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Player Features and Ideas Discussion

 
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How to make tractor beams for PVP

Author
Irsam Samri
Black Heart's Fleet
#1 - 2014-03-23 18:05:40 UTC
I suggest adding in highslot pvp tractor Beam modules that work in pulses to push or pull enemy ships depending on mass. What it would do is give a forced thrust pushing their speed to 8000 m/s but quickly diminishing, as if a microwarpdrive were turned off. This could be used in many creative ways, like launching your ally out of tackle and close range combat. But also launching enemies away from you or toward you.
Swiftstrike1
Swiftstrike Incorporated
#2 - 2014-03-23 18:59:01 UTC
Regular tractor beams don't make things go that fast, why should a PvP version be so powerful?

I think a PvP tractor beam would only ever be a glorified long range web.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Lord Walben
Garoun Investment Bank
Gallente Federation
#3 - 2014-03-23 19:17:29 UTC
Just had this idea today as well with yet another aspect in mind.
My idea was to be used both for PVE and PVP Since you have written the PVP aspect, I'd like to write the PVE aspect here down below:
The PVE use would be similar if not the same as the PVP aspect (calculating ship speed, ship mass and so on) but used on PVE rats to help balance the close range ships.


On the other hand, it would not be the well known module called 'Tractor Beam' but yet a new module that takes high slot, found in lost Jove wrecks. Or hey, you could also make it a rare blueprint spawn in ghost sites.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2014-03-23 21:00:25 UTC
So a 100% effective hard counter to dreads in seige, carriers in triage, anything with sentries out, blaster or autocannon ships, tackle frigs, HIC points, neuts, and, well, literally anything that requires close range then?

Why do supers need to be completely invulnerable to HICs?
Phaade
Surreptitious Technologies
Shadow Ultimatum
#5 - 2014-03-24 01:40:58 UTC
Danika Princip wrote:
So a 100% effective hard counter to dreads in seige, carriers in triage, anything with sentries out, blaster or autocannon ships, tackle frigs, HIC points, neuts, and, well, literally anything that requires close range then?

Why do supers need to be completely invulnerable to HICs?


Uhh,

if you used your brain, you might understand that tractor beams pushing capital ships is not what he had in mind.
Rowells
Blackwater USA Inc.
Pandemic Horde
#6 - 2014-03-24 01:44:20 UTC
Phaade wrote:
Danika Princip wrote:
So a 100% effective hard counter to dreads in seige, carriers in triage, anything with sentries out, blaster or autocannon ships, tackle frigs, HIC points, neuts, and, well, literally anything that requires close range then?

Why do supers need to be completely invulnerable to HICs?


Uhh,

if you used your brain, you might understand that tractor beams pushing capital ships is not what he had in mind.

She's talking about super caps and caps shoving sub caps around too. And unless it's a ship specific module it would still have an effect on capitals too.
Nariya Kentaya
Ministry of War
Amarr Empire
#7 - 2014-03-24 02:38:49 UTC
Rowells wrote:
Phaade wrote:
Danika Princip wrote:
So a 100% effective hard counter to dreads in seige, carriers in triage, anything with sentries out, blaster or autocannon ships, tackle frigs, HIC points, neuts, and, well, literally anything that requires close range then?

Why do supers need to be completely invulnerable to HICs?


Uhh,

if you used your brain, you might understand that tractor beams pushing capital ships is not what he had in mind.

She's talking about super caps and caps shoving sub caps around too. And unless it's a ship specific module it would still have an effect on capitals too.

beyodn that, it basically allows a ship to exchange a point or web in its midslots for a 2-in-1 module (if used right) that would not only allow someone to both slow and prevent an enemy from warping, they wouldnt have to sacrifice any fitting in the mids, so shield ships would have room for a huge buffer, and every armor ship would have room for whatever the frak they want in the mids (optimal/tracking/boosters whatever).

honestly all this module would do is step on the toes of webs and points, unless its fitting or cap use was large enough to make using it soemthing you have to compromise for, in which case its effect is either too weak and no one would ever use it ever, or too powerful and it becomes standard.
Katran Luftschreck
Royal Ammatar Engineering Corps
#8 - 2014-03-24 06:43:27 UTC
Back in Star Fleet Command (yeah I'm that old) you could set your tractor beams in reverse and use them to repel things... like incoming missiles.

Very, very handy and not something done by any currently existing module. Seriously, think about it.

http://youtu.be/t0q2F8NsYQ0