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Orbital Bombardment Discussion

First post
Author
Jerick Ludhowe
Internet Tuff Guys
#101 - 2012-03-27 11:31:04 UTC
Impact on the ground seems a bit weak for BS class weapons.

Id say spice up the visuals in a manner that kicks up a whole lot of dirt/dust and rather large blast effects.
Mara Rinn
Cosmic Goo Convertor
#102 - 2012-03-27 12:07:33 UTC
CCP Nullarbor wrote:
If you look carefully at the video you'll see we are not actually at the planet warp in, but at a location closer to the target.

We are iterating on a number of solutions to achieve this.


Setting out the battlefield

Shield generators on planets which protect orbital assets: similar to the Death Star in Return of the Jedi. You have to disable surface assets in order to render orbital assets vulnerable. One option is to send in a DUST team, another is to simply pound the surface with a million DPS from your fleet of dreadnoughts and titans.

Orbital assets include offensive installations, each of which can itself be hacked by DUST or capsuleer forces. All orbital assets should be hackable: either to gain entry, steal cargo, shut down services or temporarily take over targeting systems. If I let someone near my POS long enough, they might steal the contents of silos, hangars, maintenance arrays, etc.

Each tile on the planet surface is associated with an orbital asset location: thus you can set up multiple customs towers to compete with each other, or you can place certain offensive installations in orbit to protect a particularly sensitive tile. One shield generator on the surface will protect a volume of space, similar to a POS shield but much larger.

The actual bombardment

I would set the situation up as follows:

  1. Dust Bunny wants an orbital strike
  2. Dust Bunny contacts someone strike-capable
  3. "Launch coords" are transmitted, which gives the orbital strike contractor a warp-in bookmark to a suitable location (anywhere on the appropriate side of the planet will do, closer to that warp-in bookmark provides greater accuracy)
  4. Dust Bunny confirms that orbital strike is ready (i.e.: can see the attacking dread or titan in orbit)
  5. Dust Bunny lights up the target with the orbital bombardment equivalent of a target painter
  6. Capsuleer sees target light up on planet surface, uses bombardment computer to lock on
  7. Capsuleer fires a salvo
  8. As long as the target is painted, the bombardment can continue
  9. Repeat as long as target painter can be lit and assets are in orbit


I would also allow anyone with the appropriate hardware to lock on to the painted target. Perhaps lower grade target painters would themselves be targetable for bombardment. Note that decreasing accuracy might mean shots land further away from the target location, randomly wiping out friendly, enemy or neutral assets.

Thus the game assets required would be:

  • Capsuleer weapons that are capable of orbital bombardment (lower damage, much further range, can only be activated with launch solutions provided by target painters), dreadnoughts have a specific siege module for bombardment which allows using e.g.: XL artillery instead of L bombardment cannons.
  • Bombardment computer required to lock onto painted target (or target painter)
  • Dust 514 orbital communications relay for (a) communicating with fleet in orbit and (b) relaying target painter signature
  • Dust 514 bombardment target painter


The orbital communications relay wold be fitted to a vehicle on the battlefield, such as a specialist communications vessel of some kind, similar to a Command/Control/Communications ship in a surface fleet in contemporary navies. This might be the MCC, or a specialist vehicle that needs to be close to the target painter. Perhaps the painter is a second module that gets fitted to this vehicle along with the comms relay, similar to a Command Processor + Warfare link on capsuleer ships.

The basics are that orbital bombardment should work roughly the same way as cyno projectors/beacons and jump capable ships: once the target is lit, it's open slather for ships to attack the target or the painter. There might be special versions of the target painter for higher skilled Dust Bunnies where the target lock is only on the painted target, and only available to the fleet the signal is directly being transmitted to. This would be more like a "surgical strike" rather than "orbital bombardment".

Accuracy of orbital bombardment will vary based on capsuleer skill with bombardment weapons (or dreadnought bombardment siege module), dust bunny target painting skill, quality of painter, quality of orbital comms relay, quality of capsuleer bombardment computer, distance from capsuleer ship to optimal warp in location, and the use of tracking links or tracking disruptors on the bombarding ship.

