These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Module Idea

Author
Etheoma
Brutor Tribe
Minmatar Republic
#1 - 2014-02-28 22:55:48 UTC  |  Edited by: Etheoma
I was just thinking wouldn't it be cool to have a module that works kind of like a taunt does in JRPG's but that works on players.

"For clarification a taunt in JRPG's works by getting you all the aggression from NPC's"

Now If i were to leave it there I would say it would be OP, but if you only gave it a chance per ship on field in a certain range I think it wouldn't be OP at all although it would be powerful depending on the numbers you decided on for range of effect and chance of capturing the lock and making them drop all the rest of there locks and also maybe slow down the acquisition of new locks.

Also if you gave it some other side effects like blowing your signature radius worse than an MWD and maybe a massive cap usage.

You could in fleet fights basically get one guy with high resists and a big buffer to tank a majority of the DPS and constantly rep him, so that ships with weaker tanks don't get insta blaped

Ah yeah and it shouldn't work on your own fleet. Now if people could calmly and politely explain why its a bad idea that would be great.
Lephia DeGrande
Luxembourg Space Union
#2 - 2014-02-28 22:57:42 UTC
Most EWar and Remote Moduls pretty much draw the aggression to you.
Etheoma
Brutor Tribe
Minmatar Republic
#3 - 2014-02-28 22:59:31 UTC  |  Edited by: Etheoma
Lephia DeGrande wrote:
Most EWar and Remote Moduls pretty much draw the aggression to you.
yeah but not if your the tankest boat on the field, for example you could put it on a titan :D.

You could also have ship restrictions on it however.
Lilliana Stelles
#4 - 2014-02-28 23:00:26 UTC
This would be game breaking. It would make logi way too powerful.

Also, there are no modules that selectively ignore your own allies. That seems far too meta. The module should not have this sort of sentience. This particularly wouldn't work when you have allied fleets/coalitions and start grabbing aggro from them.

Something like this might be more useful/feasible in PVE if encounters were designed that way... but they're not.

Not a forum alt. 

Etheoma
Brutor Tribe
Minmatar Republic
#5 - 2014-02-28 23:11:07 UTC  |  Edited by: Etheoma
Lilliana Stelles wrote:
This would be game breaking. It would make logi way too powerful.

Also, there are no modules that selectively ignore your own allies. That seems far too meta. The module should not have this sort of sentience. This particularly wouldn't work when you have allied fleets/coalitions and start grabbing aggro from them.

Something like this might be more useful/feasible in PVE if encounters were designed that way... but they're not.


You know other people from other corps can join your fleet right and also considering I did state that it would have range limitations, allies would only need to keep range and also considering you were saying it would be OP wouldn't that be working in its favour for not being OP considering it would add a degree of difficulty.

also depending on the numbers you pick and also if its over a certain number the chance of it being successful could go down in a curb.

So it would more like partial damage interception I haven't even stated the numbers so you can't say that its overpowered. for example if it was a 5% chance per ship the damage interception is going to be negligible even if you use multiples because 2 of them wouldn't make 10% damage interception that just not how probability works. Never mind the rest of the stats which could either increase or decrease its effectiveness.

Also Links work thought fleets so you could just have the "resonance frequency" sent between the fleet. or some such fake techno-bable

Also you could scrap the range and just make it have to be on grid and be a booster kind of thing.
Anhenka
Native Freshfood
Minmatar Republic
#6 - 2014-02-28 23:11:15 UTC  |  Edited by: Anhenka
No, not for PvP. -1,000,000

My ship shoots who I tell it to within the limitations of its locking range/lockable targets.

A module that can be fitted that forces me to stop shooting one target and start shooting another is ridiculous.

This is not WoW, there are no Paladin Taunts pulling aggo off the dps.
And there never will be.

You want to propose a module that is only capable of working NPC rats, go ahead.
The instant you think it should have any impact on PC ships is when things hit huge issues.
Etheoma
Brutor Tribe
Minmatar Republic
#7 - 2014-02-28 23:16:15 UTC  |  Edited by: Etheoma
Anhenka wrote:
No, not for PvP. -1,000,000

My ship shoots who I tell it to within the limitations of its locking range/lockable targets.

A module that can be fitted that forces me to stop shooting one target and start shooting another is ridiculous.

This is not WoW, there are no Paladin Taunts pulling aggo off the dps.
And there never will be.


Oh and you forgot lock beakers, ECM, damps and to a certain extent tracking disrupter's and nuets.... Yeah it doesn't seem like there is any precendence for you not being able to target / hit want you want when you want.

I included nuets because if your guns use cap you aint shooting... I mean that would have no effect...

