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New, role embracing ability for Recons

Author
Endovior
PFU Consortium
#21 - 2011-10-31 20:17:12 UTC
...

What, webs aren't modules now?

A bonus to web range is an ability that only affects an active web module on your ship. A bonus to turret rate of fire is the same thing. A toggleable, short-duration ambush bonus associated, not with the active use of a cloaking device, but with the deactivation of one? Nothing remotely similar.

I could see there being some kind of hislot targeting system that could only work if you toggle it on while cloaked, and which would cycle once on decloaking... but trying to implement or represent such a bonus in a non-module sense would offer no clear way to indicate when the bonus was and was not active, and would be radically different from every other bonus in the game.
Sveti Ante
Science and Trade Institute
Caldari State
#22 - 2011-10-31 20:27:25 UTC  |  Edited by: Sveti Ante
Endovior wrote:
...

What, webs aren't modules now?

A bonus to web range is an ability that only affects an active web module on your ship. A bonus to turret rate of fire is the same thing. A toggleable, short-duration ambush bonus associated, not with the active use of a cloaking device, but with the deactivation of one? Nothing remotely similar.

I could see there being some kind of hislot targeting system that could only work if you toggle it on while cloaked, and which would cycle once on decloaking... but trying to implement or represent such a bonus in a non-module sense would offer no clear way to indicate when the bonus was and was not active, and would be radically different from every other bonus in the game.



The ability is the bonus or whatever and the module is the web. In my suggestion, the module is the weapon, the bonus is the Critical strike.

Why would something have to be indicated as active or not? Its not clear whether you will hit every shot or not, its random given certain parameters. My suggestion would work only given certain conditions are met. There are many things in that you dont know will work, without any clear indication of success or failure until its done, such as invention. Hitting your target is another, you dont know if you will hit until you actually fire. In this however, you can may succeed or fail, if he locks you first or shoots your target first, it wont work. Its pretty simple. People are making it far more complicated than it needs to be.
Endovior
PFU Consortium
#23 - 2011-10-31 20:30:45 UTC
Okay... that's a very unusual sort of nonstandard bonus with no correlation to any of the usual sorts of bonuses, no way of tracking it, and no real reason to exist in the way it does. There's no reason to add lots of extra work to the development like that for no reason.

Not supported under those mechanics.
Sveti Ante
Science and Trade Institute
Caldari State
#24 - 2011-10-31 20:44:42 UTC
Endovior wrote:
Okay... that's a very unusual sort of nonstandard bonus with no correlation to any of the usual sorts of bonuses, no way of tracking it, and no real reason to exist in the way it does. There's no reason to add lots of extra work to the development like that for no reason.

Not supported under those mechanics.


Yes, it is unusual for what eve currently has. Its up to the DEV team to decide if they wish to go this route or not. EVE currently has about 20-30 different bonuses/properties which are spread across all the ships. All the ships revolve around the same bonuses...gun damage, gun rof, gun cap use, rep bonus, resistance bonus, etc. I figured it was maybe a good idea to think out of the box a bit.

It would have a correlation to the class of ship. It doesnt need to have a correlation to any other bonuses.

What do you mean tracking it?

What reason is there for any bonus to exist? They exist to differentiate between ships in some way or other. The current system does this well but it does not really transcend a basic level of differentiation, it does not push the envelope so to speak. You know pretty much what each ship is capable of doing and 90% of the time i can guess the fit on every single ship i fight. It is rare that a ship surprises me these days. Thats kind of ...bleh.
Endovior
PFU Consortium
#25 - 2011-10-31 21:09:05 UTC
Uh... what? There are lots of weird bonuses out there that are dissimilar to everything else. The Rorqual's Industrial Core can crunch ore down to smaller size, Cyno modules create warp points for cap ships, Gang Links are only usable on a handful of ships, Smartbombs are entirely different from any other weapon system, and so on. In every case, note that they're represented by a module, and the bonus is not a bonus to the ship, but a bonus to the module, when fitted to the ship.

More interesting bonuses would be nice, yes... but like all bonuses in Eve, they'd be represented by modules.
Sveti Ante
Science and Trade Institute
Caldari State
#26 - 2011-10-31 21:22:40 UTC
Endovior wrote:
Uh... what? There are lots of weird bonuses out there that are dissimilar to everything else. The Rorqual's Industrial Core can crunch ore down to smaller size, Cyno modules create warp points for cap ships, Gang Links are only usable on a handful of ships, Smartbombs are entirely different from any other weapon system, and so on. In every case, note that they're represented by a module, and the bonus is not a bonus to the ship, but a bonus to the module, when fitted to the ship.

More interesting bonuses would be nice, yes... but like all bonuses in Eve, they'd be represented by modules.