It should be quite possible for bombardment to miss the battlefield entirely and land on another tile. The precision bombardment depicted in "Future Vision" should be possible for a capsuleer with all-fives in the necessary skills, using the best (T2? Officer?) bombardment computer, siege module and turrets. Bigger weapons have larger areas of effect, of course, so being bombarded by a highly skilled Moros using XL rails means that swathes of the battlefield hundreds of metres wide are being blown up: being a few tens of metres out in the targeting doesn't matter so much.

Anyway, there are my half-thought-through ideas. Hopefully some of this is useful in some way.
Mara Rinn
Cosmic Goo Convertor
#103 - 2012-03-27 12:43:31 UTC
Ground defences should include surface shields. Thus on a particularly heavily defended planet you'd have a heavy shield. The usual mechanics apply: either bombard it with a meeelion DPS or send in some dust bunnies to blow it up/turn it off. While an orbital strike can be targeted at a point under the shield, any incoming fire will impact the shield and be absorbed there. This targeted shield strike could be used to improve targeting accuracy, so all shots hit the shields rather than the surface surrounding the defended area.

While dust bunnies can rep the shields from inside the protection of said shields, they only have puny ships to rep with.

So here's how an attack against a planetary installation might go. Scenario: your competitor is manufacturing something that competes with your product line. The manufacturing plant is on a planet in low sec in a system that is not cyno jammed.


  1. Arrange Dust contract to get feet on the ground: task is to disable orbital and planetary shield generators
  2. Bridge in fleet to engage orbital defenses
  3. Dust bunnies make their way to surface shield generators and disable them, beginning planetary equivalent of reinforcement timer
  4. Dust bunnies make their way to orbital shield generators and disable them, beginning planetary equivalent of reinforcement timer
  5. Contract is complete, Dust bunnies head off to wherever they're heading off to


At some point your enemy logs in:

  1. Set up dust contract to reset the planetary and orbital shield generators, bonus award of ISK to rep shields on planetary shield generator to 50/60/70/80/90/100 percent
  2. Contract complete, bunnies hang around repping shields with their shield transfers. They may face resistance.
  3. Dust bunnies head off to wherever they're heading off to.



Alternately, enemy logs on, reinforcement timer is over:

  1. Contract dust bunnies to disable planetary shields, dispable orbital shields, destroy factory (not disable)
  2. Park fleet in orbit, fight off enemy fleet
  3. Ask dust bunnies to get the star fire cannon online and shoot enemy ships. They insist on contract extension, "send us the money, you'll get your support"
  4. Contract is updated to include bonus goals for activating the star fire cannon, bonuses for each capital and super capital ship destroyed
  5. Enemy bunnies notice your guys advancing to star fire cannon, fight moves to that location
  6. Enemy realises that they will lose if you gain control of star fire cannon, proceeds to bombard it to oblivion
  7. Your bunnies get mighty upset
  8. Focus on main task: bunnies pain the factory and strive to keep the painting up while you nuke the site from orbit
  9. Due to the distraction of trying to get the star fire cannon online, you wasted time, enemy fleet reinforcements arrive
  10. your fleet is burnt from the sky, your dust bunnies fail their contract, everyone goes to the pub to cry into their beers


Dust bunnies might opt to attempt to rep the tower while they're trying to shoot things in space that are shooting them. This carries the risk of their repping vehicles being caught up in the blast from orbital bombardments.

Ultimately, I'd want to issue contracts to the dust bunnies relating to specific structures on their map. Perhaps I could hire some dust bunnies to bring me a report of the map, from which I could construct a Dust 514 contract:


  1. Recon contract issued to Dust bunnies (recon contract is simply: have at least one member of the team touch each structure)
  2. Dust scout party arrives on surface. Mission is to map all structures, bonus reward for not being seen.
  3. Dust scout party wanders into field with cloaky/stealthy fits, visiting each structure personally
  4. Having visited each structure, contract is completed
  5. Dust bunnies now wander off to wherever they go
  6. The capsuleer receives a notification of some sort including the interactive map
  7. Capsuleer marks off objectives involving structures on map: enable/disable, repair/destroy, steal contents, core objectives, bonus objectives


So for example, given a map containing a planetary shield generator, orbital shield generator, planetary command centre and power plant, I could establish the following contract:


  • Core: Disable planetary shield generator
  • Core: Disable orbital shield generator
  • Bonus: Disable or destroy power plant


In the above, disabling a shield generator or removing its supplemental power would place it into "reinforced" mode if it wasn't already ("reinforced" might be "orderly shut down"), at which point it would turn off after some period of time.