Seriously though in big fleet fights most EW except for damps and lock breakers becomes basically useless and lock breakers are only useful really for getting away. It would be nice to fill that hole with something that would add an extra dimension to I bring more numbers there for I win.
Anhenka
Native Freshfood
Minmatar Republic
#8 - 2014-02-28 23:19:25 UTC  |  Edited by: Anhenka
I stated within the limits of my range/locks, yeah?

But all of those mods and effects have one very, very important distinction between them and your current proposition.

Making me unable to target, fire, or hit is a huge difference from forcing me to fire on a target not of my choosing.

You can use modules to force me not to do something, this is fine. But the only thing you can force me to do with your modules is explode.
Etheoma
Brutor Tribe
Minmatar Republic
#9 - 2014-02-28 23:22:22 UTC
Anhenka wrote:
I stated within the limits of my range/locks, yeah?

But all of those mods and effects have one very, very important distinction between them and your current proposition.

Making me unable to target or fire is a huge difference from forcing me to fire on a target not of my choosing.


...Are you r*****ed, Wouldn't hitting something be better than doing nothing at all... And you know you don't have to fire right?
Anhenka
Native Freshfood
Minmatar Republic
#10 - 2014-02-28 23:32:51 UTC  |  Edited by: Anhenka
Etheoma wrote:

...Are you r*****ed, Wouldn't hitting something be better than doing nothing at all... And you know you don't have to fire right?

A: Don't get pissy and personal over someone telling you your idea is terrible on a forum dedicated to peer reviewing ideas.

B: No. If I'm hitting the target of an enemies choice in a fleet, I'm actively being unhelpful by wasting my capacitor, my limited ammo, and potentially getting locked into very a long cycle in the case of Artillery.

If your mod breaks everyone's locks, disables their weapons, and forces them to either only shoot one target or none at all, it's effectively a massive ECM mod capable of jamming and holding dozens or hundreds of ships at the same time and denying them from shooting the important targets. It is a weapon far more potent in application of a large fleet than a DD.

WoW taunt copy mechanics like this have so many flaws it's ridiculous. Even with only a small percentage chance, fleets of say carriers discoing these everywhere could effectively force an entire fleet to spread damage across dozens of highly tanked RR carriers. Not to mention little issues like how the hell does it decide whom to effect, does it show up on killmails, can it be used in lowsec, issues with FW, etc etc.

It is an incredibly poorly thought out idea.
Etheoma
Brutor Tribe
Minmatar Republic
#11 - 2014-02-28 23:39:12 UTC  |  Edited by: Etheoma
Anhenka wrote:
Etheoma wrote:

...Are you r*****ed, Wouldn't hitting something be better than doing nothing at all... And you know you don't have to fire right?

A: Don't get pissy and personal over someone telling you your idea is terrible on a forum dedicated to peer reviewing ideas.

B: No. If I'm hitting the target of an enemies choice in a fleet, I'm actively being unhelpful by wasting my capacitor, my limited ammo, and potentially getting locked into very a long cycle in the case of Artillery.

If your mod breaks everyone's locks, disables their weapons, and forces them to either only shoot one target or none at all, it's effectively a massive ECM mod capable of jamming and holding dozens of ships at the same time and denying them from shooting the important targets. It is a weapon far more potent in application of a large fleet than a DD.

WoW taunt copy mechanics like this have so many flaws it's ridiculous. Even with only a small percentage chance, fleets of say carriers discoing these everywhere could effectively force an entire fleet to spread damage across dozens of highly tanked RR carriers. Not to mention little issues like hoe the hell does it decide whom to effect, does it show up on killmails, etc etc.

It is an incredibly poorly thought out idea.





AGAIN you don't have to shoot, when did i say you had to.

Second I said that it would have a chance per ship just like ECM but you could make that as low or high as you like.

And also I said in a latter comment it should probably have ship limitations because as I said you could just put it on a few Titans and then your f***ed.

Read and think before replying, every single one of your picks have already been dealt with or just took common sense to figure out how they could be fixed.

Also I didn't add that the reactivation delay should be longer than the effect its self. so that even by chance if it got the everyone in its area of effect multiple times there would be small or larger gaps depending on the reactivation delay.
Alvatore DiMarco
Capricious Endeavours Ltd
#12 - 2014-02-28 23:52:02 UTC
This is a terrible, broken idea. I question how long OP has played EVE to still think an idea like this has any merit.

In PvE, RR modules and EWAR modules work quite admirably as "taunts".

In PvP, the only taunting should be smack in local. Forcing another player's ship to fire on something it wasn't told to fire on or do something it wasn't told to do (dropping locks being the only exception) is a horrible idea and should be purged with fire. Or antimatter. Or my personal favorite, 425mm Fusion rounds.
Anhenka
Native Freshfood
Minmatar Republic
#13 - 2014-02-28 23:56:38 UTC  |  Edited by: Anhenka
This is not the forum where we have to convince you the idea is bad.
This is the forum where you come in order to try and convince people that you idea is worthy of being included in the game.


