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Strategic Missile Launchers

Author
Nikk Narrel
Moonlit Bonsai
#21 - 2012-05-30 19:49:52 UTC
LOL... you guys rock.

OK, for the TL;DR crowd then:

This is a weapon that is not intended to be useful gate camping. The target acquisition and deployment time is at least 30 seconds, more if you don't have perfect skills.

This means any ship that can get into warp in less than 30 seconds could simply leave.


Now, unless the damage is really kicked up, cruise missiles are not insta-kill weapons either, and certainly not highly effective against smaller ships. (No, you could not use the T2 precision class with this)

More than anything, this is simply a way to put missile boats back into fleet action. Their delayed DPS nature has made them less desirable as an option in this area.
Dragonv2
Deep Core Mining Inc.
Caldari State
#22 - 2012-05-30 20:21:13 UTC
perhaps one way to balance this is to make the missiles lockable like the bombs and have em show up on the over view
Simi Kusoni
HelloKittyFanclub
#23 - 2012-05-30 21:46:50 UTC
Nikk Narrel wrote:
This is a weapon that is not intended to be useful gate camping. The target acquisition and deployment time is at least 30 seconds, more if you don't have perfect skills.

This means any ship that can get into warp in less than 30 seconds could simply leave.

So, what about a ship that can't simply "leave"?

Say, for example, I set a drag bubble 150km behind the gate and sat a few rapiers in it cloaked. Target comes, lands in bubble, rapiers decloak, web and target paint it.

A few officer fit Golems sitting just outside a POS 20AU away start unloading cruise missiles.

Nikk Narrel wrote:
Now, unless the damage is really kicked up, cruise missiles are not insta-kill weapons either, and certainly not highly effective against smaller ships. (No, you could not use the T2 precision class with this)

They're not "highly" effective, but I still wouldn't want to be running a plex/mag/radar in a battle cruiser or T3 and suddenly have the additional DPS of a couple of POS'd up Golems on me.

Especially not if you're running an angel plex and already being target painted by rats.

Nikk Narrel wrote:
More than anything, this is simply a way to put missile boats back into fleet action. Their delayed DPS nature has made them less desirable as an option in this area.

I agree with you that missiles need a bit of a boost for PvP, but this is not the way to do it.

Ignoring the obvious exploits for a moment, like sieging a POS from the safety of an especially set up personal POS on a nearby moon, it is just a complicated and unpolished idea.

This is a major mechanics change, one that would change the game in such a way as to require very serious and questionable new interface changes. I mean seriously, "adopting the cloaked ships overview"? I think that might come under seriously messing with legacy code, and CCP would castrate any employees who went about doing it.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Michael Loney
Skullspace Industries
#24 - 2012-05-30 22:22:36 UTC
I have been considering the whole POS problem.

Then I realized there is a simple fix!!

" Due to the nature of the 'Long range target acquisition' modules sensitive electronics any significant gravitational or electronic mass makes a positive target lock impossible. This means the ship must be anchors at least 250KM from any structure or stellar body."

This keeps them on grid with a POS but not close enough to really matter.

For the Artillery units to fire they have to be anchored, the un-anchor process could take say 2 minutes, this means they can be taken out before they can get away.

As for gate camps, there is nothing to be done about them. there would have to be as many spotters as there was artillery units to be effective and that means 2x the manpower to camp that way.
Nikk Narrel
Moonlit Bonsai
#25 - 2012-05-30 22:58:54 UTC
Boosting from inside a POS is one thing.

Noone can perform a target lock from inside a POS, and this would not give pilots a means to bypass that rule.

You have to be outside the shield to do this, as with any type of PvP.

Michael's idea of minimum range from a POS can certainly be used. The launchers need to be totally unmoving already, so maneuvering is not much different from maneuvering and warping to the POS, both will take a long time in the ships trying this.

As to the idea that you could coordinate with tacklers to hold ships down for pounding, that might work.
I can't say it would be effectively easier than existing gate camp strategies, but sure, why not?

Maybe this could be another role for a BLOPS ship to consider as well, since they could remain effectively remote from danger they could anticipate.
Simi Kusoni
HelloKittyFanclub
#26 - 2012-05-31 00:51:42 UTC
Nikk Narrel wrote:
Boosting from inside a POS is one thing.

Noone can perform a target lock from inside a POS, and this would not give pilots a means to bypass that rule.

You have to be outside the shield to do this, as with any type of PvP.

What is your point? I never said anything about locking from inside the POS, I can sit on the very edge of a POS's shields and JB, or I can assign fighters. These are strategies that are already used by players. Why would they not be used here?