Dust bunnies being bombarded would have the option of turning the shield generator back on, or contracting a capsuleer to come and remove the bombardment problem.
Mara Rinn
Cosmic Goo Convertor
#104 - 2012-03-27 12:59:32 UTC
Was it discussed at Fanfest whether dust bunnies would have to wait for another team to enter a map before they could do their thing? What about whether the fight being won through attrition would necessarily mean that the mission ends? Would they have the map to complete on their own, or would they then simply face another group who would spawn in with fresh clone supplies?

I'm not sure that it would be meaningful if a Dust 514 group could "win" a map by loading up with tank & spank, when the objectives require hacking certain structures. Even if it comes down to "winning" through attrition, then switching out fittings to their run & hack gear, that still means that time is required to do the hacking while capsuleers are burning in orbit.

It would be even better if I could put time constraints on contracts: I want that orbital shield generator down in 5 minutes, so I can blow up the POCO and get the heck out of dodge before Pandemic Legion arrive with their super capital swarm (PL would arrive simply because I happen to have capitals sitting still for more than 20 seconds). It would take me a day of shooting to get the shield down with my capital "fleet" (of two Phoenixes).

Oh. How does missile bombardment work to planetary surfaces? :)


An alternate bombardment strategy: I warp to a planet, activate my bombardment computer. This brings up the tile immediately under my ship. I can change tiles by entering the appropriate launch code. The tile display is a stylised version of the terrain with key structures or locations marked on it. I can select any point on the map to which I will deliver my payload. If a target is painted (e.g: a sieged tank supported by logistics ships that are protected by terrain), it shows up in a selectable manner similar to structures, and I can lock that target and start bombarding away. Using the bombardment computer might deplete capacitor, or reduce space targeting range, number of lockable targets, tracking, or have other penalties.
fgft Athonille
Doomheim
#105 - 2012-03-27 13:20:10 UTC
just make sure it makes in the game the second its up for download to the general public

i know you like going just kidding its coming soon (aka never, ask your co-workers about establishments), but do not release dust unless this is in there.
chardak
Deep Core Mining Inc.
Caldari State
#106 - 2012-03-27 13:25:11 UTC
Orbital Bombardmant. From how long it happends? I believe form few tousands kilometers? What about the best sniper in EVE - 250km(may be even little more). Obviously the weapons we know in EVE didn't have range for orbital bombardment. So we have 2 options here - module who boost regular weapons range, or just another type of weapon.


I think we can give a role to stealth bombers in orbital bombardment. Small role, but role. Why? Only big alliance usually have titans and have enough support to bring em on the battlefiled. So what is my idea for bombers. As they have an option to fit a uniq module - bomb launcher - give em an option to fit orbital bomb launcher. And give it reload time 3,4,5,6 minutes - it can be skill based. Calculate it - bombers to have an options for 3, max 4 strikes per battle.

What about the charges. I think about 2 options. Large area of effect with small damage - cappable to kill assault dropsuit but not heavy amarr(remmeber old doomsday area effect and doomsday proofed battleships :) ) and a focused charge, cappable to destroy weakest vehicles up to t1 HAVs.

Make charges expensive - 3-4 mil per unit. You want that orbital strike?Pay for it and pay well.

Make a delay for orbital bombs - 20 sec for example from launch to hit. Make bombers immobilised for 30 second after launch - give time for probe them and warp on them - let it have a counter measure

If regular bombers are nott good for it - create new tier bombers - orbital stealth bombers - 1 per race. Give every one of them speciffic bonus. Give em specific charge. Why to bombard only with damage. Bombard with Ewar bomb - for example - minmatar bomber can deliver a bomb with web effect for area 50x50 metters - for lets say 2 minutes. It can be used from deffence team with less number of vehicles but with a lot of forge guns :). Than attackers are forced to use infantry assoult or other tactics.

