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Player Features and Ideas Discussion

 
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Interdictors and lowsec

Author
Deliora May
Altersheim fuer grummelige Veteranen
#1 - 2013-08-29 00:03:06 UTC
Hello everyone,
first of: No I will not ask for bubbles in lowsec, don't worry. That topic is just about as popular as... but let's not go there. Anyways - as most of you are aware of the Heavy Interdictors have a script which gives them an "infinite point" as it is often refered to: basicly a very awesome warpdisruptor which is capable of holding supercarriers etc. - and turning it into a boat, which can be usefull even in lowsec.
Now on the other hand we got the Interdictors. They are incredibly usefull in null / wormholes but not quite as useful as they could be in lowsec. My suggestion would be to add a charge to the launcher which works similar to the infinite point strength script for the heavy interdictors, but on a timer to keep the element of the "temporary bubble". It would increase the areas of application for the Interdictor, make it a useful boat in low-security space and could lead to interesting new strategies.
Thank you very much for your attention, I look forward to your input and ideas.
D. May
Phil Defer
Doomheim
#2 - 2013-08-29 00:51:04 UTC
Posting in a stealth thread to buff gate camps in low-sec ...
Hopelesshobo
Hoboland
#3 - 2013-08-29 01:43:38 UTC
Hmmm....something like adding a focused warp disruptor probe that only affects one ship when launched?

Lowering the average to make you look better since 2012.

Cade Windstalker
#4 - 2013-08-29 03:12:51 UTC
I think it's an interesting idea and could at least be considered by the dev team, however I suspect it would likely be imbalanced, especially toward smaller ships that would normally be able to quickly burn out of a bubble and escape but if stuck under a warp disruption timer would be easy prey, especially in a solo or small-gang setting.

Also this would probably cause severe overlap with the Interceptor in terms of role and usefulness.
Arya Regnar
Darwins Right Hand
#5 - 2013-08-29 03:42:49 UTC
A special kind of charge that is loaded into the launcher that keeps the ship module is activated on infipointed for 2 minutes but the range of warp disruption is 20 kilometers and the charge acts as a destructible and immobile structure that acts like a sentry drone, if you go out of 20 km range it loses its lock and is destroyed. That way it has use and can easily be outrun or destroyed. The charge would have 30 sensor strength.

This would be useful against ships that get away by using ewar or ecm drones because now they would have to get 2 things off their back.

Just an attempt at brainstorming, don't kill me for trying.

EvE-Mail me if you need anything.

Deliora May
Altersheim fuer grummelige Veteranen
#6 - 2013-08-29 12:07:41 UTC
I thought about a "focused probe" aswell which will temporarily disable the warpdrive (not mwd) of the ship they are fired at. The timer is the tricky part - I'd say somewhere between 10 and 30 seconds (I know it is a large difference).
As for the argument that it would be imbalanced - there are already gatecamps with instantly locking ships in low-sec. Be it the Keres, Arazu or Lachesis - in combination with Hyenas / Rapiers, small ships are going to be in trouble one way or another. The reason I think having the probe would be a good idea is due to the frustration of trying to catch warpcore stabbed frigates (with cloaking devices) which otherwise require a fleet of people to scram and catch them. To balance out the "inifinite strength" part one could add a flight time for the probe / missile to give people a chance of getting away before being hit.