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The Invulnerability Sphere:Make mining/industrial vessels defendable, better fights for everyone!

Author
Amenotep Polo
Deep Core Mining Inc.
Caldari State
#41 - 2012-08-01 12:42:40 UTC
Enough with the hate on the afk miners already.

The mineral prices are high enough as it stands
Jint Hikaru
OffWorld Exploration Inc
#42 - 2012-08-01 13:47:39 UTC
once again, an idea is spoilt by the OP not fully thinking through how these things would be used in EVE.
It’s all very well sticking all these rules on something so it can’t protect cyno's or what have you, but I offer this....

Quote:
The proposal: Introduce a new module 'Invulnerability Sphere Generator'. The module occupies a mid slot and has a very long reactivation delay, maybe 5-10 minutes. When triggered, the ship is protected by an indestructible sphere for a certain amount of time, maybe 1-3 minutes. During this time, the ship cannot be damaged by any means. But it also is completely immobile. And activating the sphere triggers aggression so that the pilot cannot safely log off.


So this immobilizes the mining fleet while protecting them from attack?

What’s to stop me grefing miners by flying my ship into the middle of their mining Op and lighting this up?
In fact with 3 alts, or friends, I could lock them down indefinitely until they paid me a ransom.

Seeing as I am in the middle of the field, then I am invulnerable too..... Sweet.

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Terrorfrodo
Interbus Universal
#43 - 2012-08-01 14:08:41 UTC
Uhm, no. It's not an area-of-effect weapon, it only affects the ship that activates the module. The 'sphere' would just be a visual effect. Much like the existing 'invulnerability field' module which doesn't actually create a field and also does not make you invulnerable Blink

Both names may be a little misleading... I wouldn't mind if the name was something else.

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StoneCold
Decadence.
RAZOR Alliance
#44 - 2012-08-01 14:28:09 UTC
The idea is now redundant with the announced changes to mining barges.
Jint Hikaru
OffWorld Exploration Inc
#45 - 2012-08-01 14:29:27 UTC
Aaaaaaah. My mistake.

So its a personal, one ship force field, that has a set duration.

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Terrorfrodo
Interbus Universal
#46 - 2012-08-01 14:31:35 UTC
Yes.

I don't think it's redundant now... they decided to not use my idea but to do something else to address the problem (surprise!) but my idea was better :p

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FloppieTheBanjoClown
Arcana Imperii Ltd.
#47 - 2012-08-01 15:19:27 UTC  |  Edited by: FloppieTheBanjoClown
Terrorfrodo wrote:
my idea was better :p


1-3 minutes of invulnerability?

Do you have *ANY* idea what that would do to warfare? Invulnerable bait ships are a bad thing.

Founding member of the Belligerent Undesirables movement.

Luka Datitties
Star-Gate Command
#48 - 2012-08-01 15:26:33 UTC
FloppieTheBanjoClown wrote:
Terrorfrodo wrote:
my idea was better :p


1-3 minutes of invulnerability?

Do you have *ANY* idea what that would do to warfare? Invulnerable bait ships are a bad thing.



Then leave! What is he gonna do? Point the whole fleet?
This bait would be easier to recognize than a bait maller.
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#49 - 2012-08-01 16:50:00 UTC  |  Edited by: Barbara Nichole
You mean less defendable than they are now? are you nuts?

The whole new concept of the hulk is it's a fleet mobile.. it has little change to it. at all.. I don't know if you've ever tried to "defend" a hulk when it's attacked but there is little you can do to save it when it hit by a determined group. So you want to make it so a less determined group can gank more easily? How is this going to generate "better fights"? Isn't it really just going to generate easier and faster kills? No thanks.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

FireT
Venom Pointe Industries
#50 - 2012-08-01 17:03:01 UTC
I think the people discussing this have not paid attention to CCP announcing that they are currently working on buffing the mining barges / exhumers. So this disussion is rather pointless, since a solution is in the works.

And until it is implemented AND proven to be useless this is an interesting day dream.

(For those that have not read the post, here it is)
http://community.eveonline.com/devblog.asp?a=blog&nbid=72890
Terrorfrodo
Interbus Universal
#51 - 2012-08-01 20:07:27 UTC
Maybe. Keep in mind that my OP is quite old and was written long before the upcoming change was announced.

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Ganthrithor
School of Applied Knowledge
Caldari State
#52 - 2012-08-01 21:50:14 UTC
Skill thineself.
Lugia3
Federal Navy Academy
Gallente Federation
#53 - 2012-08-20 16:40:11 UTC
I think it is a very good idea with some tweaks.

Battleships would be the only ships able to mount a low slot item that extends the host-ships shields out to a distance determined by the operator. The module would have a "slider" that would determine range upon activation, and for every 2x the length of the ship, its shield strength would be reduced by half. Ships such as the Hyperion would be very good at covering large areas due to their large size, while ships like the scorpion could shield small areas much better due to its small size but strong shields.