Even if you gave it a 5 minute movement timer, you'd have to fight the fleet + a POS. You might not intend this as a way to set up easy gate camps, but we'd make it into one.

Nikk Narrel wrote:
Michael's idea of minimum range from a POS can certainly be used. The launchers need to be totally unmoving already, so maneuvering is not much different from maneuvering and warping to the POS, both will take a long time in the ships trying this.

So you can siege outside a POS, but you cannot fire artillery? It just seems so... artificial. As I said before, this is an overly complicated idea and it's little touches like this and the overview adoption that make it feel so unpolished. This also doesn't stop me reinforcing a POS from an off grid safe, rendering the POS guns pointless.

It just sounds like the kind of mechanic you'd find in home brew software, sure it sounds fun but it doesn't quite fit with existing mechanics and makes a bit of a mess of the interface for it to be functional.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Nikk Narrel
Moonlit Bonsai
#27 - 2012-05-31 18:02:34 UTC
Simi Kusoni wrote:
What is your point? I never said anything about locking from inside the POS, I can sit on the very edge of a POS's shields and JB, or I can assign fighters. These are strategies that are already used by players. Why would they not be used here?

Even if you gave it a 5 minute movement timer, you'd have to fight the fleet + a POS. You might not intend this as a way to set up easy gate camps, but we'd make it into one.

And if you want to go to that level of effort, you are welcome to it.

Just keep in mind the damage is delayed at least 30 seconds, meaning the tackle crew or bubble need to survive at least that long without help from the launchers.

Simi Kusoni wrote:
Nikk Narrel wrote:
Michael's idea of minimum range from a POS can certainly be used. The launchers need to be totally unmoving already, so maneuvering is not much different from maneuvering and warping to the POS, both will take a long time in the ships trying this.

So you can siege outside a POS, but you cannot fire artillery? It just seems so... artificial. As I said before, this is an overly complicated idea and it's little touches like this and the overview adoption that make it feel so unpolished.

It just sounds like the kind of mechanic you'd find in home brew software, sure it sounds fun but it doesn't quite fit with existing mechanics and makes a bit of a mess of the interface for it to be functional.

I said it could be used, not that it would add anything practical. I also pointed out it would be not much different as far as results went.

As far as adopting an overview, it is far smoother than existing remote connection methods, like right clicking to access a cyno by a jumping ship. Just because people are used to doing something a certain way doesn't make it valid. Just familiar.

And adding target ships to the launching overview from the scout uses elements already in the game: The Overview.
Through filters we already screen and select what this tactical listing shows us, using it on a strategic level represents very little change.

Simi Kusoni wrote:
This also doesn't stop me reinforcing a POS from an off grid safe, rendering the POS guns pointless.

Yeah, I admit it draws more from the real world, being able to strike at a target from great distances. It is in fact the entire reason the field artillery exists, in modern warfare. The very concept that you don't need to expose yourself directly to deal significant damage to enemy forces and structures.

The fact this is missing in so many ways makes the game less immersive to that degree. Some might say it is like taking a FPS and making all forces use knives exclusively, just so they would fight nearer to each other....
PinkKnife
The Cuddlefish
Ethereal Dawn
#28 - 2012-05-31 18:08:57 UTC  |  Edited by: PinkKnife
This is broken, here is why:

Pos modules. Sit 2 km outside pos shield, fire away. All the kills, none of the risk.

Which brings around the next question, of what problem does this solve? It doesn't make missile boats any better.
Nikk Narrel
Moonlit Bonsai
#29 - 2012-05-31 18:23:38 UTC
PinkKnife wrote:
This is broken, here is why:

Pos modules. Sit 2 km outside pos shield, fire away. All the kills, none of the risk.

Which brings around the next question, of what problem does this solve? It doesn't make missile boats any better.

Sitting 2km outside of a POS shield lets you see the shields, it does not protect you with them.
Not being present to be shot back at is what defers some of the risk, unrelated to seeing how pretty the shields are.

And of course it makes missile boats better. Missiles were always long range weapons, and as a result had corresponding delays with their firing results.

The fact that, up to the present, they were still in range of instant damage weapons made their use meaningless. Damage inflicted in the first alpha strike had the weight behind it, and missiles being delayed left them out of contention.
Any grouping of ships that could target and alpha kill ships on an opposing side needed immediate returns on that damage, not the delay missiles required, and would result in fleet losses.

Translation: Missiles are no good if their delay devalues them.

