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Player Features and Ideas Discussion

 
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Forward command ships/ Sending your dudes hurtling through space

Author
Ender Sai
Perkone
Caldari State
#1 - 2011-11-23 09:48:23 UTC
I keep DC'ing today so time to share the suffering with another horrible idea.

Forward command ships, bear in mind this could be implemented with a new module instead of a ship but I like rolling with a new command ship so.....

Cool bro story begins;

So you're some duder in 0.0 and you like to have smallish gang (wait, small blob) warfare, you have a gang fleet op planned for say 1800 in the afternoon. You're excited and you've paid somebody to bring in your new fangled boat to the rally point. But on the day the traffic sucks and you're late, also you wife wanted you to buy milk and bread, tough life for a pilot eh?

So you finally get to log in to eve & voice comms at around 1830. Oh crap, your fleets left and they're like 15 jumps out. :( Life sucks you follow them and get blown up by some jackass in a recon or a roaming blob. \o/

That's eve today.

Now my cool story is to have a type of command ship that is a beacon for flinging your hapless slow ass into the fleet from distances away. You have, say, some building (like those planet command centres, small and cheap, small blob poppable) where you can sit, and will catapult you (like a jump bridge) to the forward command ship. We'll call this building the POD-launcher. In this way, in the case above you get to the action sooner.

But this idea is obviously broken. So we need to put some fixes in it to make sure it does what it is intended to do, otherwise we'll have hoards of charons jumping through to the gate before high-sec. We can't have that. :shudder:

1) fuel for jumping, is consumed by the person jumping at the POD-launcher.
2) fuel consumption is increased exponentially with ship size (and cap ships are barred from using this, sorry Charon pilots :P). The price is set so that Cruisers can use it relatively cheaply, and BSes pay an arm and a leg.
3) fuel requirement increases exponentially with distance (with say, 10 jumps being the expected case, 20 jumps should be heading toward OMG prices).
4) fuel price should increase exponentially with recent users of the same building. (we don't want more than 10 pilots using it every 30 minutes or so, that's for Titan bridges).
5) if the system gets abused or exploited in some way, exploiters should be thrown into a random wh system. Just because I like the idea.
6) This setup would only work in 0.0 (barred from low-sec and high-sec).
7) Certain sov requirements will need to be met before a POD-launcher is deployed.

Lets face it, 0.0 is a ppppvpppp world and having this system makes it easier to get to your small gang (saving you time). It is also something to shoot it for small gangs. The new ship type or ship bearing a module is also a tactical target in a conflict.
Ismaus Taeus
The Scope
Gallente Federation
#2 - 2011-11-23 10:08:51 UTC
I like your idea. Reasonable and well thought-out.

One small thing though. If we're talking about player-manufactured jump gates, shouldn't they be stationed in space? And, once the gate is online, it locks on to a stationary cynosural field and then catapults you.
Ender Sai
Perkone
Caldari State
#3 - 2011-11-23 10:23:22 UTC
Hmm. The "player jump gate" should definitely by fixed in space and should also not be on grid with a POS or any other passive defensive structure. (I forgot to mention that).

but the far point should be mobile, either a specialised ship or a module, I would intend that the far entry point be visible to other players (so they can shoot it to prevent the enemy from reinforcing). I don't like Cynos because they are not practically usable in the middle of a fight (really) whereas this will allow reinforcing when a fleet has engaged but is also more limited than a cyno.

As an FC your reaction to the potential for 10 more targets and a blob of caps or 250 welpcanes is going to be quite different. :)

Although I do admit there is a case for just saying that you must be catapulted to a cyno. I argue against it because i feel cynos are a cap-ship thing and I don't like cap ships (not because supers are imba but because they are all really slow and I'm an impatient person and given the opportunity of flying an imba sc I'd still so no bugger that).
Daedalus Arcova
The Scope
#4 - 2011-11-23 12:24:07 UTC
What you propose already exists.

The 'forward command ship' is called a 'cynosural field', and the 'pod launcher' is called a 'titan'.
Ender Sai
Perkone
Caldari State
#5 - 2011-11-23 12:41:00 UTC
You give me the impression Daedauls, that you missed the point of where I was going with this idea. That's okay though because you are witty and it makes this thread awesome.
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#6 - 2011-11-23 12:49:04 UTC
Can't you do this with a Rorqual currently?

Not a diplo. 

The above post was edited for spelling.

Ender Sai
Perkone
Caldari State
#7 - 2011-11-23 12:57:26 UTC  |  Edited by: Ender Sai
I am in the possession of information that indicates to me that one can DC in a rorqual, also jump to cynos and pilot awfully.

I'm beginning to feel like I'm in Delve.

Vincent, I suppose you are right in that a rorqual could perform a similar function but only in a very sideways manner. In particular what I prefer about my proposal (horrible that it is) is that it would change the way that people in 0.0 behaved, given that there would be something of logistical value that could be utilised or destroyed. Fields to burn and all that nonsense Devs and the CSM have been rambling on about after their drunken meetings.

Also, you'd need your fitted pvp boats in the rorqual and that would require forward planning on the part of the grunts, also, that they were planning an industrial pvp fleet of some kind. Battlebadgers ftw.