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Tracking Device Launcher!

Author
FT Diomedes
The Graduates
#21 - 2014-04-11 04:46:21 UTC
Interesting idea, but it would pretty much ruin fleet combat and hit and run tactics.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Alvatore DiMarco
Capricious Endeavours Ltd
#22 - 2014-04-11 06:54:23 UTC
Ban it from highsec. Then it doesn't matter if you go suspect or not.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#23 - 2014-04-11 10:36:56 UTC
Lucine Delacourt wrote:
I like it. Would make being untaggable a potential future bonus for a ship or ship line.


New module, Teflon non-stick armour...
The Sinister
Interbellum
#24 - 2014-04-11 15:55:44 UTC
So here is the final product of our brain storming!

New Module: Tracking Device Launcher

Requires: Hi slot, 5 PWG, 20 CPU

Ammo Type: Tracking Device (10 charges)

Can only be fitted to Covert Ops ship Class:
- Buzzard
- Helios
- Cheetah
- Anathema

1. Once the Tracking Device is fired upon enemy ship the device signal will last 15 minutes giving the Tagger ship the ability to warp to the signal.

2. The tagged ship will not know it has been tagged, only the tagger ship gets the 15 minute timer.

3. Jumping to another solar system nor docking nor cloaking will affect the tracking device. Only way to remove the tracking device of the ship is by repackaging it.

4. It will still be active even if the Tagged ship is cloaked.

5. It will still be active even if the ship is docked in a staition, the tagger ship will warp to the staition where the signal is located. (Note: the tracking device only tags the ship not the pilot)

6. The Tagger ship will get weapons timer, and Suspect timer, but will NOT get concorded.

KiithSoban
Mackies Raiders
Wild Geese.
#25 - 2014-04-11 16:19:00 UTC
Support +1.

There could be coding difficulties. Only drawback I see. I think that if you have the skill to sneak up on somebody once than it would not be a problem balance-wise to find the same guy again.

I'm all for "more ways to generate pvp" which really means "more ways to catch carebears".

I want to see logi appear on killmails! (by just repping)  See CSM "reasonable things"

The Sinister
Interbellum
#26 - 2014-04-11 16:27:22 UTC
Also this new module will give the Covert Ops ship class a PVP Role, wich at this moment lacks.

Now we wait and HOPE CCP takes a look at it and gives it a GO!
Snupe Doggur
Republic University
Minmatar Republic
#27 - 2014-04-11 16:49:52 UTC
Next time, bring tackle.

But if you really must have this, I think you shouldn't be able to attach anything to my hull while I still have armor and shield. And an active cloak should nerf the signal.
The Sinister
Interbellum
#28 - 2014-04-11 16:55:35 UTC  |  Edited by: The Sinister
Snupe Doggur wrote:
Next time, bring tackle.

But if you really must have this, I think you shouldn't be able to attach anything to my hull while I still have armor and shield. And an active cloak should nerf the signal.


Sometimes tackle is not enought, there are these modules called Warp Core Stabilizers! and in regard to the Cloak nerfing the signal that is a subject that still needs a bit more thinking.
Lucine Delacourt
The Covenant of Blood
#29 - 2014-04-11 21:00:28 UTC
True carebears will start docking up whenever they see a CovOp decloak on grid. They will wait out the timer(Whether they got tagged or not) and then go back to what they were doing. It will function as a disruption more than people actually using it to warp to people.
The Sinister
Interbellum
#30 - 2014-04-15 15:59:47 UTC
Lucine Delacourt wrote:
True carebears will start docking up whenever they see a CovOp decloak on grid. They will wait out the timer(Whether they got tagged or not) and then go back to what they were doing. It will function as a disruption more than people actually using it to warp to people.



Carebears will always be carebears LOL
HTC NecoSino
Suddenly Carebears
Verlate
#31 - 2014-04-15 16:16:42 UTC

Reduce tag timer to 5-10 minutes

The signal from the tagger disables the cloak for the person tagging, not necessarily for the person tagged (up for discussion)

The module should have the same -99% PG requirements cancelled out by cov-ops so that all cov-ops can use it (T3s included)
Gizznitt Malikite
Agony Unleashed
Agony Empire
#32 - 2014-04-15 16:19:35 UTC
Ideas like this have been proposed before, but I can't be asked to find the right keywords to search for those threads. Too many main threads about Omni, TC's, and TE changes obfuscating those threads.


I always thought two types of tracking devices would be awesome:

1.) Inter-system Tracker. Latch it onto a ship, and for the next 30-60 minutes you get a notification anytime it changes system, as well as the ships signature ID so you can scan it down with probes.
♦ This should be passive, so that the tracked has no clue they are being tracked.
♦ It should not cause aggro, so you can utilize it in highsec on anyone you like.
♦ If a person ejects/leaves ship, the transponder ceases to work.
♦ This should be a moderately short range tool, like you need to be less than 30 km's from a target to tag it.
♦ Mechanics of use: Tag a ship, and the pilots name and scan ID appears in a new chat window. Everytime they change systems, that chat window is updated with the new system and scan ID.
♦ Ideal usage, target a ship using a passive targeter and tag them. Then follow them from a safe distance and do what needs to be done. This would be a great spy tool. Put it on a wartarget with your alt to sneakily follow them around. Put it on a capital ship undocking from a station so you can find where they are jumping too, etc.