A: This module either functions on standings of allies, a mechanic not implemented at all, where you would have massive issues with fleets that are not blue to each other but working together, or it's not working on standings, in which case it would aggro everyone on the field, including your own fleet.

B: If it's used in lowsec, how does it choose whom to grab? I cannot be used in FW unless it magically avoids all other allied militia members, or the first person who uses it in a militia fight goes from good standings to KoS for an entire faction in an instant.

C: If I can strap it on Titans, carriers, dreads, or supers, then I can use bait capitals to split the enemy fleet across dozens or hundreds of capitals that won't be dying.

If I can strap it on BS or lower, I can force a massive stalemate at any point by having everyone burst the module to spasm locks of the entire enemy fleet across hundreds of targets. Even with just a 1% chance to grab any particular person.

Module reactivation time is pointless. Always examine to see how it can be abused in the worst possible instance. AOE DD titans were not nerfed because having one was OP, they were nerfed because dropping 10 of them down was insanely powerful at once, allowing repeated nuking of entire subcapital fleets.

And frankly, you didn't answer a single question, just reaffirmed that of course the idea was fine and the solutions were "Common sense" Show me. Explain why your idea is good, why we should implement it. Say how it's going to avoid being broken at the micro and macro level, and the restrictions, timers, etc on who can use it, who it can effect, where it can be used.
Etheoma
Brutor Tribe
Minmatar Republic
#14 - 2014-02-28 23:57:13 UTC
Alvatore DiMarco wrote:
This is a terrible, broken idea. I question how long OP has played EVE to still think an idea like this has any merit.

In PvE, RR modules and EWAR modules work quite admirably as "taunts".

In PvP, the only taunting should be smack in local. Forcing another player's ship to fire on something it wasn't told to fire on or do something it wasn't told to do (dropping locks being the only exception) is a horrible idea and should be purged with fire. Or antimatter. Or my personal favorite, 425mm Fusion rounds.


Erm... Read the thread pleas... you wouldn't be forced to fire. all it would do is make it so that the only valid target would be the ship with the module active if your...

In range
And your ship has been effected by the module because it would be chance based per ship like ECM.
ECCM could be a hard counter.


Mike Voidstar
Voidstar Free Flight Foundation
#15 - 2014-03-01 00:00:10 UTC
I don't know where people get that Ewar and RR pull a ton of agro. I have seen it work on occasion, and for the most part my drones still get eaten on a regular basis no matter how careful I am. I had to stop bringing RL friends just starting the game into my missions until they had developed good tank skills and battleships because they could not stay alive in anything smaller when agro switched.

The AI change was needed, but it was very, very poorly implemented. They should never have done it if they didn't want to give tools for dealing with it as well. It's one thing to make everyone fit to deal with the environment, not just the prey PvEer, and quite another to pretty much just randomize agro and call it it AI.

There are plenty of ways that could be used to deal with NPC AI that would not dumb the game back down or be free of sacrifice besides a simple taunt mechanic, but something should be done.
Alvatore DiMarco
Capricious Endeavours Ltd
#16 - 2014-03-01 00:00:47 UTC  |  Edited by: Alvatore DiMarco
Etheoma wrote:
Erm... Read the thread pleas... you wouldn't be forced to fire. all it would do is make it so that the only valid target would be the ship with the module active if your...

In range
And your ship has been effected by the module because it would be chance based per ship like ECM.
ECCM could be a hard counter.

I did read the thread. I'm now considering that maybe I should pour boiling bleach into my eyes in an attempt to remove the ocular scarring that this idea - and your non-replies - have left me with.

Mike Voidstar wrote:
I don't know where people get that Ewar and RR pull a ton of agro. I have seen it work on occasion, and for the most part my drones still get eaten on a regular basis no matter how careful I am. I had to stop bringing RL friends just starting the game into my missions until they had developed good tank skills and battleships because they could not stay alive in anything smaller when agro switched.

The AI change was needed, but it was very, very poorly implemented. They should never have done it if they didn't want to give tools for dealing with it as well. It's one thing to make everyone fit to deal with the environment, not just the prey PvEer, and quite another to pretty much just randomize agro and call it it AI.

There are plenty of ways that could be used to deal with NPC AI that would not dumb the game back down or be free of sacrifice besides a simple taunt mechanic, but something should be done.

If OP wants a module that provides a hard taunt for PvE, that's one thing. It's a cheesy thing and a really silly thing and it's a thing that neither fits nor really belongs in EVE, but a PvE-only hard taunt is one thing.

