2014-03-31 19:51:02 UTC
Yeah, no… For all the scenarios listed above and one more: Being escorted by a linked command ship.

I am currently away, traveling through time and will be returning last week.

Daoden
The Scope
Gallente Federation
#9 - 2014-03-31 20:11:39 UTC
a T2 minmatar ship has insane EM resist, a T2 amarr ship has insane Explosive resists. Not to mention they both have high therm kin resist respectively. LInking these ships would completely negate the need for hardeners almost entirely and allow them to fit anything they want.
Zan Shiro
Doomheim
#10 - 2014-04-01 03:05:26 UTC
Arthur Aihaken wrote:
Yeah, no… For all the scenarios listed above and one more: Being escorted by a linked command ship.



even better...

having another ship do the escort thing with AND a 3rd ship link boosting. So many fun combos here.

L'ouris
Have Naught Subsidiaries
#11 - 2014-04-01 03:18:51 UTC
Isn't the fix for the concerns something like:

Escorted ship has all resistances set to zero for module cycle time;
When module active and escorted ship locked the escort ships takes all damage for the escorted ship.
Long cycle time to prevent just restarting the link when the escort or escorted ship loses lock or dies?


Neat concept, needs mechanics that aren't quite as abusable in the current proposal.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#12 - 2014-04-01 03:28:12 UTC
Legion, Damnation, quad 1600 plate battleship.
Reiisha
#13 - 2014-04-01 10:21:24 UTC
L'ouris wrote:
Isn't the fix for the concerns something like:

Escorted ship has all resistances set to zero for module cycle time;
When module active and escorted ship locked the escort ships takes all damage for the escorted ship.
Long cycle time to prevent just restarting the link when the escort or escorted ship loses lock or dies?


Neat concept, needs mechanics that aren't quite as abusable in the current proposal.


These are good changes. Instead of sharing resistances etc one should could indeed be the escort, the other the escortee... Though would hp still need to be shared?

If you do things right, people won't be sure you've done anything at all...

L'ouris
Have Naught Subsidiaries
#14 - 2014-04-01 18:58:47 UTC
mechanics wise, I would avoid 'sharing' anything other than an active link between modules. too much abuse potential there.

simply make it so the escort needs to be killed first and then the escorted ship becomes a real sitting duck.

if the attackers can identify the escort ship properly, and take it out... they should get the pinata.
Reiisha
#15 - 2014-04-01 19:08:58 UTC
L'ouris wrote:
mechanics wise, I would avoid 'sharing' anything other than an active link between modules. too much abuse potential there.

simply make it so the escort needs to be killed first and then the escorted ship becomes a real sitting duck.

if the attackers can identify the escort ship properly, and take it out... they should get the pinata.


That still raises some questions, like what happens if you shoot the escortee, or even try to target it? Otherwise i really like this idea.

If you do things right, people won't be sure you've done anything at all...

L'ouris
Have Naught Subsidiaries
#16 - 2014-04-01 19:35:55 UTC  |  Edited by: L'ouris
Reiisha wrote:
L'ouris wrote:
mechanics wise, I would avoid 'sharing' anything other than an active link between modules. too much abuse potential there.

simply make it so the escort needs to be killed first and then the escorted ship becomes a real sitting duck.

if the attackers can identify the escort ship properly, and take it out... they should get the pinata.


That still raises some questions, like what happens if you shoot the escortee, or even try to target it? Otherwise i really like this idea.


simple answer? pass the damage to the escort ship....

no sharing, just a quick swap of the hitbox

EDIT:
Think about possibilities from the attackers perspective, they should have multiple options open to still kill the target ship. I think it would be kind of neat if the gankers could trick the target ship into warp faster, which then arrives at the kill zone with zero resists etc or bump the escorted ship so that the escort warps off too quick and leaves the target a sitting duck.

the game play should be enriched for both parties involved