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Player Features and Ideas Discussion

 
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Inhibitor Modules

First post
Author
ALI Virgo
Dreddit
Test Alliance Please Ignore
#1 - 2013-10-31 20:10:34 UTC
New Module types inhibitors

have them have neg effects on scan res and targeting range.

1 Gat-jump inhibitor

2 Docking inhibitor

3 Cyno inhibitor

4 Bomb launch inhibitor

5 Interdiction Sphere Launcher inhibitor

6 Doomsday inhibitor

7 Smart bomb Inhibitor

8 Drone Launch inhibitor

9 Salvage inhibitor

10. Tractor beam inhibitor

11. ECM burst inhibitor

12. cap drain modules inhibitor


can be used on caps and super caps.
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#2 - 2013-10-31 20:47:04 UTC
First off, Titans (and I think super carriers) are immune to ECM. That's what this would be. That is something that won't change.

Many of the things you mention can be achieved through sensor dampening with a range script. Two or three and your target could have a lock range of less than 10km. If they are not a drone boat, you can laugh as you beat them at a range greater than they can even lock provided you are faster than them to control the range of engagement.

Or you can jam them and prevent them from even locking at any range.

The Gate and Docking inhibitor sounds interesting though. I think there would have to be a restriction and script involved.

Restriction: Can't be used with a warp scrambler/disrupter. As in a single ship can't equip both. However you can have one ship with a disrupter and another with this new module.

Script: Unlike other modules that use scripts, this one requires it to have one to even function. Script 1 is to prevent the target from gate jumping. Script 2 is to prevent the target from docking.

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Unsuccessful At Everything
The Troll Bridge
#3 - 2013-10-31 21:05:23 UTC
Hmmm.....I noticed a lacking of an Inhibitor Inhibitor module on that list....

You wouldn't be suggesting a EWAR module that had no counter now would you?



Since the cessation of their usefulness is imminent, may I appropriate your belongings?

ALI Virgo
Dreddit
Test Alliance Please Ignore
#4 - 2013-10-31 21:50:23 UTC
Angeal MacNova wrote:
First off, Titans (and I think super carriers) are immune to ECM. That's what this would be. That is something that won't change.

Many of the things you mention can be achieved through sensor dampening with a range script. Two or three and your target could have a lock range of less than 10km. If they are not a drone boat, you can laugh as you beat them at a range greater than they can even lock provided you are faster than them to control the range of engagement.

Or you can jam them and prevent them from even locking at any range.

The Gate and Docking inhibitor sounds interesting though. I think there would have to be a restriction and script involved.

Restriction: Can't be used with a warp scrambler/disrupter. As in a single ship can't equip both. However you can have one ship with a disrupter and another with this new module.

Script: Unlike other modules that use scripts, this one requires it to have one to even function. Script 1 is to prevent the target from gate jumping. Script 2 is to prevent the target from docking.


one sub cap can tackle a titan and a super . a small group of people should be able to play the game against titans. im from real life military and it is bad when fighting is only based on skill points and numbers. people should not be limited. a titian should fear a cruiser gang and bring support. 25 supers ding to 80 titans where subcaps just die that is not really a sand box. but that is my though. I do appreciate your respectful feed back thank you sir
ALI Virgo
Dreddit
Test Alliance Please Ignore
#5 - 2013-10-31 21:51:25 UTC
Angeal MacNova wrote:
First off, Titans (and I think super carriers) are immune to ECM. That's what this would be. That is something that won't change.

Many of the things you mention can be achieved through sensor dampening with a range script. Two or three and your target could have a lock range of less than 10km. If they are not a drone boat, you can laugh as you beat them at a range greater than they can even lock provided you are faster than them to control the range of engagement.

Or you can jam them and prevent them from even locking at any range.

The Gate and Docking inhibitor sounds interesting though. I think there would have to be a restriction and script involved.

Restriction: Can't be used with a warp scrambler/disrupter. As in a single ship can't equip both. However you can have one ship with a disrupter and another with this new module.

Script: Unlike other modules that use scripts, this one requires it to have one to even function. Script 1 is to prevent the target from gate jumping. Script 2 is to prevent the target from docking.


I want an offense to wards station games and super blops that go unchallenged without even a support fleet.
ALI Virgo
Dreddit
Test Alliance Please Ignore
#6 - 2013-10-31 21:52:51 UTC
Unsuccessful At Everything wrote:
Hmmm.....I noticed a lacking of an Inhibitor Inhibitor module on that list....

You wouldn't be suggesting a EWAR module that had no counter now would you?





kill it before it lock you or run away if you can. but its just an idea.
Qweasdy
Federal Navy Academy
Gallente Federation
#7 - 2013-10-31 22:26:53 UTC
ALI Virgo wrote:

I want an offense to wards station games and super blops that go unchallenged without even a support fleet.


Because as history tells us supers without subcap support fleets always works out, right?

http://evenews24.com/2013/10/23/battle-reports-black-legion-super-cap-welp/
http://themittani.com/features/anatomy-annihilation

This is a terrible thread. As such, it's locked. - CCP Falcon

Unsuccessful At Everything
The Troll Bridge
#8 - 2013-10-31 22:53:20 UTC
ALI Virgo wrote:
Unsuccessful At Everything wrote:
Hmmm.....I noticed a lacking of an Inhibitor Inhibitor module on that list....

