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Suicide Attack, Cargo Explosives.

First post
Author
Samuel Blackthorn
Luxury Yacht Social Club
#21 - 2015-01-19 00:24:26 UTC
Sylveria Relden

If you mean ISK / Damage that is something subjective,
i wrote (damage depending on how much m³ of that type of explosive you have (KIN, THERM, EM, EXP) or a mix of these)

so how much are you willing to give? Smile


Danika Princip

I cannot know what kind of game you want and like to play but i dare say that i and others really would like some variety why should only be only 2 types of area of damage (bombs, smart bombs) and missiles don't count because there a different play type.


Zimmer Jones
Aliastra
Gallente Federation
#22 - 2015-01-19 00:26:02 UTC  |  Edited by: Zimmer Jones
Speaking as one who accidentally suicide bombed himself and the rest of his wing(nostalgic pause), the bomber + MWD is effective enough I have done it solo many times on my "I'm really bad at eve" alt, because it really pisses off station and gate campers, dictors particularly. Its cheap enough, effective, already in game, already properly restricted in its use and can be skilled into in very little time.

redundant thread

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Samuel Blackthorn
Luxury Yacht Social Club
#23 - 2015-01-19 00:32:21 UTC
Zimmer Jones

Very nice man, the idea came up for the soul purpose to get revenge on HS gate campers in a fun way. Smile
Danika Princip
GoonWaffe
Goonswarm Federation
#24 - 2015-01-19 01:17:54 UTC
Samuel Blackthorn wrote:


Danika Princip

I cannot know what kind of game you want and like to play but i dare say that i and others really would like some variety why should only be only 2 types of area of damage (bombs, smart bombs) and missiles don't count because there a different play type.





So...would it do more damage than a full rack of large smartbombs, and what would it do that other weapons don't already?
Shelom Severasse
The Disney World Federation
Fraternity.
#25 - 2015-01-19 01:44:02 UTC
smartbombs
Kenrailae
Center for Advanced Studies
Gallente Federation
#26 - 2015-01-19 01:59:25 UTC
Mike Azariah wrote:
No, look back at the abortive thing called Mines in game if you wish a decent reason although baltecs answer pretty well summed it all up.

m



I really see no reason suicide haulers full of explosives shouldn't be unleashed on the Jita undock/Perimeter warp in. Need to have some way to remove more isk from the game, with incursions dumping it in left right and center.

The Law is a point of View

The NPE IS a big deal

Danika Princip
GoonWaffe
Goonswarm Federation
#27 - 2015-01-19 02:33:37 UTC
Kenrailae wrote:
Mike Azariah wrote:
No, look back at the abortive thing called Mines in game if you wish a decent reason although baltecs answer pretty well summed it all up.

m



I really see no reason suicide haulers full of explosives shouldn't be unleashed on the Jita undock/Perimeter warp in. Need to have some way to remove more isk from the game, with incursions dumping it in left right and center.



But that would not remove any ISK from the game, and would, in fact, add more?
Samuel Blackthorn
Luxury Yacht Social Club
#28 - 2015-01-19 02:53:25 UTC  |  Edited by: Samuel Blackthorn
Danika Princip
here is an example of the use of explosives.

Just imagine a brawl of two fleets whatever you like, fleet one is warping in for contact and do some damage at that time a suicide attack ship is at the ready to warp in, the fleet warps off to a safe and simultaneously the suicide attack ship lands and does a decent % of area damage (this is nightmare for logistics) after the hit the fleet is lands also and continues business as usual.

And for your question of more damage i have wrote (damage depending on how much m³ of that type of explosive you have (KIN, THERM, EM, EXP) or a mix of these) so how much cargo hold do you have.

As for the removal of ISK from the game we all know the Jita undock area or the bottleneck gates with the happy campers scanning cargo and if they see with T3 hull and subsystems they alpha you with tornado's or something else.

The result is a personal experience, i lost 700 million ISK that day. Big smile
Danika Princip
GoonWaffe
Goonswarm Federation
#29 - 2015-01-19 03:05:22 UTC
You're describing a bomber wing. One guy shouldn't be able to do what currently takes several.


And no, ganking doesn't remove ISk from the game. At all. Minerals and items, yes, but not ISK.
Samuel Blackthorn
Luxury Yacht Social Club
#30 - 2015-01-19 03:25:56 UTC  |  Edited by: Samuel Blackthorn
When you have 10 modules in your cargo let's say 1 billion ISK value and you destroy the ship with the mods in it and in the wreck there is only 4 mods you just lost 600 million ISK (they are gone and there is no way of getting them back).