So, why use missiles, ever? Because they have greater range than anything else. If you fire a strategic missile, it is implied that the target is so far away that they cannot see you. Short of some board games, this holds true.
Mary Annabelle
Moonlit Bonsai
#30 - 2012-06-04 13:53:09 UTC
Velicitia wrote:
would be *waaaaaaaaaaay* OP for hisec ... though as a "feature" of a dreadnought it could be interesting (siege up, use a spotter, stupid long range damage).

That would be hilarious in HiSec...

Lil Joey is mining... suddenly missiles appear out of nowhere, and hit lil Joey.

Lil Joey is into armor, when suddenly the missiles stop. Elsewhere in that system, the launching ships are busy exploding thanks to concord.

Least effective suicide gank EVER... LOL
Ager Agemo
Rainbow Ponies Incorporated
#31 - 2012-06-04 21:11:32 UTC
actually i like the idea a LOT!, it works but needs some counters to be properly effective, i would suggest something like:


Siegue Missile ship module:
Medium Slot
1500 PG 125 CPU
once active allows cruise missiles to attack offgrid targets with a spotter
Missile Warp speed: 20 AU
Explosion radius increased X 1.5
Explosion Speed divided by 1.5
Cycle time: 5 minutes
Damage: X 2
ship cannot move when active.


Siegue Tachyon Module (for amarr)
Medium Slot
2000 PG 100 CPU
once active allows Large Beams to attack offgrid targets with a spotter
Signature radius increased X 1.5
Tracking Speed divided by 1.5
Cycle time: 5 minutes
Damage: X 2
ship cannot move when active.



Spotter Module:
High Slot
100 PG 200 CPU
Blackops battleships module only
Allows Fleet battleships fitted with Siegue modules to share Overview Information.
Operation Stink-eye
Ministry of War
Amarr Empire
#32 - 2012-06-04 21:36:58 UTC  |  Edited by: Operation Stink-eye
I've read most of the thread, and though it is a lot of work considering the plethora of other things that need attention before adding more crap in, here are my thoughts on this.

Interesting.

I see the need for 2 modules for this to work.

A broadcast module.

A locking module.

The way I envision this going, I see a ship on grid with hostiles. He needs to lock a ship, and use the broadcast module on it. This broadcasts that ship on the overview over a huge range (system wide? 10AU, 15AU, ??AU?)

Clearly your average pilot flying thorugh the system will see this, but not be able to warp to it, lock it or in anyway interact with it unless fleeted ofc. (This would need a new filter in the overview settings 'off grid pilots.')

To lock on and engage the target, a capital sized ship would need the locking module. Which would also broadcast the capital over the same range.

The things I think you would need to tweak are the range of the broadcast module (15km? 25km? 50km?), and how the locking module restricts you.

My thoughts on the locking module are this. The locking module puts you into a similar state as siege mode. You must be well outside the range of any anchorable structures to activate the module. You cannot move whilst in this mode. You cannot be repped in this mode. Your weapons gain x% range. But do no extra damage. Just a flat damage at all ranges, based on the existing mechanics (ie. sig radius, speed, etc.) Your position is broadcasted as a warpable signature during this time (maybe?)

I see this being a capital to capital sized weapon and being useless for smaller ships, maybe getting a few lucky shots off on a stationary BS at 20AU? ;P

I see cov ops rushing off to get intel on the arty position. And cocky gangs hoping to get an easy kill on some capital arty, warping to the signature and getting baitraped. Or more likely an interesting split in fleet battles. But it must be fairly easy to find and create a fight around the arty ship, otherwise you are just creating a great deal of agro.

I must say though, as fun as linking two grids like this is, it's not one of the most important things in the universe.

TL;DR: Broadcast and capital lock modules. Big stuff shooting big stuff on different grids. Not really important.

I must say though, with the incoming DUST514 release, a new capital ship idea? Capital Artillery, can fit uber ground strike weapons to produce console gamers tears (the tastiest of all tears), or nice artillery weapons for 'spazeshup battels.'


EDIT: The poster above me has the idea.
Nikk Narrel
Moonlit Bonsai
#33 - 2012-06-05 13:51:57 UTC
Ager Agemo wrote:
Spotter Module:
High Slot
100 PG 200 CPU
Blackops battleships module only
Allows Fleet battleships fitted with Siegue modules to share Overview Information.

Up to that last part, your ideas for specific details were sounding pretty good.

I do believe a capital ship version of this setup could be used too, and for that version using a BLOPs battleship I think makes sense. They would be higher reward, so I feel the higher risk of needing an expensive spotter makes sense. Dreads firing torpedo inspired ICBM equivalents could devastate structures like a POS or outpost.

However, (for the sub cap aspect), I would prefer to give this role to CovOps alone.
I would also suggest making the module mutually exclusive of cyno generators and probe launchers. You can't mount more than one of those.