You wouldn't be suggesting a EWAR module that had no counter now would you?





kill it before it lock you or run away if you can. but its just an idea.



So..you want another Falcon then?

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Trinkets friend
Sudden Buggery
Sending Thots And Players
#9 - 2013-11-01 00:59:26 UTC
ALI Virgo best F&I Troll, October 2013.
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#10 - 2013-11-01 03:00:33 UTC
ALI Virgo wrote:
Angeal MacNova wrote:
First off, Titans (and I think super carriers) are immune to ECM. That's what this would be. That is something that won't change.

Many of the things you mention can be achieved through sensor dampening with a range script. Two or three and your target could have a lock range of less than 10km. If they are not a drone boat, you can laugh as you beat them at a range greater than they can even lock provided you are faster than them to control the range of engagement.

Or you can jam them and prevent them from even locking at any range.

The Gate and Docking inhibitor sounds interesting though. I think there would have to be a restriction and script involved.

Restriction: Can't be used with a warp scrambler/disrupter. As in a single ship can't equip both. However you can have one ship with a disrupter and another with this new module.

Script: Unlike other modules that use scripts, this one requires it to have one to even function. Script 1 is to prevent the target from gate jumping. Script 2 is to prevent the target from docking.


one sub cap can tackle a titan and a super . a small group of people should be able to play the game against titans. im from real life military and it is bad when fighting is only based on skill points and numbers. people should not be limited. a titian should fear a cruiser gang and bring support. 25 supers ding to 80 titans where subcaps just die that is not really a sand box. but that is my though. I do appreciate your respectful feed back thank you sir


Ok to start, it states in the description of titans and super carriers, "Immune to all forms of Electronic Warfare". I'm a hi-sec'er and so I don't deal with caps. I don't really care about the existence of this immunity. All I'm saying is that it is there and I don't see CCP changing that.

I too am in the military, currently on my 13th year. but this is EVE. I'm with ya though, I too like games that focus more on the skill of the player but it is what it is. Instead of games like WoW or GW2 where you can be max level and max gear in a few weeks, leaving your success based on game balance and player skill, EVE takes many years. Hell, is there even a player that has reached max sp?

The longer you played, the better your skills (as long as you've been on top of it), which means the better fits you can work with and the stronger those fits will be. There is always that element of using the right modules at the right time but it's just not predominant until everyone is on a level playing field wrt skills trained.

I mean, if you want to add a little realism, they should require multiple players to operate a super or titan and not just one.

I would love to have direct, cockpit, control of small ships (frigates, interceptors). I'll probably give Valkyrie a try. I'll be giving Star Citizen a try too.

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Alvatore DiMarco
Capricious Endeavours Ltd
#11 - 2013-11-01 03:11:27 UTC
Oh look, it's a day that ends in "y".

You all know what that means...
Dark Drifter
holdendeezz Co.
Pirate Lords of War
#12 - 2013-11-01 22:10:17 UTC  |  Edited by: Dark Drifter
1: no locking a system down protects bots in null

2: no docking preventing docking would again cause mass lag on stations as no one would beable to dock, to greater greif potential

3: its on the way in rubicon

4: how do you inhibit what you cant see or have a chance to lock???

5: no you effective remove an entice ship class from the game

6: will accept this if it can only be fitted to capital ships (not supas) reduced ships resistances by 50%, can NOT be active at same time as triage/siege. low slot mod personal defence only . (DD will fire but will inflict no damage) has a visual cue/effect

7: no you cant stop someone from activating something on thair ship that dose not need a locked target.

8: no again launching drones dose not require a locked target and if you used this then the drones would attack you.
however: if the mod was a small AOE detonation that scarmbled drone signals and set to idle till the owner issued an order to them then yes

9: no because mission runner tears are sweeter than miner tears, mores the point, salvaging is not an aggressive act. using this mod would be.

10: no that ninja salvager cant tractor your wrecks anyway

11: no the ECM burst incurs an aggression timer and will get you killed by the popo in HS

12: we have cap batteries and ECM for this
paritybit
Stimulus
#13 - 2013-11-02 00:18:06 UTC
ALI Virgo wrote:
kill it before it lock you or run away if you can. but its just an idea.


The docking inhibitor is also to kill it before it docks.

The doomsday inhibitor is to kill it before it doomsdays.

The cyno inhibitor is to kill it before it cynos, or before the cyno-ees arrive.

The cap drain module inhibitor is to kill it before it drains your cap (or to stay farther than 12 km from a medium energy neutralizer).

And so on ...

But it's just an idea.
ALI Virgo
Dreddit
Test Alliance Please Ignore
#14 - 2013-11-06 01:09:55 UTC
Qweasdy wrote:
ALI Virgo wrote:

I want an offense to wards station games and super blops that go unchallenged without even a support fleet.


Because as history tells us supers without subcap support fleets always works out, right?

http://evenews24.com/2013/10/23/battle-reports-black-legion-super-cap-welp/
http://themittani.com/features/anatomy-annihilation

it did today
ISD Tyrozan
ISD Community Communications Liaisons
ISD Alliance
#15 - 2013-11-07 02:51:52 UTC
Personal attack post removed.

ISD Tyrozan

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

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