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ECM revamp idea: ECM to effect target resolution.

Author
Khan Wrenth
Viziam
Amarr Empire
#21 - 2015-12-01 17:34:13 UTC
Random quick off-the-cuff idea - what if we changed it so that it doesn't break all locks? We just change it so it loses locks on targets that use [jammer type] sensor system?

We take away the racial aspect of the victim's sensor strength. All ECM's now simply calculate against his sensor strength, with the racial variety of the ECM jamming out his lock ability of those ships. So if you are targeting any ship and jam him with your entire rainbow, but only two land - Magnetometric jam and Gravometric. For the 20 seconds jam time (or whatever if you want to change it), that Caldari ship cannot lock Gallente or Caldari ships - meaning if you fly a mixed fleet he can still lock and attack Amarr or Minnmitar ships.
Markus Reese
Deep Core Mining Inc.
Caldari State
#22 - 2015-12-01 18:28:47 UTC
Cristl wrote:

I don't agree. The whole, "you are not allowed to lock anything" mechanic needs to go. If ECM must effect target locking, then it should not be a blanket removal of your locking capability, but a handicap to it. So if you are jammed, you lose a certain number of target locks. I'd even be prepared for the jamming extent to bring your target locks to zero if you are jammed by enough modules to remove all of your lock slots, but that is one ship using multiple modules to fully jam one other ship, not one ship permajamming multiple people. If the jam floor must be zero, then ECCM modules should not only buff your sensor strength, but also boost the number of target locks you are capable of by 1 or 2 so that ECCM is not 100% useless when not being used to counter ECM, much like sensor boosters and tracking computers are not useless even when that ship is not being disrupted or damped.

So you didn't read my comment at all then? Here is a version in very short sentences with some bullet points etc.

- ECM no longer breaks locks (nota bene, Mr Valacus)

- Instead, each target-requiring module rolls separately, using the current percentage chances. These modules are weapons, remote repairers, ewar, points, webs, scrams, neuts, vamps, resebos etc.

- Any module which fails its roll is knocked out for a duration which depends on the target ship's size

An example:

Instead of your Omen losing locks or nothing at all, you might lose 2 lasers and the web, but the other 4 lasers and the point were okay.[/quote]


That is an interesting direction, main issues I could see with that is server load and weapon grouping. Weapon grouping was implemented to reduce server load by making multiple guns just one. Even though over a duration, grouped dps would equal ungrouped, people probably would still feel ungrouped is better. I quite like the potential though since it is less obvious you are being jammed so the unaware might suddenly have no locks or be losing tackle.

Oooh, one large potential issue. Remote armor reps. Shield reps would always land since start of cycle... So disabling would need to be a cycle timer freeze on reps.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

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