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Idea to Fix POS Bashing

Author
Danika Princip
GoonWaffe
Goonswarm Federation
#21 - 2014-12-30 22:57:40 UTC
Joe Risalo wrote:


Nowhere near the equivalent of a dread. I was just using that as an example, as they would be like a mini-dread.

Maybe 2k damage, long range, tanky, but terrible application, at least on mobile targets.



You can easily clear 1500 DPS with battleships that already exist, with tanks and decent damage application. I'm looking at a rattlesnake with 1600 DPS and 120k+ EHP, for less than the hull price of a marauder. And that's without even trying.
Joe Risalo
State War Academy
Caldari State
#22 - 2014-12-30 23:00:20 UTC
Danika Princip wrote:
Joe Risalo wrote:


Nowhere near the equivalent of a dread. I was just using that as an example, as they would be like a mini-dread.

Maybe 2k damage, long range, tanky, but terrible application, at least on mobile targets.



You can easily clear 1500 DPS with battleships that already exist, with tanks and decent damage application. I'm looking at a rattlesnake with 1600 DPS and 120k+ EHP, for less than the hull price of a marauder. And that's without even trying.


Point is, a sub-cap ship to make structure bashing a bit more tolerable, and effective against capitals.
Danika Princip
GoonWaffe
Goonswarm Federation
#23 - 2014-12-30 23:51:49 UTC
Joe Risalo wrote:
Danika Princip wrote:
Joe Risalo wrote:


Nowhere near the equivalent of a dread. I was just using that as an example, as they would be like a mini-dread.

Maybe 2k damage, long range, tanky, but terrible application, at least on mobile targets.



You can easily clear 1500 DPS with battleships that already exist, with tanks and decent damage application. I'm looking at a rattlesnake with 1600 DPS and 120k+ EHP, for less than the hull price of a marauder. And that's without even trying.


Point is, a sub-cap ship to make structure bashing a bit more tolerable, and effective against capitals.



But you already have multiple options for that, why would a new t2 one be needed?
Zan Shiro
Doomheim
#24 - 2014-12-31 00:02:46 UTC
Joe Risalo wrote:
Danika Princip wrote:
Joe Risalo wrote:


Nowhere near the equivalent of a dread. I was just using that as an example, as they would be like a mini-dread.

Maybe 2k damage, long range, tanky, but terrible application, at least on mobile targets.



You can easily clear 1500 DPS with battleships that already exist, with tanks and decent damage application. I'm looking at a rattlesnake with 1600 DPS and 120k+ EHP, for less than the hull price of a marauder. And that's without even trying.


Point is, a sub-cap ship to make structure bashing a bit more tolerable, and effective against capitals.



Caps kill caps. BS's can as well with proper support (dic and hic pressure, throw in liberal use of energy vampire systems for added spice) with some added grind time.



Your cap killing (easier) bs has issues. It would potentially smack around vanilla BS'. CCP tried tracking limitations on dreads. It didn't work. Players said let me try this, that, and the other thing and blap dreads were born.

Lienzo
Amanuensis
#25 - 2014-12-31 01:09:43 UTC
Ideally, Player Owned Complexes (POCs) should have layers, or better, be divided into components that are in different "rooms."

The most peripheral rooms would be vulnerable to solo players with hacking equipment, be worth defending economically, and have an important long term impact on network vulnerability from sustained harassment. These would contain no automated defenses beyond a data console lock.

Example contents: Spawn containers for jump fatigue reduction consumables. Refinery/Assembler/Research/Invention efficiency consoles. There could also be spawn containers which mine materials essential for keeping POS online, or operating cyno/jump equipment. (Divert ice mining to nanite paste, capacitor injector charges build requirements, any other charges or anything PVE related.)

Middling rooms could be vulnerable to a range of sub capital gangs and have more valuable assets within them.

Example contents: These could be silos for raw or reacted materials. There could be consoles here which can terminate subcapital object builds. Assets for cyno logistics, cyno jammers, or anything of a tactical nature could be in here. There could be offensive batteries here which would be extremely hard for a solo player to defeat.

Innermost rooms could be shielded by walls that can only be knocked down by large battering rams, like caps or supers -- or a sustained campaign of harassment of undefended maintenance satellite rooms by subcaps.

CCP can ameliorate the "bring more friends" problem of POS HP balance by disallowing spawning of cynos directly next to targets. This adds a minimum operation time by obliging players to slowboat to objectives. This creates more engagement opportunities and makes for better player-made cinematics. That's worth it all by itself.

10 minute reinforcement timer delays between successive, thin layers of POS shielding would allow for response fleet formups, and allow even smaller groups to recover and redeploy between layers. How many layers of reinforceable inner shields such an asset could have could be dependent upon sov level, and how much maintenance inputs the group is willing to commit to it. There would need to be fractionally exponentially cost progression per reinforceable layer. Ideally, there would be slowboat traveling between each layer.

Any other cyno exclusion mechanics could serve to reinforce subcap dependence for engagement possibilities, and reinforce the notion of capitals as fleet flagships with fewer invulnerabilities and more interdependencies. Extended access range fleet hangars would be handy for this, but I digress.
Krops Vont
#26 - 2014-12-31 01:21:02 UTC  |  Edited by: Krops Vont
Takes an hour + to set up. Should take an hour + to take down. Seems fair.

