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Player Features and Ideas Discussion

 
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Jam duration - base it on strength vs strength

Author
Bubanni
Corus Aerospace
#1 - 2011-12-13 22:26:35 UTC
I just had a bad idea of how to further balance ECM... hear me out here... currently any ecm has a chance to jam for 20 or so sec, even a single ecm drone... what if you scaled the duration the target is jammed based on the jam strength vs the ECCM strength on the target, as per module/drone...

I do not know what would be good durations, but say a singe light ecm drone vs a battleship would potentially only jam the ship for 1-5 sec while a falcon would jam it for 10-20 sec... and if he fits an ECCM he can potentially half the duration a single jam will last

Just wanted to throw the idea out there to let others come with input and ideas of what the best way to balance such a concept...

- posted on my HTC Desire because I'm a noob

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Misanthra
Alternative Enterprises
#2 - 2011-12-14 00:38:35 UTC
would need to be applied to other e-war for balance. ECM's effect is lessoned due to ship selection and skill....lets spread that love.

Player has warp drive op 5, lets knock some points off a point/scram effecitveness to prevent warp offs. Reducing ecm...lets have that point or scram cut off randomly in the cycle.

Player went hog wild in navigation beyond this, why not have web reduced for it. Not taling the few extra m/s they get now, talking dropping webs actual velocity reduction percent. or again, cut off randomly in cycle.

TD and damps would follow the random cutoffs as well. Hell I'll throw in bubbles. We'll say the capsuleer is like Mr laforge or something and sees a hidden path in the bubble disturbance.
Bubanni
Corus Aerospace
#3 - 2011-12-14 17:00:58 UTC
I personly think this would be a nice balance, I am not exactly sure what the above guy is talking about as it has nothing to do with the ship selected, but the bonus of the ship

The other modules of which you mention don't really have the same ability to completly shut down the enemies ability to fight back.

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Bubanni
Corus Aerospace
#4 - 2011-12-17 21:34:30 UTC
bump

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Gerrick Palivorn
Caldari Provisions
Caldari State
#5 - 2011-12-17 21:51:09 UTC
ECM, I love ECM. It really is a great force multiplier and does have alot of useful roles. But it's so much misery when your jammed out.

I like that your thinking outside of the box this this. I would like to work on mechanics a little more, so that the idea would be a little more clear.

To keep things simple lets just keep everything else the same and just modify the length of the Jam cycle:
-Jam cycles will be determined by the difference of the jam strength and the sensor strength of the ship being jammed.
-The equation for jam cycles will be (Jam Strength/Sensor Strength)*20=Jam Cycles, and yes this can result in a longer jam cycle.
-This would nerf ECM drones and would buff ECM bonused ships. It would also give merit ECM being put on non bonused ships as lock breaking modules rather than full jamming modules.

I'm still on the fence about this, if anyone has any other suggestions...

MMOs come and go, but Eve remains.  -Garresh-

Bubanni
Corus Aerospace
#6 - 2011-12-18 11:48:39 UTC
I am personly open to the possibility to jam longer than 20 sec, but I think it should have a max... like 30ish secs, but imagine the poor low sensor strenght ships like frigs :) without a max, they would get jammed for a very very long time (potentially) without a max with that formula

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934