So is this one, by guns. This is basically a gun bonus modified by the ship's class.
Gerrick Palivorn
Caldari Provisions
Caldari State
#27 - 2011-11-01 02:53:37 UTC
Concept: I like it

Execution: NO

Here's what I would do, make a module that allows you to passively target someone while cloaked. Then the module will cool down for 5 seconds and after that time will automatically decloak you. Once you activate the module you cannot stop the decloak timer. This will allow you to prime your weapons and engage an enemy almost before you decloak. The victim then has to react, target (and depending on what ship your in that could be a while) and then engage you. Enough time for you to get a few volleys off. It creates the same effect without any complicated new mechanics. It's a passive targeting system with a decloak timer on it. Also as a side note, if you use it and your already decloaked, it acts like a Passive targeter.

TL:DR Add a decloak timer to passive targeters and enable there use while cloaked.

MMOs come and go, but Eve remains.  -Garresh-

FloppieTheBanjoClown
Arcana Imperii Ltd.
#28 - 2011-11-01 04:09:50 UTC  |  Edited by: FloppieTheBanjoClown
This would be horribly imbalanced considering the Pilgrim's lack of guns.

edit: here's a simpler solution to making recons more effective. Give them the ability to passively target one ship while cloaked, so that upon decloak they can immediately engage. That or allow them to use the passive targeter while cloaked, forcing them to use up a mid slot.

edit: and then I read the post above mine :)

Founding member of the Belligerent Undesirables movement.

Gerrick Palivorn
Caldari Provisions
Caldari State
#29 - 2011-11-01 04:15:26 UTC  |  Edited by: Gerrick Palivorn
FloppieTheBanjoClown wrote:
This would be horribly imbalanced considering the Pilgrim's lack of guns.

edit: here's a simpler solution to making recons more effective. Give them the ability to passively target one ship while cloaked, so that upon decloak they can immediately engage. That or allow them to use the passive targeter while cloaked, forcing them to use up a mid slot.

edit: and then I read the post above mine :)


:) Are you saying people actually fly the Pilgrim?

Ok I love my Pilgrim but it doesn't have much use in a gank n shank black ops hot drop fleet.

MMOs come and go, but Eve remains.  -Garresh-

Endovior
PFU Consortium
#30 - 2011-11-01 08:04:22 UTC
I'm through with arguing with the OP, who doesn't seem to understand how Eve works.

Gerrick Palivorn wrote:
Concept: I like it

Execution: NO

Here's what I would do, make a module that allows you to passively target someone while cloaked. Then the module will cool down for 5 seconds and after that time will automatically decloak you. Once you activate the module you cannot stop the decloak timer. This will allow you to prime your weapons and engage an enemy almost before you decloak. The victim then has to react, target (and depending on what ship your in that could be a while) and then engage you. Enough time for you to get a few volleys off. It creates the same effect without any complicated new mechanics. It's a passive targeting system with a decloak timer on it. Also as a side note, if you use it and your already decloaked, it acts like a Passive targeter.

TL:DR Add a decloak timer to passive targeters and enable there use while cloaked.


This is by far a superior proposal to that of OP. Supported.
Samillian
Angry Mustellid
#31 - 2011-11-01 15:19:39 UTC
Gerrick Palivorn wrote:
Concept: I like it

Execution: NO

Here's what I would do, make a module that allows you to passively target someone while cloaked. Then the module will cool down for 5 seconds and after that time will automatically decloak you. Once you activate the module you cannot stop the decloak timer. This will allow you to prime your weapons and engage an enemy almost before you decloak. The victim then has to react, target (and depending on what ship your in that could be a while) and then engage you. Enough time for you to get a few volleys off. It creates the same effect without any complicated new mechanics. It's a passive targeting system with a decloak timer on it. Also as a side note, if you use it and your already decloaked, it acts like a Passive targeter.

TL:DR Add a decloak timer to passive targeters and enable there use while cloaked.


Can't support the OP's proposal even though I like the concept as it is to complicated and potentially unbalancing but the above idea has merit.

NBSI shall be the whole of the Law

Autonomous Monster
Paradox Interstellar
#32 - 2011-11-01 18:20:57 UTC
Gerrick Palivorn wrote:
Concept: I like it

Execution: NO

Here's what I would do, [...]


Going to have to chime in with the Greek chorus here and say that, while the OP left me tepid, this is brilliant. We're not just talking "made the best of a bad idea" here, this I really like as its own thing. It's simple, succinct, straightforward and well integrated with existing mechanics. Big smile Can the thread be about this now? Blink

Could possibly expand on it. Maybe have it work only with cov ops cloaks? (So it is specifically a buff to stealth ships, and not to any random boat packing a cloaking device.) And possibly a skill ("Advanced Cloaking"?) to extend the decloak timer? Ideas, anyone?
Laechyd Eldgorn
Avanto
Hole Control
#33 - 2011-11-01 19:33:49 UTC
i am ninja werewolf assassin backstab damage 10d6+stun 100%

seriously bad idea. recons are recons no damage. get buddy to kill if you cant grind them to death slowly.