This goes for everything in the universe of EVE and that's how ISK is "removed" (We loose ISK not EVE)



And why not a single pilot can't be able to do this act, PVP in EVE is tactical this act is tactical and been able to use something like that requires cunning and stealth plus the damage in question it varies so it does not do (let's say 3000) to all, ships have different resists.
Kenrailae
Center for Advanced Studies
Gallente Federation
#31 - 2015-01-19 07:09:41 UTC
Danika Princip wrote:
Kenrailae wrote:
Mike Azariah wrote:
No, look back at the abortive thing called Mines in game if you wish a decent reason although baltecs answer pretty well summed it all up.

m



I really see no reason suicide haulers full of explosives shouldn't be unleashed on the Jita undock/Perimeter warp in. Need to have some way to remove more isk from the game, with incursions dumping it in left right and center.



But that would not remove any ISK from the game, and would, in fact, add more?


Having people have all their crap blown up due to suicide bombs, or their implants, or what have you? That would certainly remove assets from the game. Assets cost money. It costs money to replace things. No, a bomb wouldn't blow up someone's wallet, so to speak, but it would blow up x amount of isk worth of items. Sure, someone else just got that isk from whoever bought the stuff, but it does remove stuff from the game, and stuff costs isk. Especially when that stuff costs LP to begin with. LP makes things cost more isk, at the cost of isk and LP(and collection of other odds and ends). If you destroy LP stuff, it does, albeit indirectly, remove isk from the game. Imperial Navy Energized Adaptive Nano Membranes cannot be made in Jita 4-4. Those have to be brought in.

The Law is a point of View

The NPE IS a big deal

Samuel Blackthorn
Luxury Yacht Social Club
#32 - 2015-01-19 08:25:00 UTC  |  Edited by: Samuel Blackthorn
I forgot to add that this would probably effect the market slightly because it also creates a new production chain:

1. Finding the blueprint's for the explosives or bought with LP.
2. Gathering the materials for production.
3. Skills you need to train in order to manufacture them.

Supply and demand.
Zakks
CSR NAVY
Citizen's Star Republic
#33 - 2015-01-19 08:54:33 UTC
It must be a freighter bomb for two simple reasons:
1. Cost of using said device precludes the exploitive nature of a cheap AOE weapon. At 1B+ isk, its not going to be overused.
2. Bait factor. Warping a freighter into a mining belt, or traveling through a gate camp is not going to send everyone scurrying like a fleet of battleships showing up in local or on grid.

It cannot be cheap, nor deployable (like mines). I think it would be a real plus to pvp gameplay.
Freighter pilots everywhere would welcome a little uncertainty these days.
Danika Princip
GoonWaffe
Goonswarm Federation
#34 - 2015-01-19 12:58:20 UTC
Samuel Blackthorn wrote:
When you have 10 modules in your cargo let's say 1 billion ISK value and you destroy the ship with the mods in it and in the wreck there is only 4 mods you just lost 600 million ISK (they are gone and there is no way of getting them back).

This goes for everything in the universe of EVE and that's how ISK is "removed" (We loose ISK not EVE)



And why not a single pilot can't be able to do this act, PVP in EVE is tactical this act is tactical and been able to use something like that requires cunning and stealth plus the damage in question it varies so it does not do (let's say 3000) to all, ships have different resists.



That's 1 billion ISk that left your wallet and went into, say, mine. That 1 billion ISK is still in the game, regardless of weather or not the modules are. The 600 mil ISK you spent on destroyed modules, I spend on Ishtars. The money still doesn't leave the system, it just leaves my wallet and goes into whoever's is selling ishtars. The insurance you GAIN from losing your ship (Assuming you were killed, not concorded) is actually ADDING isk to the system. None is removed.

And why should a single pilot be able to replace two dozen? Why would anyone use bombers, which require all sorts of tricks and skill from thier FC, if they could instead just warp an iteron V packed with explosives on top of the hostile fleet and take them all out that way?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#35 - 2015-01-19 13:04:21 UTC
Danika Princip wrote:
Samuel Blackthorn wrote:
When you have 10 modules in your cargo let's say 1 billion ISK value and you destroy the ship with the mods in it and in the wreck there is only 4 mods you just lost 600 million ISK (they are gone and there is no way of getting them back).

This goes for everything in the universe of EVE and that's how ISK is "removed" (We loose ISK not EVE)



And why not a single pilot can't be able to do this act, PVP in EVE is tactical this act is tactical and been able to use something like that requires cunning and stealth plus the damage in question it varies so it does not do (let's say 3000) to all, ships have different resists.