Imagine a bomb with something like napalm - strike with area of effect 100x100 with not alpha damage but constant damae every 3-4 seconds - like in recon 3 of 3 misiion

Ok, that is my vision for bombers - I hope you like it. I think it shall involve almost every eve player in orbital bombardment, not only big aliances.

Big aliances - they must use everithing from battleship to titan for orbital strike - they are big and they deserve it. But as we all know 3 bomb squads can send a lot battleship into oblivion with a well placed single bomb run. Making bs imobilized for some time after orbital strike make em perfect targets for bombers.

BS must use a module to boost their weapons range for orbital bombardment or completly new air-to-ground orbital gun. It is pilot descicion - fit 8 normal pulse lasers on a abadon or 1 orbital gun. So it shall need support.

Dreads and titans - i think XL turrets didnt have range for orbital strike - they need completly new siege module in order to do that. And rate of fire shall be let say 2 minutes - so for 5 minutes you can fire twice max

titans - they only can use judgment - nuke entire structure.
Aqriue
Center for Advanced Studies
Gallente Federation
#107 - 2012-03-27 13:26:15 UTC
One thing DUST really needs, is to show COD clowns what risk is. I hope they have to up date their clone everytime they die like EVE players do, cause it could happen on average every 10 seconds. We got a crappy system where we have to do it manual everytime you are podded, ground pounders need a system where every 10 seconds they can get poped they need a manual update = which is just a joke for FPS games considering how fast you can die.

So, who is up for DUST clowns having to update every death like we do? Terrible I know, but EVE is harsh and groundpounders are no exception Twisted

Note: This is sarcasmn that CCP eventually replaces the ability to loose SP CCP in EVE online or force gunbunnies to hit that update everytime like we, considering how often they die...it will be quite often to update. There should be no difference, if one game is harsh then so should the other one and if you forget to updat.e..so long to using that new sniper rifle and hello to another 4 days of waiting to get it back Twisted
Mike Whiite
Deep Core Mining Inc.
Caldari State
#108 - 2012-03-27 13:34:29 UTC
I would do it like this:

Planetary defence systems will protect against orbital bombardments, or will be very hard to penetrate. That would obviously be an expensive systems so only keyhold are protected with those systems.

Orbital bombarment could be used to clear drop zones for incomming marines, who will need to take out the defence before orbital bombardments can destroy other major defence systems.

Those FPS-ers have their objectives and need to get the hell out before they'll be roasted by their own bombers and the defenders have to get bthe thing up and running again or retreat to an other more protected area.

There should be an option ofcourse for defending forces to sabotage their own tower and run a bombardment on the attackers (destroying their own infrastructure allong with it ofcourse, but would be cool seeing the attackers running for a tower that just stops pulzing only to see fire and brimstone hitting down on them to early.

Jowen Datloran
Science and Trade Institute
Caldari State
#109 - 2012-03-27 13:35:10 UTC
Hm, planet shield generators...

And I like the idea of the danger of getting caught by gravity and burn up in atmosphere. It would really make a clear distinction between their "side" and ours.

Mr. Science & Trade Institute, EVE Online Lorebook 

Adunh Slavy
#110 - 2012-03-27 13:42:47 UTC
Aqriue wrote:
One thing DUST really needs, is to show COD clowns what risk is. I hope they have to up date their clone everytime they die like EVE players do, cause it could happen on average every 10 seconds.



Hopefully it goes the other way, and Eve can leave some of the clone mechanics behind.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Alison Adrien
Caldari Provisions
Caldari State
#111 - 2012-03-27 13:50:53 UTC
I would like to see Killmails for orbital bombardment.
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#112 - 2012-03-27 16:01:50 UTC  |  Edited by: Valeo Galaem
Kinis Deren wrote:
Valeo Galaem wrote:
There could be an in space engagement zone for the purposes of Orbital Bombardment above each district. Since the planet rotates these would need to be detached from the solar system's physics simulation. To keep things simple a ship would have to first warp to the planet, then "enter orbit" which would move them to the engagement zone at a lower altitude. This would also allow blockades as groups could fortify the planet's warp in points. The normal warp in, customs office, orbital command center, etc could all be valid points for entering orbit.


I like that idea Smile

If the aggressors can issue a contract for an OB, I would hope that defenders could, in turn, issue a contract for Orbital Defence. This would be like a DGC of the complex like idea (if I'm interpreting it right) of Valeo's quoted post.


