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Player Features and Ideas Discussion

 
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New way for ECM to work

Author
Akkaata Shiyurida
Doomheim
#1 - 2014-04-21 10:01:37 UTC
Instead of the way it currently works with totally disabling the targets targeting systems it should only affect the targeting itself.
While it´s active it would feign to the targeting systems that the target is in more positions so there´s a certain percentage that locks fail like with Target Spectrum Breakers. The percentage would be determined by the Sensor Strength like always.
ECM Bursts and Remote ECM Bursts would work the same but their affect would be active for a certain time.

What do you think?
elitatwo
Zansha Expansion
Brave Collective
#2 - 2014-04-21 14:29:30 UTC
I think ecm should always work on all of the six ecm boats in the game and render all posters for any ideas about ecm unable to lock any targets from now on until the end of time.

Also for more "emergent" gameplay they should increase the time for ecm modules to forty seconds and totally disables any boat (that doesnt have eccm).

And I mean disable by offllining all your modules, cut your engines (yes a 100% webbi- erm immobilzer effect) and increase your signatur radius by a 1000%.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Katran Luftschreck
Royal Ammatar Engineering Corps
#3 - 2014-04-21 17:19:03 UTC
Ok I'll post this yet again: Kat's Patented ECM Overhaul

1) All ECM power is increased by 25%

2) ECM attacks are now rolled per module, not per ship.

Meaning:

Before: An ECM attack against a destroyer (8 turrets), has a 20% chance to blank the entire ship for 20 seconds, unable to target at all (and thus effectively unable to fire, unless it's packing FoF missiles) for 20 seconds.

After: An ECM attack against a destoyer (8 turrets), has a 25% chance per turret to blank out just that turret. Target remains locked, but that particular weapon system cannot fire for 20 seconds.

Meaning that statistically, your ECM attack will most likely knock out 2 of his 8 turrets (8 x 25% = 2) for 20 seconds, every time. The odds of it knocking out the entire ship, on the other hand, are about 0.00006%, because you'd have to score eight hits (at 25% each) in one ECM "volley" (at 25% each) to accomplish that.

The Change: ECM becomes more powerful in the sense that it is far more likely to reliably do some kind of "damage," but also becomes less powerful in that one lucky roll won't shut down a ship entirely.

Note: I say modules and not weapons because any offensive module would get a roll - including warp scramblers, target painters, and oh yeah, the other ship's ECM systems (oh the irony!)

http://youtu.be/t0q2F8NsYQ0

coca cola king
#4 - 2014-04-21 17:36:38 UTC
No.

Dinsdale Pirannha for [u]CSM[/u]. Ripard Teg for [u]CEO[/u] of [u]CCP[/u]. Grrrr [u]Goon[/u].

Xe'Cara'eos
A Big Enough Lever
#5 - 2014-04-21 18:11:23 UTC
Katran Luftschreck wrote:
Ok I'll post this yet again: Kat's Patented ECM Overhaul

1) All ECM power is increased by 25%

2) ECM attacks are now rolled per module, not per ship.

Meaning:

Before: An ECM attack against a destroyer (8 turrets), has a 20% chance to blank the entire ship for 20 seconds, unable to target at all (and thus effectively unable to fire, unless it's packing FoF missiles) for 20 seconds.

After: An ECM attack against a destoyer (8 turrets), has a 25% chance per turret to blank out just that turret. Target remains locked, but that particular weapon system cannot fire for 20 seconds.

Meaning that statistically, your ECM attack will most likely knock out 2 of his 8 turrets (8 x 25% = 2) for 20 seconds, every time. The odds of it knocking out the entire ship, on the other hand, are about 0.00006%, because you'd have to score eight hits (at 25% each) in one ECM "volley" (at 25% each) to accomplish that.

The Change: ECM becomes more powerful in the sense that it is far more likely to reliably do some kind of "damage," but also becomes less powerful in that one lucky roll won't shut down a ship entirely.

Note: I say modules and not weapons because any offensive module would get a roll - including warp scramblers, target painters, and oh yeah, the other ship's ECM systems (oh the irony!)

how does this affect grouped turrets?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.