That's 1 billion ISk that left your wallet and went into, say, mine. That 1 billion ISK is still in the game, regardless of weather or not the modules are. The 600 mil ISK you spent on destroyed modules, I spend on Ishtars. The money still doesn't leave the system, it just leaves my wallet and goes into whoever's is selling ishtars. The insurance you GAIN from losing your ship (Assuming you were killed, not concorded) is actually ADDING isk to the system. None is removed.

And why should a single pilot be able to replace two dozen? Why would anyone use bombers, which require all sorts of tricks and skill from thier FC, if they could instead just warp an iteron V packed with explosives on top of the hostile fleet and take them all out that way?


And given the low skills required to fly an iteron with tech I cargoe expanders for maximum payload this would be suicide gankers heaven. Kamikaze alts would be absolutely everywhere.
Samuel Blackthorn
Luxury Yacht Social Club
#36 - 2015-01-20 16:12:57 UTC  |  Edited by: Samuel Blackthorn
I am sorry that some of the pilots i see comment on this don't read or maybe understood what i try to describe with the little knowledge of English i have. Sad
Goatman NotMyFault
Lubrication Industries
#37 - 2015-01-20 16:28:00 UTC
Amak Boma wrote:
i suggest a other way of suicide strike

you could buy explosives on market, fill your cargo bay and fit a remote detonator in high slot, once you activate it cycles in 15seconds then ship detonates , inflicting long rangedamage, more explosives you have , more damage at longer range. this could be done in many ships the detonation causes explosive,thermal and kinetic damage

ship type -------------damage type ------------------------damage value-------------------------------------------range
frigates t1,t2)---------------- therm/kinetic.explosive----------500 dps---------------------------------------------------3km
destroyer (t1 dictor t3)------------explosive kinetic --------------------750 dps------------------------------------------6km
cruisers (t1,t2,t3)------- thermal explosive ------------------1225dps-----------------------------------------7km
battlecruisers(t1,t2)-----explosive-----------------1500dps-------------------------------------------------10km
battleship----------------thermal kinetic explosive --------2250dps--------------------------------------13km
industrial-------------explosive thermal kinetic----------2000 dps ( only regular hauler sush iteron)----16km
transport ships -----thermal kinetic explosive --------3500 dps (deep space transports)---------------20km
orca -------------------all types of damage----------------7500 dps------------------------------------------------40km
carrier-----------------explosive thermal-----------------------------5000dps--------------------------------------------------75km
supercarrier----------explosive therma----------------------9000dps---------------------------------------------------100km
dreadnought--------- explosive--------------------------------12000dps------------------------------------------------120km
titan--------------------- all types---------------------------------20000dps------------------------------------------------250km



The blastrange and damage shouldnt be based on the ship, but more the amount of explosives..... Ergo a freighter filled up With explosive would blast a more than a New entrance in a station.

I did mentioned such idea a long time ago, but i think it was listed under terrorist skills.... and it got closed pretty fast LOL
FoxFire Ayderan
#38 - 2015-01-20 19:33:23 UTC

I think any time a ship explodes (particularly bigger ones), the closer you are to the ship that explodes the more damage you take.

Goatman NotMyFault
Lubrication Industries
#39 - 2015-01-20 20:08:53 UTC  |  Edited by: Goatman NotMyFault
FoxFire Ayderan wrote:

I think any time a ship explodes (particularly bigger ones), the closer you are to the ship that explodes the more damage you take.




From my experience With explosives, the actually blast aint that Dangerous, its all the crap thats tossed around that kill ya...

So, since its in Space, the shockwave in vacum of Space, is minimal.... so the bigger ship, the more debris, ergo more damage. The range has nothing to say, since its in vacum. Vacum dont slow Down debris. But the size of the debris and its speed should be a important piece of the damage calculation.
Samuel Blackthorn
Luxury Yacht Social Club
#40 - 2015-01-23 20:47:42 UTC  |  Edited by: Samuel Blackthorn
A simple and realistic way is to make one kind of explosive with multiple damage outputs depending on the distance from ground 0,
The damage will also be omnidirectional and will vary depending on the cargo capacity or better yet the mass of the ship.

The damage of the explosive in cargo can be fixed to a reasonable number.
The high slot module will be a detonator.

The idea is to have a reaction like a nuclear explosion in space, at first the thermic/explosive/em/kinetic damage spreads and after some distance only the em/kinetic remains (this of course can be fixed in EVE).

This video explains the physics, at some point there’s a weapon there: Big smile
https://www.youtube.com/watch?v=GihlZ0Mnq-k
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