2.) Intra-system transponder. Latch it onto a ship, and for the next 15 minutes you have the option to warp directly to it, anywhere in a system (as if it was a member of your fleet).
♦ This should be an active module that notifies the "tagged" that they have been compromised, allowing them to take evasive maneuvers.
♦ Should it work while cloaked? I believe yes, but am not fully convinced.
♦ You should be able to tag a target add a moderately long range, like perhaps someone 50-75 kms away.
♦ If a person leaves system or docks, the transponder ceases to work?
♦ After a certain amount of time (10-15 min), the transponder ceases to wrok!
♦ Mechanics of Use: When you tag someone, they appear on a new "watch list", which you can utilize to warp to them.
♦ Ideal usage: A kiting gank is pulling away, you tag one of them while they are close, and warp directly to them once they are far enough away. This would also be extremely handy for espionage. Have a friend in the enemy fleet that you can tag. Use that character to continually pounce on top of them.
Carmen Electra
AlcoDOTTE
Test Alliance Please Ignore
#33 - 2014-04-15 16:24:54 UTC
This is an excellent idea.

+1
Last Wolf
Umbra Wing
#34 - 2014-04-15 16:25:54 UTC
Cloaking should not nullify it. This would be about the only way to actually track down a cloaker. It still requires the cloaker to have been uncloaked and tagged at some point so I don't think it is overpowered to be able to warp to a cloaked target that has been tagged.

Questions:

Can you only tag 1 target at a time?

What happens if you tag a pod, then the pod gets into a ship?

I think the tagged target should show up in the overview for the covops that tagged it. Regaurdless of range (similar to planets/stations) Simply tagging the target doesn't seem very useful since if you warp to the tagged ship while it is still in-warp you are just wasting time. Maybe have the tagged ship's warp-to high-lighted so that you know where it is warping and you can warp to it BEFORE the ship exits warp. The only way this wouldn't work would be if the target was warping to a bookmark.

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Frostys Virpio
State War Academy
Caldari State
#35 - 2014-04-15 16:32:35 UTC
The Sinister wrote:
Snupe Doggur wrote:
Next time, bring tackle.

But if you really must have this, I think you shouldn't be able to attach anything to my hull while I still have armor and shield. And an active cloak should nerf the signal.


Sometimes tackle is not enought, there are these modules called Warp Core Stabilizers! and in regard to the Cloak nerfing the signal that is a subject that still needs a bit more thinking.


Bring more tackle?

Also, can your tracker be used for a fleet warp?
The Sinister
Interbellum
#36 - 2014-04-15 18:23:45 UTC
Frostys Virpio wrote:
The Sinister wrote:
Snupe Doggur wrote:
Next time, bring tackle.

But if you really must have this, I think you shouldn't be able to attach anything to my hull while I still have armor and shield. And an active cloak should nerf the signal.


Sometimes tackle is not enought, there are these modules called Warp Core Stabilizers! and in regard to the Cloak nerfing the signal that is a subject that still needs a bit more thinking.


Bring more tackle?

Also, can your tracker be used for a fleet warp?


Yes! if the Tagger ship is the Fleet Comander He can warp the fleet to the signal.
The Sinister
Interbellum
#37 - 2014-04-15 18:26:31 UTC
Last Wolf wrote:


Questions:

Can you only tag 1 target at a time?




The Tagger ship will have 10 charges on the Tracking Device Launcher, so yes can Tag multiple ships all these signals will appear on the Probe Scanner Tab ready to warp to them.
The Sinister
Interbellum
#38 - 2014-04-15 18:34:17 UTC
Last Wolf wrote:


Questions:


What happens if you tag a pod, then the pod gets into a ship?



3 options come to my mind:

1. Pods can Not be tagged.

2. Pods can be tagged but they loose the Tracking Device as soon as they get into a ship.

3. Pods can be tagged and the signal will fallow the Pod always regardless of ship boarding.

We must pick one!
Black Canary Jnr
Royal Amarr Institute
Amarr Empire
#39 - 2014-04-15 18:36:46 UTC  |  Edited by: Black Canary Jnr
No. It's far too OP. And totally unnecessary.

There is no counter once tagged by the covert ops which is what 10 seconds before it locks you fires and warps off. Introduce bombers to this (most bomber FCs fly covert ops frigs) and it would be OP. At least with probes you get a few seconds to move but this would just destroy combat probing completely.

Learn to locator agent and probe.
The Sinister
Interbellum
#40 - 2014-04-15 18:43:01 UTC
Black Canary Jnr wrote:
No. It's far too OP. And totally unnecessary.

There is no counter once tagged by the covert ops which is what 10 seconds before it locks you fires and warps off. Introduce bombers to this (most bomber FCs fly covert ops frigs) and it would be OP. At least with probes you get a few seconds to move but this would just destroy combat probing completely.




Its not OP remember you need to target the ship and fire the tracking device. so you have to actually be in range and in the fight basically.

The counter to this is Kill the Tagger, or Repackage the ship or make a run for it.

Also when you probe down a ship what usually happens is that its either alligned, or it has warped already when you land on the signal. So this makes it a bit easier on the Porbing ships to keep track of the enemy.
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