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Player Features and Ideas Discussion

 
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Brute force jamming module.

Author
Punchdrunk Lennelluc
ELECTRIC SHEEP CLOTHING CO.
#1 - 2012-10-24 13:21:03 UTC
I think there should be a Hi slot module that works as a brute force targeting jammer.

When activated every ship within it's working radius is unable to target anything except the ship with the module active - effective on player and npc ships.

Perhaps make a tracking bonus or some other penalty for the ship operating the module.

Also perhaps have some interaction with ECCM or other jamming countermeasures.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#2 - 2012-10-24 13:36:44 UTC
So basically its a AOE wow taunt?

Gameplay wise this would be the gimpiest thing ever.

And this is one of the worst ideas i've seen on this forum which is saying a LOT.



You could make a 300k EHP damnation fit that on it and volla, you have an untargetable fleet with one Unkillable target.

BYDI recruitment closed-ish

Arline Kley
PIE Inc.
Khimi Harar
#3 - 2012-10-24 13:43:06 UTC
Up until you get pilots ftting them fleet wise. Given your description, its an AOE (therefore no target needed) and also the fact that the device pulls all the aggro on to one target, having two ships with it would make a fleet unkillable, since the devices would be covering each other;

e.g:

A shields B from the aggression of Fleet X

B fires up agression unit and gives A protection.

A and B are now counter shielded and Fleet X disappears to find some tea and crumpets.

"For it was said they had become like those peculiar demons, which dwell in matter but in whom no light may be found." - Father Grigori, Ravens 3:57

Amanda Sterling
Doomheim
#4 - 2012-10-24 15:27:17 UTC
How about no
Gizznitt Malikite
Agony Unleashed
Agony Empire
#5 - 2012-10-24 17:10:19 UTC
Punchdrunk Lennelluc wrote:
I think there should be a Hi slot module that works as a brute force targeting jammer.

When activated every ship within it's working radius is unable to target anything except the ship with the module active - effective on player and npc ships.

Perhaps make a tracking bonus or some other penalty for the ship operating the module.

Also perhaps have some interaction with ECCM or other jamming countermeasures.


Oh my God.....

How to abuse this:
1.) Fit on a supertanked ship and make the rest of your fleet immune... No one can shoot that IHUB or Station or TCU or SBU or POS anymore, as they can only target that supercap with obnoxious resists... Granted, the rest of your logistics ships are in similar situation, and can only target that single ship.... (except ewar immune ships, of course).... Hmmm... how easy it is to abuse this...

2.) Fly into any highsec ice belt.... hahahahhahaahahahahahhahahha

3.) Sacrificial ship to allow your fleet to gtfo....

4.) Suicide durkas on miner clusters.... when concord comes, activate module for more time....

I'm sure others can come up with good reasons....
What's the point of this?
ShahFluffers
Ice Fire Warriors
#6 - 2012-10-24 19:45:40 UTC
What is "ECM Burst" for 500 Alex?
Daichi Yamato
Jabbersnarks and Wonderglass
#7 - 2012-10-24 20:39:09 UTC  |  Edited by: Daichi Yamato
Amanda Sterling wrote:
How about no


...you crazy stoned fatherless person.

terrible idea.

as well as the other reasons here;

once someone in ur own fleet uses it, u can only lock ur own fleet member...at which point i'd over heat on that numpty for bringing it along.

edit- oh wait, unless hes in corp i'd go GCC. so all i can do is lock/unlock his ship for the remainder of the effect, even better...

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Zan Shiro
Doomheim
#8 - 2012-10-25 03:45:45 UTC
ShahFluffers wrote:
What is "ECM Burst" for 500 Alex?



nothing says instant primary like a scorpion charging in to pop one of these.


Its not his taunting mechanism he wants but pretty damn close. Or you could let the scorp fly in since bonused for this and let it have fun lol.

ShahFluffers
Ice Fire Warriors
#9 - 2012-10-25 04:57:32 UTC
The alternative for the OP is to fly something really sexy close to the enemy gang/fleet. Just remember to overtank it!
Punchdrunk Lennelluc
ELECTRIC SHEEP CLOTHING CO.
#10 - 2012-10-25 05:01:12 UTC
Hmm, quick to flame around here I see.

Yes I suggested aoe - so it effects friendly and hostile, a defined range means you could snipe into it's effect from outside. I did mention ECCM should be able to counter.

And for the situation where you have 2 ships fit you could target both ships - but nothing in the area they are blanketing.

The idea is they are broadcasting so much noise that they drown out "normal" ship signitures, so 2 of them would be just as visible as 1.

In fleet ops you would use it to force a primary target on your oponent in the hope of adding a speed bump between your more fragile / sensitive ships.

All the concerns ppl have raised could be balanced by the area of effect and possible downsides to activating it.
Zan Shiro
Doomheim
#11 - 2012-10-25 06:16:05 UTC
Punchdrunk Lennelluc wrote:
Hmm, quick to flame around here I see.

In fleet ops you would use it to force a primary target on your oponent in the hope of adding a speed bump between your more fragile / sensitive ships.




you are trying to bring taunt to eve. this ability is a feature that is stupid even in the games where it does exist. Press a button and all have to attack them only...it does not make sense. Leave taunt to the other games.

for your fleet ops somoene pointed out the imba. Load this up on an uber ehp ship, have a ball. the game already has enough mechanics in place to force blob play, it does not need more. A 10 man fleet needs to be 20 to kill your tanked up taunter in time to not be shot up by the hostile fleet.

The ships you are trying to protect either need to be flown and/or fit better or quite frankly are meant to die. Logi's are meant to die for example. this keeps eve battles from going on for hours on end as both sides are repping constantly. Kill off them logis 1 at a time in called primaries and have a nice day. Much better than other mmo's where between taunt and guard "healers" live long lives to drag out battles. Or you overload the chain by spreading damage across many ships. 2 logis will not keep up to damage across say 15 ships. Your idea, man logi up the taunter and its why even bother fighting.
Punchdrunk Lennelluc
ELECTRIC SHEEP CLOTHING CO.
#12 - 2012-10-25 09:38:54 UTC
Yes it is a taunt mechanic, as to it not making sense brute force jammers exist now and are simple and effective - with the limitation that I already pointed out, they hide things around them but can't hide themselves.

It is not a magic button I'm proposing but a way to add options to a game, options allow for strategy and tactics. There is a trade off as I already suggested - not that different to the tradeoff you already face with the ECM burst.

It seems many posters here aren't interested in new features, only bitching because they are happy with how it is now. I daresay they complain about every content release and game balance change as well - if you aren't willing to consider the idea beyond your own narrow view of "everything sux" and post at least constructive commentary why post at all?

Alzuule
Ministry of War
Amarr Empire
#13 - 2012-10-25 10:37:45 UTC  |  Edited by: Alzuule
Could see this work only if heavily limited, say you would have 0 velocity and the range of the module would be fairly limited. if your fleet has to stay within 15km of the supertanked "taunter" you will either be destroyed by bombers or have a good time watching the enemy kite you or run away.

edit: also the module would have to have a long deactivation timer like a bubble so you would be a sitting duck for say 30 seconds