FloppieTheBanjoClown
Arcana Imperii Ltd.
#34 - 2011-11-01 20:55:46 UTC
Gerrick Palivorn wrote:
Ok I love my Pilgrim but it doesn't have much use in a gank n shank black ops hot drop fleet.


Agreed, it's not much use in a blops gang, but that doesn't mean it shouldn't be equally buffed.

Passive targeters working while cloaked would make recons really excel at their jobs, and I dont think would grossly overpower them.

Founding member of the Belligerent Undesirables movement.

Naomi Knight
Ministry of War
Amarr Empire
#35 - 2011-11-02 00:48:05 UTC
what i dont understand ,apart from this is very uneve like, is that why it has to be matar only?? come on everybody can fiqure it out that it is only good for the rapier with its arties,
even if something like would make it into eve , it should be balanced across all races
Johan Krieger
Sebiestor Tribe
Minmatar Republic
#36 - 2011-11-02 01:36:41 UTC
:words:


With a skill like a very powerful sniper shot, you'll just have 10 people in recons one shotting battleships. I think CCP is trying to go away from that direction and get skill involved in playing.
Gerrick Palivorn
Caldari Provisions
Caldari State
#37 - 2011-11-02 04:13:36 UTC  |  Edited by: Gerrick Palivorn
Autonomous Monster wrote:
Could possibly expand on it. Maybe have it work only with cov ops cloaks? (So it is specifically a buff to stealth ships, and not to any random boat packing a cloaking device.) And possibly a skill ("Advanced Cloaking"?) to extend the decloak timer? Ideas, anyone?


Alright lets shoot in the dark here.

New Skill:

Quote:
(x3) Covert Targeting

Prerequisites: Signature Analysis V, Cloaking IV

Allows the use of Passive Targeting Systems while operating a Covert Ops Cloaking Device. Each level Increases the Decloak timer by 1 second to a maximum of 5 seconds at Level V.


The prerequistes are chosen becuase thay make sense and that they also are some of the prerequisites for the Recon skill and covert ops cloaking device.

I feel that 5 seconds is more than enough time to do what you need to do. I think the decloak timer starts when you begin targeting the ship rather than after the target is confirmed locked so that this isn't overly abused to gank frigates, and so that smart pilots can still excape with some quick thinking.

MMOs come and go, but Eve remains.  -Garresh-

Sveti Ante
Science and Trade Institute
Caldari State
#38 - 2011-11-02 08:14:58 UTC
Johan Krieger wrote:
:words:


With a skill like a very powerful sniper shot, you'll just have 10 people in recons one shotting battleships. I think CCP is trying to go away from that direction and get skill involved in playing.



Well...no, because the skill itself would forbid it. Cannot shoot a target thats has been shot at recently or is being shot at. So of those 10 people, only 1 would get the shot in.
Gerrick Palivorn
Caldari Provisions
Caldari State
#39 - 2011-11-02 08:37:11 UTC
In reguards to the original post I will say that there are way to many changes and rules. Simplistic solutions are the best kind.

Truth of the matter is that High damage low HP ships exhist in eve in the form of Stealth Bombers and the upcoming Tier 3 BC's. The role is already filled and there is no need for something as complicated as you original post to let recons do what bombers do already. If you don't believe me look at all the havoc a single bomb can wreck on a gate camp.

Recons are amazing ships and there capabilities are really amazing as it stands already. They are primarily an EWAR (Electronic WARfare) ship class, and they need to stay in that role to avoid being overpowered. Adding this type of ability and making it recon only really is a good way to alienate most of your potential supporters.

I have outlined a good solution and tried to make it as simple as possible while still trying to achieve the result you desire. This ability as it stands (even the way that I have presented it) would make lowsec Recons Only. There is no need for excessive damage output from a highly effective EWAR platform.

If you need DPS bring bombers, if you need EWAR bring recons, if you need versitility bring T3's, and if you need manueverability set up a BLOPS fleet. These are the basic standards for Covops warfare and they work amazingly well (save for the BLOPS, I would much rather have a T2 orca/mini-carrier as the portal platform). More options would be nice but they aren't required and would need to be balanced.

tl;dr OPs idea is bad, not supported.

MMOs come and go, but Eve remains.  -Garresh-

Smiling Menace
The Scope
Gallente Federation
#40 - 2011-11-03 07:08:23 UTC
Not really liking this idea at all.

The Recons already have a role as previously stated and I don't think allowing them to instapop unsuspecting ships is a great idea.

I personally can see this being used to gank haulers/barges as anything smaller will warp off and anything bigger you won't be able to kill. It's a solo sneaky PvP option for gankers. I think they get enough help from the ships and bonuses we already have.

Not supported.
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