My idea was conceived to address the basic technical issues, but still leaves some things out (like how probing would work on ships orbiting a planet). The result, though, is something that resembles (structure wise) a deadspace complex with multiple points of entry.

Designing a system that encourages defense is important too, so being able to put up a line of defense "above" the planet that attackers would have to pass through is a needed feature.

Standalone Windows build of ccpgames/dae-to-red

https://github.com/Nu11u5/dae-to-red/releases

ElQuirko
University of Caille
Gallente Federation
#113 - 2012-03-27 16:03:44 UTC
Gotta say, though, that missile frigates supposedly have a tactical nuclear weapon fitted when using explosive ammunition. How will this reflect when we see citadel missiles smashing into the battlefield?

Dodixie > Hek

Gogela
Epic Ganking Time
CODE.
#114 - 2012-03-27 17:26:05 UTC
Gogela wrote:
I have a mechanics question.

I'm an avid Halo player. Lag is a straight up killer. I don't even want to play a laggy game... at all. EvE is different so it's not really as big an issue in big fleet fights, and time dilation is just awesome. Truely... so nice work there. Now for the question:

What happens if you are sitting in siege in your dread above a planet getting ready to nuke the surface and 2000 of your closest friends warp in and the system goes into time dilation? What happens on the ground in DUST? Are the DUST players on the same tranquility node?

Thanks in advance for any replies.

Dang Gogela from yesterday... that was a good question! I don't know the answer...

Signatures should be used responsibly...

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#115 - 2012-03-27 18:12:21 UTC
Forgot to mention....

Carriers should get something similar for their fighters, an air strike. Obviously this would take a while longer than the bombardment and would at most damage structures, clear vehicles and infantry.

Supers get bombing runs that should be more destructive, capable of almost leveling buildings, ripping vehicles to shreds and incinerating infantry.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

eliorra
24th Imperial Crusade
Amarr Empire
#116 - 2012-03-27 18:16:16 UTC
How about a full battle report to know precisely what happened on the dust battlefield?
urbino
Aliastra
Gallente Federation
#117 - 2012-03-27 18:58:13 UTC
make it so the ground ion cannons can fire upon anything inside the system
ships, pos, outposts...
or limit the range to X au from the planet or something

different sizes of OB's. Large and XL, with the accuracy stuff like in the fanfest demo

make SB's able to fire a tactical, high precision, penetrating shot. anti-bunkers or something.
That high precision hit will be usefull once the other planets are introduced ( since i doubt they'll fight on the surface of a lava planet )

make it so getting in range for an OB is really dangerous with anti-orbit fire and the ion cannons and stuff. And make them really powerfull, so that if a titan warps in it could get shot down before it obliterates the district, or if the battle is almost won you could finish it with a DD.

So doing an OB when the fight is just barely started, a.k.a most of the anti-orbit mechanisms are online, is suicidal at best.
J3ssica Alba
Federal Navy Academy
Gallente Federation
#118 - 2012-03-27 19:40:23 UTC
http://i41.tinypic.com/21cxo3r.jpg Lol
This is my signature. There are many others like it, but this one is mine.  Without me, my signature is useless. Without my signature, I am useless
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#119 - 2012-03-27 19:44:41 UTC


I want a face like that!

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Danfen Fenix
#120 - 2012-03-27 20:14:16 UTC
My 2 points:

1. Give us some way to 'blind' fire or 'miss' our targets P Sure it'll be possibleby making our own dust characters to call in our own bombardments, but in the end that wont be nearly as fun and quite annoying. Of course, dont make it so that we can do it whenever-whereever, but making it so we can ONLY hit where the target is designated will also be...good...but not as good as it can be Smile

2. This ones from a friend when I was talking about Dust. At the Fanfest, it was mentioned that it'll be possible to see which districts are under attack from eve, such as seeing explosions and so on from orbit. Now, how about also reversing this, and allowing ships in orbit (at least, if they're large enough) to be visible from dust, as well as possibly them exiting warp? P There'll be nothing better than seeing Dust players fill their pants when their battlefield is covered in the shadow of a Titan leaving warp Lol