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[New Modules Suggestion] Short range TPs and Directional Charge Processor

Author
Chrom Shakiel
Center for Advanced Studies
Gallente Federation
#1 - 2013-11-27 18:35:53 UTC
Be warned wall of text.
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Short range TPs

Sacrifices effective range for increased signature radius.

T1 Short ranged TP:
Range optimal 25Km Falloff 6km Signature Radius 40% at max level.
At max Falloff Sig would be a round 20%.

T2 Short ranged TP:
Range optimal 28km Falloff 10km Signature Radius 45% at max level.
At max Falloff Sig would be a round 22,5%. At half falloff the Sig value would be 33,375%


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Directional Charge Calculator short range

Mid slot module that affects explosion velocity

T1 Directional Charge Calculator:
Range optimal 25Km Falloff 6km Explosion velocity 35% at max level. At max Falloff exp/v would be at a round 17,25%.

T2 Directional Charge Calculator:
Range optimal 28Km Falloff 10km Explosion velocity 40% at max level. At max Falloff exp/v would be at a round 20%.
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Directional Charge Calculator Long range

This version would be more like the long range target painter with a weaker effect,
so you haft to fit more of them to gain a better effect.

T1 Directional Charge Calculator:
Range optimal 50Km Falloff 25km Explosion velocity 25% at max level. At max Falloff exp/v would be at a round 12,5%.

T2 Directional Charge Calculator:
Range optimal 60Km Falloff 30km Explosion velocity 30% at max level. At max Falloff exp/v would be at a round 15%.
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The short range versions should probably have a higher CPU demand then their long range versions.

If something similar would ever be introduced, there would be a need for a counter much like the Tracking Disruptor for guns.

It would probably be best if it’s was in form of a new module or even two modules one for explosion velocity and the other for explosion radius.

Since I feel scripts is more of the gun tracking disruptor s thing
and the TPs and DCPs would be the equivalent off the tracking computer for guns witch uses scripts to change two different stats from the same module.

The modules could have a higher value for their specific disruption stat, than the disruptor for guns could achieve with scripts.

The alternative would be a module that buffs explosion radius/velocity with scripts then you could make a module that disrupts with scripts considering that guns can also use low slots for tracking.

With TPs and DCPs you would have to choose which one you need the most, or even if its worth to go more gank and fit more then two of them on the same load out.
Alvatore DiMarco
Capricious Endeavours Ltd
#2 - 2013-11-27 18:43:09 UTC
Your short-range target painters are interesting. It would be even more interesting to see this idea rolled into existing target painters by making them scriptable with this as the script. Unscripted: Normal operation. Scripted: Short-range operation.

Your calculator module seems kind of as if you want to create a tracking computer for missiles. If that's the case, shouldn't you just suggest a proper tracking computer for missiles that can improve explosion radius/velocity and be scriptable for either one?
Chrom Shakiel
Center for Advanced Studies
Gallente Federation
#3 - 2013-11-27 19:33:12 UTC
Alvatore DiMarco wrote:
Your short-range target painters are interesting. It would be even more interesting to see this idea rolled into existing target painters by making them scriptable with this as the script. Unscripted: Normal operation. Scripted: Short-range operation.

Your calculator module seems kind of as if you want to create a tracking computer for missiles. If that's the case, shouldn't you just suggest a proper tracking computer for missiles that can improve explosion radius/velocity and be scriptable for either one?


I wanted to keep the tracking unique in regard to gun tracking which uses scripts in its tracking computers. So i wanted to make two separated modules for each missile tracking stat.

In doing so i also wanted the anti missile tracking module to be separated in two modules so you would have to bring more anti tracking when fighting a missile ship, because gun ships has the advantage of fitting tracking in their lows.

I think they would should have a harder time disrupting missile ship meaning more mid slots modules to affect missile tracking.

And the role of scripted anti tracking is already filled with the tracking disruptor against guns.

In that way you would have to sacrifice mid slots to get a better missile tracking to.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#4 - 2013-11-27 19:33:53 UTC
Short range more efficient TP concept sounds interesting, but it could be dangerous if you take into account torp SBs.

As for missile analog of TC/TE... then there should be a new e-war module introduced along with them to counter that damage application / projection.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Chrom Shakiel
Center for Advanced Studies
Gallente Federation
#5 - 2013-11-27 20:02:13 UTC
Kirimeena D'Zbrkesbris wrote:
Short range more efficient TP concept sounds interesting, but it could be dangerous if you take into account torp SBs.

As for missile analog of TC/TE... then there should be a new e-war module introduced along with them to counter that damage application / projection.


You could give them a fitting requirement of maybe 60-80 powergrid for the short range versions and around 30-40 CPU should do the trick.

There would be two anti tracking modules. one for each stat they would be better for each stat then one scripted module would be against one single stat.