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Player Features and Ideas Discussion

 
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Drone Assist hislot for CS/T2 dessie

Author
Lena Lazair
Ministry of War
Amarr Empire
#1 - 2013-10-06 12:20:32 UTC  |  Edited by: Lena Lazair
Restrict the number of drones that can be assigned to a player to a hard limitation of 5 or 10. Add a new hislot utility module (comm array) with a long cycle time (1 minute?) that increases the number of drones that can be assigned to your ship (25-50ish?). Give it crazy fitting reqs, just like covops cloak, and restrict to only 1 allowed per ship.

Give CS a new intrinsic hull role that bonuses fitting the comm array; having drones assigned becomes an additional specialty of command ships. Now CS have a new reason to be on grid/on the field.

Introduce a new T2 destroyer variant (AWACS? Battle Managers?) that also get a hull bonus to fitting comm arrays, possibly coupled with a reduced cycle time (30s?). This makes the comm array viable in smaller gang environments as well.

Modify a T3 subsystem (probably warfare processor) to also provide the fitting bonus to comm array, but with cycle time penalty (90s?).

Finally, while comm array is active, reduce incoming remote rep on these ships by 50%. Lore reasons are because radio/em noise from incoming reps interferes with the comm array and the entire ship/array is in a "signal hardened" mode to reduce interference, which also reduces effectiveness of remote rep.
Decaneos
Casalt Corp
CAStabouts
#2 - 2013-10-06 14:28:34 UTC  |  Edited by: Decaneos
This idea has merit, tho i think 25 extra drones should be the max, however i also believe that you should have a drone skill in addition to this that allows the amount of drones to be assigned to you to be increased by 5 per level. assigning drones should not be such a easy option.

This would then allow a player with this module and the skill at 5, to use a total of 30 drones, 5 of there own and 25 assigned to there ship. ofc carriers are a different matter.

the numbers ofc are always optional and can be changed for balance reasons.
Minnie Ryder
Flippin DaBird Corporation 2
#3 - 2013-10-07 08:35:44 UTC
This would make incursion runners foam at their mouths, seeing as there's always a single ship responsible for directing all drones. In an HQ fleet that's roughly 145 drones. Not having that option would mean having BS's fit for - and active at - frigate killing, making sites take way longer.

I like the idea as such, just wanted to point out a consequence.
Lena Lazair
Ministry of War
Amarr Empire
#4 - 2013-10-08 01:04:09 UTC  |  Edited by: Lena Lazair
Minnie Ryder wrote:
This would make incursion runners foam at their mouths, seeing as there's always a single ship responsible for directing all drones. In an HQ fleet that's roughly 145 drones. Not having that option would mean having BS's fit for - and active at - frigate killing, making sites take way longer.

I like the idea as such, just wanted to point out a consequence.


Alternatively they could bring a few CS (assuming a max-trained version of this thing allows for 50 assigned drones). Or rather, bring their boosters on grid. With medium weapons, a few CS specializing in frigate killing + drone assigns doesn't feel like that much of a stretch. With T2 resist profiles and the EHP builds available to some of these ships, a CS should stand a reasonable chance in incursions. Though the AI would probably need some tweaking as the RR penalty would certainly melt a CS fast if the AI decided to primary them all at once. But they ought to be able to survive frigate attention.

EDIT: Just thinking aloud there... it's likely obvious I've never run an HQ site in my life and everything I said is probably crazy talk :)
Nevyn Auscent
Broke Sauce
#5 - 2013-10-08 01:51:55 UTC  |  Edited by: Nevyn Auscent
If this was to happen, might I suggest that the module allow 10 ships to assist their drones to you.
The reason for this is you can then have a CS/AWACS as squad commander and have his squad assist the drones to him. Keeping a logical level of flow going on in a fleet situation.
I would further still allow a normal ship to have 3-4 other ships drones. To promote small gang behaviour without the need to invest into specialist command ships which wouldn't be cost effective or DPS effective at that level of gang.

This may water down the 'effect' you are looking to have. But the overall effect should still be sufficient, as you are really looking at stopping the 250 man gang all assisting drones to a single person. Not small gangs.

Additionally, I don't feel a RR penalty is needed. You are already hard capping their effective limit, meaning they no longer are as crazy. And they have to give up a high slot. Opportunity cost is significant. Additional down sides don't always need adding, simply not having whatever else you could put there is downside enough for most modules.