These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Module for capitals

Author
Tarn Kugisa
Kugisa Dynamics
#1 - 2012-12-02 12:59:45 UTC
I've thought of an idea for capitals

It is a module that would replace the purpose of having a smartbomb.
It is a module like a smartbomb, but uses a number of small turrets placed around the ship. Basically it would have the DPS of multiple destroyers, but would not be able to focus fire on any given target. It would be limited to 4 turrets per target.
It's purpose is to repel or destroy any small targets (Drones, Frigates) near the ship. It would be limited to a 10 kilometer radius around the ship. When activated it would auto-target (like smartbombs, no target required to do damage). Turrets could be targeted and destroyed. They would have the size or a small drone and HP of a medium drone.

Here's the best part: it can be fitted on all variants of capitals, freighters included. This would require freighters to be like special ships, having 1 pg/1cpu, and only 1 high slot, only able to fit said module. The module would have normal fitting requirements for capital modules but on freighters it has a 99.99% reduction in usage, or what is necessary to reduce it to less than 1MW/1TF.

Feedback?

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

NiGhTTraX
Deep Core Mining Inc.
Caldari State
#2 - 2012-12-02 13:30:21 UTC
So... a smartbomb that can be targeted and destroyed? Why? You really think anyone would care about destroying it? And why on earth would I waste a high slot with it when I can just fit a regular smartbomb?

If you're gonna post here thinking your idea is the greatest thing since bacon and that it will save EVE and possibly all humankind with it, you're gonna have a bad time.

Scatim Helicon
State War Academy
Caldari State
#3 - 2012-12-02 16:31:47 UTC
What issue is this intended to solve other than 'I want CCP to make something I thought of'?

Every time you post a WiS thread, Hilmar strangles a kitten.

Andski
Science and Trade Institute
Caldari State
#4 - 2012-12-02 16:45:29 UTC
This would not serve any useful purpose. Smartbombs are used to clear bubbles, not aggress every friendly capital within range to deal with a frigate.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Romvex
TURN LEFT
#5 - 2012-12-02 22:18:43 UTC
Andski wrote:
This would not serve any useful purpose. Smartbombs are used to clear bubbles, not aggress every friendly capital within range to deal with a frigate.

Pretty much this. And why the hell would you fit any of these instead of remote reps? Thats your primary role in a carrier
ShahFluffers
Ice Fire Warriors
#6 - 2012-12-02 22:27:25 UTC
Regular drones (point defense) were removed from dreds and supercapitals for a reason (hint: they wanted such ships to be very vulnerable against smaller ships).
Swiftstrike1
Swiftstrike Incorporated
#7 - 2012-12-02 23:46:53 UTC
What you're describing sounds a bit like a flak defence system. In the real world, this would be a wall of exploding artillery shells around a city or some other large object (maybe an aircraft carrier?). It would destroy/damage aircraft as they moved through the wall, but once they were inside they would be safe from damage.

It sounds to me like what you actually want is a smartbomb that doesn't hit friendly targets. I recommend wingmates instead :)

I would like to propose a few of my own ideas for cap ship modules. They are not intended to fix problems with the game, but rather to open up new possibilities.

#1 Area of effect cloaking device. This module would not hide the ship actually using it due to the large amount of energy it emits, but any ship within it's area of effect (a sphere centred on the cap ship) which does not have any modules activated would be hidden. 1 ship activating 1 module within the "cloak bubble" would disrupt the module and reveal everyone hidden there.

I imagine this being used to gang warp small, non covert ops groups around while keeping them hidden and/or setting traps or perhaps even bluffing others into thinking you have a hidden fleet when really you don't.



#2 Capital Shield Bubble. This module would take the shield of a capital ship and expand it into a large bubble centred on the ship. Stretching the shield so thin would drastically reduce its strength (hit points), but the benefit would be that if a ship inside the shield was taking fire it would be absorbed by the capital ship shield instead. The ship using the module would be completely immobile, but still be able to receive remote assistance. An enemy ship within the shield would be able to deal damage directly to armour/structure. The module would have cooldown like a siege or triage module so that it cannot be deactivated if the enemy get inside the extended shield.


