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Player Features and Ideas Discussion

 
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Shield field cruisers

Author
Fek Mercer
Tactically Challenged
Tactical Supremacy
#1 - 2017-03-18 07:42:38 UTC  |  Edited by: Fek Mercer
hey guys, I'm back with another idea to be shot down with one word replies. Anyone ever play homeworld? there was a type of ship that could use a special ability that would create an invulnerability field around it for a few seconds. They were largely useless unless you were really good at micromanaging, But i think there might be room in the universe of eve for players that like to play support roles.

This would be a new type of ship that could fit a module that would practically negate all incoming effects for a few seconds, then has a large cooldown. Everything from laser sights to remote repairs to titan doomsdays. Anything outside the field can't effect anything inside, however ships inside the field can still shoot eachother. Ships inside the field can still shoot out. The module would be similar to a command burst module, except it depends on the life of the ship generating it. That is, the duration of the field would be cut short by killing the generating ship. It would also have a massive drain on capacitor, and has no effect on citadels.
Do Little
Bluenose Trading
#2 - 2017-03-18 08:48:21 UTC
Eve has Command ships, Logistics and EWAR to fill that role. They don't confer 100% invulnerability but they do provide substantial bonuses and a lot of tactical versatility. Between player skill, character skill and ship capability I believe the developers should strive for a balance where player skill dominates. The reward for playing this game a long time shouldn't be that you can afford shiny stuff but that you know how to use it effectively.
Corraidhin Farsaidh
Singularity Expedition Services
Singularity Syndicate
#3 - 2017-03-18 12:47:05 UTC
'Massive drain on capacitor' would make no difference as you'd either load up on cap boosters and/or cap transfer logi.

The only invulnerability field should be from tethering at citadels.
Sonya Corvinus
Grant Village
#4 - 2017-03-18 14:27:55 UTC
Corraidhin Farsaidh wrote:
'Massive drain on capacitor' would make no difference as you'd either load up on cap boosters and/or cap transfer logi.

The only invulnerability field should be from tethering at citadels.


I'd argue you shouldn't be invulnerable tethered at a citadel on top of this...
Arcturus Ursidae
Federal Defense Union
Gallente Federation
#5 - 2017-03-18 14:37:58 UTC
Pulse activated Nexus Invulnerability Core.

Already exists and would be overpowered on any other vessel for many reasons.
Dark Lord Trump
Pandemic Horde Inc.
Pandemic Horde
#6 - 2017-03-18 14:38:01 UTC
Mainline DPS: Anything with large artillery, preferably Machariels due to their speed.
Invulnerability cruisers and cap-chaining Ospreys as support. The Ospreys feed cap to each other and the invulnerability cruisers.
Drop shield whenever you fire, put it back up afterwards. You are now practically invulnerable, since the enemy only has a 2-3 second window, unknown to them and of your choosing, to fire back.

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

Dornier Pfeil
Caldari Provisions
Caldari State
#7 - 2017-03-18 14:41:53 UTC
Fek Mercer wrote:
hey guys, I'm back with another idea to be shot down with one word replies. Anyone ever play homeworld? there was a type of ship that could use a special ability that would create an invulnerability field around it for a few seconds. They were largely useless unless you were really good at micromanaging, But i think there might be room in the universe of eve for players that like to play support roles.

This would be a new type of ship that could fit a module that would practically negate all incoming effects for a few seconds. Everything from laser sights to remote repairs to titan doomsdays. Anything outside the field can't effect anything inside, however ships inside the field can still shoot eachother. Ships inside the field can still shoot out. The module would be similar to a command burst module, except it depends on the life of the ship generating it. That is, the duration of the field would be cut short by killing the generating ship. It would also have a massive drain on capacitor, and has no effect on citadels.


Why do you hate snipers?
Fek Mercer
Tactically Challenged
Tactical Supremacy
#8 - 2017-03-18 22:49:38 UTC  |  Edited by: Fek Mercer
Dark Lord Trump wrote:
Mainline DPS: Anything with large artillery, preferably Machariels due to their speed.
Invulnerability cruisers and cap-chaining Ospreys as support. The Ospreys feed cap to each other and the invulnerability cruisers.
Drop shield whenever you fire, put it back up afterwards. You are now practically invulnerable, since the enemy only has a 2-3 second window, unknown to them and of your choosing, to fire back.


the shield only works for a few seconds. You'd need some very good coordination to keep up a permanent shield