The ship that activates the module remains immobile and loses all launched drones on activation, as well as not being able to shoot. Ships could take shelter inside the shield bubble, but all attacks that they take is absorbed by the host ship. The shield bubble functions much like a POS bubble, breaking all locks except on the host ship with a password set by the operator. This would make it so logistics can't hide inside the bubble and repair the host indefinitely. Ships outside the bubble could still repair the host, but they are open to being destroyed still.

Having it only be mountable on battleships would make it so things like Rorqs can't launch an invincible 100km 2 million EHP bubble the moment something appears on grid. Also, the battleship module has no time limit and only lasts until the hosts shield is destroyed. It uses very little capacitor to maintain, but all localized shield reps use 3x the capacitor.

"CCP Dolan is full of shit." - CCP Bettik

Skippermonkey
Deep Core Mining Inc.
Caldari State
#54 - 2012-08-20 16:43:11 UTC
Terrorfrodo wrote:
Maybe. Keep in mind that my OP is quite old and was written long before the upcoming change was announced.

So i think the best thing to do is keep the thread alive and make you look like a fool, yes?

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

Cxxandra
Bright Night Industries
#55 - 2012-08-21 16:08:46 UTC
The problem described is real and need some kind of solution. But I don't think it should be a module for the miners, it should be a module for the escort.

The escort is doing the protection so they should have the module that is needed to do the protection. As it is today the only module that is available that protects someone else are remote repers. What we need is an escort module. A module that transfer shield/resistance to one or more escorted ships (targets).
The escorting ship should target the ships that is being escorted/protected and activate it's module, this will give the escorter the same speed as the slowest of those it is escorting. The Escort module should only work on industrial/mining/transport/freighters ships, that is you can't escort a battleship.


So what exactly should the Ecorter module do to the escorted ship? Here is a starting point for discussion...
1. Increase shield resistance a lot! perhaps 50%?
2. Decrease signature radius by a lot , perhaps 10% of original Signature radius. (it will take a long time to lock the ship, and will take less damage from smartbombs)
3. increase shield by a lot, 2x?


since the module only works on locked targets, it means one escort can't protect an entire fleet of miners....also the more that is protected the fewer targets to be locked for attacking.

The more ships protecting a single target, the better its resistance, shield and signature radius will be, which is kind of logical...if you are protected by many you are much safer. perhaps there should be no stacking penalties?


And very important, there should be a really cool and "protective" looking visual effect for this module.


Apart from what is listed here there should be no limitations to what the escorter or the ecorted ship can do. For example the escorted ship could warp of whenever it wants (the counter would be to get point on those fast as usual), or in the case of miners they could continue to mine.

If escorting transports, then the question arise on how to handle jump gates? perhaps the module should autotarget the escorted ships after the jump? Or they are always targeted? or it just doesent work through jump gates....
Obsidiana
Atrament Inc.
#56 - 2012-08-22 01:15:30 UTC
I think with the changes to industrial that this is no longer needed. The Procurer can provide a decent tank for a T1 ship. The Skiff can have a tank with 100k EHP. It is a tougher tank at a lower price/profit. I can live long enough to call for help. If help is already there, it has the tank to survive a reasonable attack. Hulks have gone DOWN in price since the change; they may need a buff to be viable again.

I do think it is a good idea as I had a similar one.
Dennis Gregs
The Scope
Gallente Federation
#57 - 2012-08-22 02:58:18 UTC  |  Edited by: Dennis Gregs
You implied... no, wait, no, you clearly stated that there is a problem. There really isn't any problem at all. Mining is completely viable and perfectly fine, just like it always was, except it's even easier now with the ship buffs. There's no reason for such a module and certainly not for mining protection. If you feel insecure, fly a Skiff, it can survive long enough for help to arrive.

Terrorfrodo wrote:
Maybe. Keep in mind that my OP is quite old and was written long before the upcoming change was announced.

I just noticed that, but in that case this didn't need to be bumped, sorry for bumping it further, lol.
Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#58 - 2012-08-22 04:53:17 UTC
i like the idea as well.
the only thing i remotely see this being abused as is bait.
on a side note this will also make industrial ships viable transports for decent cargo now.
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#59 - 2012-08-22 06:42:59 UTC
People keep talking about putting these on rorqs and orcas....but those ships can fit gang links. So immobile though it may be, you have a completely invulnerable fleet booster...?

thhief ghabmoef

Terrorfrodo
Interbus Universal
#60 - 2012-08-22 08:06:13 UTC
Skippermonkey wrote:
Terrorfrodo wrote:
Maybe. Keep in mind that my OP is quite old and was written long before the upcoming change was announced.

So i think the best thing to do is keep the thread alive and make you look like a fool, yes?

I tried to delete my signature once but the forum doesn't let you save your sig when it's empty Roll (and I couldn't think of anything cool at that moment)

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