*Agchem* I thought they added Polarized weps. 2k dps on a bomber no?

--==Services==--

Propaganda/Art/Media

Wormhole Finding & Selling

o/ Play for fun

Lienzo
Amanuensis
#27 - 2014-12-31 01:27:10 UTC
Krops Vont wrote:
Takes an hour + to set up. Should take an hour + to take down. Seems fair.

*Agchem* I thought they added Polarized weps. 2k dps on a bomber no?


Couldn't we look for ways to remove the tedium though?

I'd really like deployed assets to be worth something. I think if I build an ammo building array somewhere vulnerable, then I should get an extra assembly line for building ammo, at least in that locale. An arbitrary global limit per player fails to reward any risk-taking decisions or investments.
Lugh Crow-Slave
#28 - 2014-12-31 05:28:23 UTC
Joe Risalo wrote:

Nowhere near the equivalent of a dread. I was just using that as an example, as they would be like a mini-dread.

Maybe 2k damage, long range, tanky, but terrible application, at least on mobile targets.


Drop the tank idea and you have something going.


oh wait we have this now use a naga or a talos you can get 2.2k+ dps out of them
Aggro Effect
Velocity Industries Ltd
#29 - 2014-12-31 08:18:40 UTC
Nice discussion. Good to see topic has been hijacked and has started to discuss what ship to use.
Topic can be locked. Nothing further to see here.... Smile
Donnachadh
United Allegiance of Undesirables
#30 - 2015-01-01 17:58:41 UTC  |  Edited by: Donnachadh
Aggro Effect wrote:
Nice discussion. Good to see topic has been hijacked and has started to discuss what ship to use.
Topic can be locked. Nothing further to see here.... Smile

You asked for a ship type that given the lovely twisted minds in this game would quickly become incredibly broken and used for many more things than you anticipate. The folks here have explained that and are giving you the reasons why your idea is not so good. Being the kind and ever helpful sort that they are they have given you many of the options currently available that can serve the same purpose. It seems to me that there is a lot of information here and there is much to see.
Aggro Effect
Velocity Industries Ltd
#31 - 2015-01-02 11:18:58 UTC
Another example of trolling which why this topic can be closed.
Where in my posts have I asked for suggestions of ships to kill a POS.

I provide an idea that could reduce the grind of killing a POS.

Yes EVE players have twisted minds... Shocked
Serendipity Lost
Repo Industries
#32 - 2015-01-02 12:10:43 UTC
I was plaing kickball in the back yard. My team started to lose. I took the ball and went home.
Aggro Effect
Velocity Industries Ltd
#33 - 2015-01-02 20:20:32 UTC  |  Edited by: Aggro Effect
Serendipity Lost wrote:
I was plaing kickball in the back yard. My team started to lose. I took the ball and went home.



I was once a stand up comedian, found out I suck at being funny, decided to play EVE... Blink
Eldwinn
Deep Core Mining Inc.
Caldari State
#34 - 2015-01-02 20:25:04 UTC
Small and Medium towers for the average size group should be able to one cycle or two cycle the tower. Meaning you have 10minutes before the owner shows up. With phobe aswell a lot of groups response time is a lot slower. I see no problem with how it works at this moment.
James Baboli
Warp to Pharmacy
#35 - 2015-01-02 20:38:01 UTC
Joe Risalo wrote:


Maybe 2k damage, long range, tanky, but terrible application, at least on mobile targets.

So, a max damage fit, shield tanked Kronos or paladin, but with more damage and less application? Cause I can pull 1.5k out of either fairly easily (t2 fits) and run a tank strong enough to tank most POS setups until they would switch if not being manned

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Donnachadh
United Allegiance of Undesirables
#36 - 2015-01-03 02:39:48 UTC
Aggro Effect wrote:
Another example of trolling which why this topic can be closed.
Where in my posts have I asked for suggestions of ships to kill a POS.

I provide an idea that could reduce the grind of killing a POS.

Yes EVE players have twisted minds... Shocked

You never did ask, and I was not implying that you did. See that is the funny part about these forums you post your ideas and others step in a tell you why they think it is bad, and how you should do whatever instead.

If you are so sensitive to this type of comments then I have 2 suggestions.
1. do not post new ideas.

2. grow a little and understand that these forums are about discussions of an idea and a large part of those discussions is exactly the type of exchange that has gone on here.
Ms Forum Alt
Doomheim
#37 - 2015-01-03 02:46:39 UTC
Here's an idea: The more people you get to shoot a POS, the quicker the POS dies. The minigame is to manage and organise X people to go and shoot it. The rate of shield or structure depletion is directly proportional to the score you get in this game.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#38 - 2015-01-03 14:06:22 UTC  |  Edited by: Corraidhin Farsaidh
Aggro Effect wrote:
Another example of trolling which why this topic can be closed.
Where in my posts have I asked for suggestions of ships to kill a POS.

I provide an idea that could reduce the grind of killing a POS.

Yes EVE players have twisted minds... Shocked


At least Eve keeps us safely inside away from the public...

In terms of POS bashing they are meant to be a corp and therefore group owned asset. They are also expensive. It should take a group a reasonable amount of effort to destroy one. If you aren't willing to do it pay someone who is.
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