The shield is something that you could activate at a critical moment, such as a titan about to shoot a dread. it would require some good coordination to pull off
Cade Windstalker
#9 - 2017-03-19 06:27:23 UTC  |  Edited by: Cade Windstalker
Fek Mercer wrote:
Dark Lord Trump wrote:
Mainline DPS: Anything with large artillery, preferably Machariels due to their speed.
Invulnerability cruisers and cap-chaining Ospreys as support. The Ospreys feed cap to each other and the invulnerability cruisers.
Drop shield whenever you fire, put it back up afterwards. You are now practically invulnerable, since the enemy only has a 2-3 second window, unknown to them and of your choosing, to fire back.


the shield only works for a few seconds. You'd need some very good coordination to keep up a permanent shield

The shield is something that you could activate at a critical moment, such as a titan about to shoot a dread. it would require some good coordination to pull off


Eve doesn't really support this kind of twitch reaction gameplay. For example the one and done Capital module that gives you impenetrable hull resists last 19 seconds. That's Eve's definition of twitch gameplay. Even something that lasts 10 seconds in an AOE would be incredibly abusable, since in a 100 man fight a fleet can remove about one ship every 10 or so seconds. As fleets get bigger the number of ships you can remove just gets larger per button press, and the time spent protected in aggregate relative to the cooldown gets longer and longer.

That's without even getting into how expensive something like this would be on the servers. It's not just an AOE invuln like the PANIC module, you're saying it has to calculate whether or not someone is inside one of these every time someone shoots. Can you say 'server migraine'?

Also those shield Cruisers in Homeworld were incredibly OP. It wasn't *that* hard to pack your ships behind their shields or keep the shields running for a good chunk of the fight. It's not like your ships had to rely on them either, your ships punched just about as hard without those shield cruisers as the other race's did, they just didn't get this amazingly OP tactical ship to mess around with.
elitatwo
Dicker Quick and Hyde Defense Attorneys
O.U.Z.O. Alliance
#10 - 2017-03-19 10:06:40 UTC
Fek Mercer wrote:
...Anyone ever play homeworld?....


No. You should not compare EvE to a simulator. /thread

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Fek Mercer
Tactically Challenged
Tactical Supremacy
#11 - 2017-03-19 19:10:25 UTC  |  Edited by: Fek Mercer
Cade Windstalker wrote:

Eve doesn't really support this kind of twitch reaction gameplay. For example the one and done Capital module that gives you impenetrable hull resists last 19 seconds. That's Eve's definition of twitch gameplay. Even something that lasts 10 seconds in an AOE would be incredibly abusable, since in a 100 man fight a fleet can remove about one ship every 10 or so seconds. As fleets get bigger the number of ships you can remove just gets larger per button press, and the time spent protected in aggregate relative to the cooldown gets longer and longer.


That's pretty tenuous. Who says we can't have a module based on a fast reaction? And who says it's 10 seconds? I was thing perhaps 3, 5 at most.

Cade Windstalker wrote:
That's without even getting into how expensive something like this would be on the servers. It's not just an AOE invuln like the PANIC module, you're saying it has to calculate whether or not someone is inside one of these every time someone shoots. Can you say 'server migraine'?

I might have to concede there. However we do have command bursts and warp bubbles and pos shields and tethers. So hmmmmm


Cade Windstalker wrote:
Also those shield Cruisers in Homeworld were incredibly OP. It wasn't *that* hard to pack your ships behind their shields or keep the shields running for a good chunk of the fight. It's not like your ships had to rely on them either, your ships punched just about as hard without those shield cruisers as the other race's did, they just didn't get this amazingly OP tactical ship to mess around with.


Well, that's not too relevant
Mara Pahrdi
The Order of Anoyia
#12 - 2017-03-19 20:54:32 UTC
Fek Mercer wrote:
Dark Lord Trump wrote:
Mainline DPS: Anything with large artillery, preferably Machariels due to their speed.
Invulnerability cruisers and cap-chaining Ospreys as support. The Ospreys feed cap to each other and the invulnerability cruisers.
Drop shield whenever you fire, put it back up afterwards. You are now practically invulnerable, since the enemy only has a 2-3 second window, unknown to them and of your choosing, to fire back.


the shield only works for a few seconds. You'd need some very good coordination to keep up a permanent shield

The shield is something that you could activate at a critical moment, such as a titan about to shoot a dread. it would require some good coordination to pull off

If at all this would only be balanced as a suicidal act. Your ship needs to go boom when the effect ends.

Remove standings and insurance.