#3 Negative Buff module. For supercaps only. Module uses advanced electronic warfare to hack into the fleet network of other fleets within 150km and reduce their combat effectiveness. Has similar, but significantly weaker, effects as sansha incursions i.e. reduces enemy shield and armour resistances as well as tampering with their weapon systems. 1 per ship. More than 1 of these modules activated within 150km (by pilots in the same fleet) of each other will interfere and cancel each other out. This is pretty much an offensive gang link.


#4 Capital projected interdiction sphere. Creates an interdiction "burst" around the target ship, preventing capital ships within range of the target from warping for 60 seconds. Does not affect sub-cap ships. Also prevents you from warping and makes you unable to accept remote assistance. Module has a long cycle time to prevent "super long range, permanent, infinite point" situations. Cannot be scripted. Affects supercaps.


Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

ShahFluffers
Ice Fire Warriors
#8 - 2012-12-03 00:08:24 UTC  |  Edited by: ShahFluffers
Swiftstrike1 wrote:
#1 Area of effect cloaking device. This module would not hide the ship actually using it due to the large amount of energy it emits, but any ship within it's area of effect (a sphere centred on the cap ship) which does not have any modules activated would be hidden. 1 ship activating 1 module within the "cloak bubble" would disrupt the module and reveal everyone hidden there.

I imagine this being used to gang warp small, non covert ops groups around while keeping them hidden and/or setting traps or perhaps even bluffing others into thinking you have a hidden fleet when really you don't.

This is not the first time this idea has come up. And just like back then I can say that the idea of AoE cloaking, while cool, has never sat well with me... mostly because I'm pretty sure that players will abuse this to hell and back and cause all sorts of balancing issues.

Swiftstrike1 wrote:
#2 Capital Shield Bubble. This module would take the shield of a capital ship and expand it into a large bubble centred on the ship. Stretching the shield so thin would drastically reduce its strength (hit points), but the benefit would be that if a ship inside the shield was taking fire it would be absorbed by the capital ship shield instead. The ship using the module would be completely immobile, but still be able to receive remote assistance. An enemy ship within the shield would be able to deal damage directly to armour/structure. The module would have cooldown like a siege or triage module so that it cannot be deactivated if the enemy get inside the extended shield.

Have you ever engaged in POS warfare? That's what I imagined when I read this idea. Except far worse.

You say that hostile people can "enter" into the capital ship's shield to engage it... well... that also means that any friendly ship within the shield can target and shoot stuff. Which means that any fool approaching the shield will be met with a wall of death that can't be removed until you are in the thick of it.

PLUS... with your idea that this wannabe POS shield can be repped while active and that a standard Triage carrier can repair upwards of 3000 to 4000 DPS (a gank battleship can pump out, max, 1200 DPS... a standard battleship is more in the range of 600 to 800 DPS) makes this a very, very bad idea.

And nothing will stop a major alliance from putting up another shield bubble as soon as the first one fails. And so on, and so forth.

Swiftstrike1 wrote:
#3 Negative Buff module. For supercaps only. Module uses advanced electronic warfare to hack into the fleet network of other fleets within 150km and reduce their combat effectiveness. Has similar, but significantly weaker, effects as sansha incursions i.e. reduces enemy shield and armour resistances as well as tampering with their weapon systems. 1 per ship. More than 1 of these modules activated within 150km (by pilots in the same fleet) of each other will interfere and cancel each other out. This is pretty much an offensive gang link.

Remote ECM Burst does a fine job of wreaking havoc on the enemy fleet.

Swiftstrike1 wrote:
#4 Capital projected interdiction sphere. Creates an interdiction "burst" around the target ship, preventing capital ships within range of the target from warping for 60 seconds. Does not affect sub-cap ships. Also prevents you from warping and makes you unable to accept remote assistance. Module has a long cycle time to prevent "super long range, permanent, infinite point" situations. Cannot be scripted. Affects supercaps.

Bubbles already do exactly this. Except they affect all ships. All it costs is one lone interdictor pilot with balls of steel.
nerdman234
Revenent Defence Corperation
Ishuk-Raata Enforcement Directive
#9 - 2012-12-03 23:16:27 UTC
ShahFluffers wrote:

Remote ECM Burst does a fine job of wreaking havoc on the enemy fleet.

I think he was referring to fleet boosts and gang links. That might be an interesting module to add.