These forums have been archived and are now read-only.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

New drones, E-war and 1 time use module ideas! plz read!

Author
Vega Umbranox
The Scope
Gallente Federation
#1 - 2013-05-09 03:39:08 UTC  |  Edited by: Vega Umbranox
ok dont take TOO much detail of the actual numbers here just the main idea of each
also ignore the names from them i was in a hurry lol. and yes im aware some of these have already been mentioned

new EWar
Cyber warfare system
possible effects that have chance to occur:
-chance to cause target to lock other ships and use offensive modules on them eg guns, drones, neuts etc
cannot stop until cycle is done
-chance of activating overheat on random(or all) modules on enemy ship for x seconds.
-chance to cause enemy ship to fly directly away/towards you.

either it could be scripts for each effect or a small chance of each one. and due to the power of effects they would have to be carefully balanced and tested of course

New drone ideas (PLEASE do this ccp!)

Drones that attach to enemy ship and cause various effects.
such as:
-Damage over time
-lower x resist
-drain cap or lower cap pool
-increase Sig radius
-can "warp to drone" if it is put on a ship and it warps off
-lowered max speed
-increase mass

and then you could have the same effects as above but opposite, to help allies, and maybe even "drone destroyers" which peel them off a ship.

the effects would last a certain amount of time before drones are destroyed
they would have a large sig radius until put onto an enemy ship then it would reduce a LOT but can still be targeted
take up a fair bit of m3
each ship can only have a limited amount of them being placed on them so it doesnt get stupid


1 time use module/long ass cooldown (perhaps it could be 1 module and the scripts change its effects)
1 per ship of course

Turret Rapid Discharge
-increase turret ROF 500% for 2 seconds
-decrease optimal 50% for 10 seconds

Shield Fortification
-increase resists 50% for 10-15 seconds
Decrease speed 90% for 25 seconds
(can imagine this might be good when fighting alpha fleets)

Critical Strike
increase weapon damage 500% for 5 seconds
decrease ROF 1000% for 15(?) seconds

new module ideas

--specialized probes that can only scan down cloaked targets, and have less strength than normal probes

-Micro jump drive range scripts (20km, 60km, 80km)

I know this one will never happen but point defense turrets. Battleship/capital module only: when active automatically fires upon targeted frigates within x range. can only fit 1 per ship, highslot, can only target frigates and deals constant damage just enough to make a frig think twice about approaching. short range.

2 way energy transfer
like a energy vampire but can be loaded with scripts to then have the effect of a energy transfer


and thats about it. id love to see the drone thing happen, itd really give drone users a lot more options and have less destructible options open to them. what do u think?
Vega Umbranox
The Scope
Gallente Federation
#2 - 2013-05-09 04:51:36 UTC
comments or thoughts would be appreciated!
Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2013-05-09 14:54:10 UTC
Several of these ideas already exist, for example drones to increase a target's sig or drain it's cap.

Others are hilariously overpowered, for example 50,000 alpha damage tornados.

Still others have been suggested and panned hundreds of times, for example cloak hunting probes.


In short, get out.
monkfish2345
School of Applied Knowledge
Caldari State
#4 - 2013-05-09 14:57:45 UTC  |  Edited by: monkfish2345
EVE doesn't potions, by whatever name you want to try and hide them.

that said we already have boosters, which whilst having potentially huge benefits also have very high side effects.

anything as powerful as what you are suggesting would have to practically kill the ship to use.
Rovinia
Exotic Dancers Union
#5 - 2013-05-09 15:33:36 UTC  |  Edited by: Rovinia
Vega Umbranox wrote:


New drone ideas (PLEASE do this ccp!)

Drones that attach to enemy ship and cause various effects.
such as:
-Damage over time
-lower x resist
-drain cap or lower cap pool
-increase Sig radius
-can "warp to drone" if it is put on a ship and it warps off
-lowered max speed
-increase mass


"Attaching" drones to a ship will be difficult to code and most of all it would be to hard to counter, especially for small gangs or solo player.

We allready have "classic" Drones which drain cap (Energy Neutralizer Drones), Increase Sig radius (Target Painter Drones) and lower max. speed (Stasis Webifing Drones)

Damage over time is not needed in my opinion and would only make sense if the damage pulses up over time if you keep the target locked.

A weapon system that lowers resis or increase mass sounds interresting. And i like the idea of "transmitter Drones" to case enemy ships that warp off Pirate The drone could simply warp with the fleeing ship like a fighter.



Vega Umbranox wrote:

1 time use module/long ass cooldown (perhaps it could be 1 module and the scripts change its effects)
1 per ship of course

Turret Rapid Discharge
-increase turret ROF 500% for 2 seconds
-decrease optimal 50% for 10 seconds

Shield Fortification
-increase resists 50% for 10-15 seconds
Decrease speed 90% for 25 seconds
(can imagine this might be good when fighting alpha fleets)

Critical Strike
increase weapon damage 500% for 5 seconds
decrease ROF 1000% for 15(?) seconds


The increase of burst damage would hurt all active tanks extremly, especially smaller ships with a weak buffer. The one time use puts it a bit in line, but it's still massively OP. Do you really want to fly arround in a universe where T3 Battlecruiser (Tornado, Oracle, etc.) or Sniperships in general can increase their alpha strike bye 500%? Blink


Vega Umbranox wrote:

new module ideas

--specialized probes that can only scan down cloaked targets, and have less strength than normal probes

-Micro jump drive range scripts (20km, 60km, 80km)


I'm not sure about the first one and the whole afk-cloaking mecanic in general, i don't think that will happen.

Yes to the (underused) Micro jump drive range scripts. Perhaps add one that gives 120%, 150% and 180% by increased activationtime.


Vega Umbranox wrote:

I know this one will never happen but point defense turrets. Battleship/capital module only: when active automatically fires upon targeted frigates within x range. can only fit 1 per ship, highslot, can only target frigates and deals constant damage just enough to make a frig think twice about approaching. short range.

2 way energy transfer
like a energy vampire but can be loaded with scripts to then have the effect of a energy transfer


Yes to point defense turrets, but not against frigates. There are allready too much close range defences against frigs like web and scrambler which are very powerful.
But it could be used for missiledefence, give it a certain chance to destroy incoming missiles. But it should be moved to midslots then to bring it in line with the other disruption modules like TR's.
Vega Umbranox
The Scope
Gallente Federation
#6 - 2013-05-10 10:49:56 UTC  |  Edited by: Vega Umbranox
monkfish2345 wrote:
EVE doesn't potions, by whatever name you want to try and hide them.

that said we already have boosters, which whilst having potentially huge benefits also have very high side effects.

anything as powerful as what you are suggesting would have to practically kill the ship to use.




ok you clearly cant read the part where i wrote "ok dont take TOO much detail of the actual numbers here just the main idea of each"

and as for eve and "potions" this was a (likely reasonably old) suggestion for new idea from a Dev so i am not the creator of the "potion" idea. the damage over time was also another dev suggestion in the same list to get idea moving. some of these idea were simply an attempt to satisfy these dev suggestions in a way i thought good.

I definantly agree the attach function of drones could be hard to implement. but as for us already having drones that do that. they are all close to literally useless. and to make them to a useful strength would make them overpowered. hence the "attach" function gives balance room (sacrificing drone on use) to be able to give them a decent value that you'd actually use
(no one uses 5 web drones for a total of 25% webbing when they can use dps)

and point defense on frig i still think would be fine as its absolutely ******** that they have jump technology etc yet cant defend from a sing frigate in a battleship its lolworthy.

and i definantly agree and didnt think of the alpha of things such as artillery etc so good point there for certain