I know once in the sandbox, these will be used in weird ways, by combining them with tackle gangs and such. That said...

Likely targets for these, by intent:
For the Sub Cap version: Capital ships are a high priority target. Helping with assaults on POS or other space structures.

For the Capital Dreadnought version: POS and support structures, Outposts, other capital ships.
Soldarius
Dreddit
Test Alliance Please Ignore
#34 - 2012-06-05 23:32:41 UTC
I recall a thread similar to this popping up once. It boiled down to firing bombs with a warp drive from across the system. A spotter had some sort of module that provided fire control linkage to the firing ship.

unfortunately, all the firing ship would have to do it fire, cloak up, and await the module cycle timer ebfore decloaking to fire again.

WAAAYYY OP. So no.

http://youtu.be/YVkUvmDQ3HY

Xorv
Questionable Acquisitions
#35 - 2012-06-06 00:29:50 UTC
Sounds like a cool idea until I remember this is EVE we're talking about, and this would just end up another feature to abuse by multi account holders... ie a large portion of the player base.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#36 - 2012-06-06 00:45:12 UTC
So basically a (very slightly weaker) remote DD that can be fired from a cloaked ship. Yes, definitely a good idea.
Nikk Narrel
Moonlit Bonsai
#37 - 2012-06-06 15:06:50 UTC
Abdiel Kavash wrote:
So basically a (very slightly weaker) remote DD that can be fired from a cloaked ship. Yes, definitely a good idea.

Cough cough... you forgot to include they got free pizza delivered by supermodels....

Cloaked what?

Even for the weaker Sub Cap default version we discussed:
The launching ships cannot fire cloaked. It is unclear where this idea came from.
The launcher ships, if they somehow mounted a cloak, would suffer from the additional sensor recalibration time, and the additional penalty which would further delay them locking on the remote target.
The at best 30 seconds would easily become a minute, under these conditions.
Most ships will be so far from the spotter by then, that it would be pointless to even bother.

If they are helping to pound unmoving structures, then they lost a launcher for this. Equally pointless.

And how do you get DD damage comparisons here?
Nikk Narrel
Moonlit Bonsai
#38 - 2012-06-06 15:11:07 UTC
Xorv wrote:
Sounds like a cool idea until I remember this is EVE we're talking about, and this would just end up another feature to abuse by multi account holders... ie a large portion of the player base.

Of course they will.

They already are, and this won't make them more or less dangerous.

Heck, a cyno alt is the most obvious, bypassing entirely the intent to have another player help move jumping caps.

If they have enough to bring together the number of ships needed to be actually dangerous with this, they probably have gone straight to hot dropping already.
This compares poorly at best to that mechanic of overwhelming advantage, so is hardly notable as a likely path to be abused.
Reaver Glitterstim
The Scope
Gallente Federation
#39 - 2012-06-06 15:52:52 UTC
Nikk Narrel wrote:
In straight up PvP activity, Caldari boats often have a disadvantage in fleets. They have delayed DPS when it comes to fitting missile launchers. Missile launchers is what many of them do best.

This is why it is the Drake is one of the most popular PVP vessels, and why the Raven gets used in PVP more than the Rokh.

Missiles are supposed to be at a disadvantage. They also do less dps than other weapons. They shine in that they can do any damage type simply by changing the ammo you have installed, and they always hit. Autocannons are in-between in that they have little trouble scoring hits and have a varied array of damage available, but their damage types have limits and their range is fairly short. To make up for this, their damage is in between short-range missiles and short-range turrets.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Nikk Narrel
Moonlit Bonsai
#40 - 2012-06-06 15:57:05 UTC
Reaver Glitterstim wrote:
Nikk Narrel wrote:
In straight up PvP activity, Caldari boats often have a disadvantage in fleets. They have delayed DPS when it comes to fitting missile launchers. Missile launchers is what many of them do best.

This is why it is the Drake is one of the most popular PVP vessels, and why the Raven gets used in PVP more than the Rokh.

Missiles are supposed to be at a disadvantage. They also do less dps than other weapons. They shine in that they can do any damage type simply by changing the ammo you have installed, and they always hit. Autocannons are in-between in that they have little trouble scoring hits and have a varied array of damage available, but their damage types have limits and their range is fairly short. To make up for this, their damage is in between short-range missiles and short-range turrets.

In small scale PvP, your points cover the topic neatly.

I am referring more to fleet level actions.

While I am sure, as many will state, that players will look for ways to twist this to some unforeseen advantage, I am not concerned too much.
We already have too many easier ways to gank and get killmails for this to impact too much that way.