Quite another thing - an unacceptable, abominable, addle-brained thing - would be to have a module that forces your ship to behave in ways you did not instruct it to behave. Saying "but you don't have to fire" is neither an excuse nor a justification.
Etheoma
Brutor Tribe
Minmatar Republic
#17 - 2014-03-01 00:26:00 UTC  |  Edited by: Etheoma
Anhenka wrote:
This is not the forum where we have to convince you the idea is bad.
This is the forum where you come in order to try and convince people that you idea is worthy of being included in the game.



No I wasn't offended by your criticism as I said your criticisms had already been dealt with or was just plain obvious as to how to fix it. I'm not against criticism. I am against pointless and stupid criticism.

Anhenka wrote:
A: This module either functions on standings of allies, a mechanic not implemented at all, where you would have massive issues with fleets that are not blue to each other but working together, or it's not working on standings, in which case it would aggro everyone on the field, including your own fleet.


Already answered that question but I'll type it hear just for you again, well first of all if your using that module which would be relatively powerful in large fleet fights you would organize around it. for example as I already said it has a range of effect the people your working with would only have to keep out of its area of effect.

This actually would count for it because it would make it more difficult to use and as It is a powerful module it should be difficult to use it. Also you already have all the names of people in the fleet all you would have to do to implement it would be to take the names from in fleets and not make them valid targets.

Anhenka wrote:
C: If I can strap it on Titans, carriers, dreads, or supers, then I can use bait capitals to split the enemy fleet across dozens or hundreds of capitals that won't be dying.


You really like making me repeat my self don't you... I already said to you directly that it should have ship limitations... Could we make the next one something that I havent answered already.

Anhenka wrote:
If I can strap it on BS or lower, I can force a massive stalemate at any point by having everyone burst the module to spasm locks of the entire enemy fleet across hundreds of targets. Even with just a 1% chance to grab any particular person.


already answered but I have something to add Probability doesn't work like you seem to think it works even if you could activate 1 within anothers area of effect 20 at 1% chance per ship would not = 20% chance of jamming a ship the probability increases but not by 1% per ship with the module. at the 10 mark you get demising returns as each one adds less and less probability. But you could simply had a limit of how many can be active within a certain distance. Also making it so that you would have to jimp your fit eg. removing the guns because you don't want to lose tanking ability.

Anhenka wrote:
Module reactivation time is pointless. Always examine to see how it can be abused in the worst possible instance. AOE DD titans were not nerfed because having one was OP, they were nerfed because dropping 10 of them down was insanely powerful at once, allowing repeated nuking of entire capital fleets.

And frankly, you didn't answer a single question, just reaffirmed that of course the idea was fine and the solutions were "Common sense" Show me. Explain why your idea is good, why we should implement it. Say how it's going to avoid being broken at the micro and macro level, and the restrictions, timers, etc on who can use it, who it can effect, where it can be used.


Then I suggest you start reading the hole thread because every single one of these answers was already given excluding an limited number allowed to be active within a certain range of one and other. I made the effort to carefully read your post and everyone else posts.

So if you could do me the courtesy of at least reading all of my posts on this thread before making a pointless critic again that would be nice.
Rowells
Blackwater USA Inc.
Pandemic Horde
#18 - 2014-03-01 00:32:20 UTC
I really don't think this is the best idea since CCP recently changed npc mechanics to do not simply focus on the first target sent in. Now they switch targets and while the npcs arent any harder the tactics involved had to adapt more. And with pvp, i don't even see how this would work. Theres no mechanic in place to force one player to attack another specific player. So it would't really achieve it's purpose in pvp.
Daichi Yamato
Jabbersnarks and Wonderglass
#19 - 2014-03-01 00:34:02 UTC
hell no

if u want to draw aggro, fly a falcon. u want tank, fit a shield tanked falcon.

u want aggro in a mission, scram and web ur buddy.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Etheoma
Brutor Tribe
Minmatar Republic
#20 - 2014-03-01 00:42:13 UTC
Alvatore DiMarco wrote:

Quite another thing - an unacceptable, abominable, addle-brained thing - would be to have a module that forces your ship to behave in ways you did not instruct it to behave. Saying "but you don't have to fire" is neither an excuse nor a justification.


I have already given the examples of ECM which this would be like but on a large scale but much less effective obviously except you have locked 1 ship which you can fire on at will.

also there are Tracking disrupter's, lock breakers, nuets, webs, bumping etc even people shooting at your ship makes it behave in ways you didn't instruct it to e.g. exploding.

So stop being so dumb and make a valid crtic or go home.

if you think that wide spread basically ECM is OP say so I would disagree with you because it would depend on the probability. And in fact you have more freedom with this thing than ECM at least you can shoot the ship which is affecting your ship.
12Next page