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Interdiction Nullifier Implant

Author
Walter Hart White
Heisenberg Minings
#1 - 2014-05-12 23:29:39 UTC  |  Edited by: Walter Hart White
Let's face it, if you get blown up in bubble, you can kiss your pod good bye. I would propose to give player an option to "fit" in implant that will give capsule interdiction nullifier capability.

Edit:
Of course it would only apply to the pod, not the ship you fly and it would be put into omega slot so it balances the ratio. You either fit that or omega implant.
Alternative Splicing
Captain Content and The Contenteers
#2 - 2014-05-13 00:18:13 UTC
Man up, and support your hard working LP farmers.

If you can't afford to lose it, why were you flying with it in the first place? Mitigating risk is up to the player, not game mechanics.
Walter Hart White
Heisenberg Minings
#3 - 2014-05-13 00:21:46 UTC
Alternative Splicing wrote:
Man up, and support your hard working LP farmers.

If you can't afford to lose it, why were you flying with it in the first place? Mitigating risk is up to the player, not game mechanics.

I don't. Not with this toon at least. But seems like there is no defense for player who get blown up if he is in the bubble. Bubble should have at least some way of foiling, as everything in the game.
Roguehellhound
State War Academy
Caldari State
#4 - 2014-05-13 00:28:47 UTC  |  Edited by: Roguehellhound
Walter Hart White wrote:
Let's face it, if you get blown up in bubble, you can kiss your pod good bye. I would propose to give player an option to "fit" in implant that will give capsule interdiction nullifier capability.


i'm on the edge of this idea.. its nice and i do like it since it would actively let people use more and more implants plus the fact you got instalockers who tend to go after pods anyways in fleet fights.
the bubbles makes you completely helpless to do anything to get out of the ensuing chaos.

would let people go out and use implants more if anything (regarding second post). since they do have a chance of getting out alive.
as it stands, having a bit of a lessor impact (isk wise)on losing in pvp could help increase the amount of pvp thats happening.
Alternative Splicing
Captain Content and The Contenteers
#5 - 2014-05-13 00:39:31 UTC
Roguehellhound wrote:
would let people go out and use implants more if anything (regarding second post). since they do have a chance of getting out alive.
as it stands, having a bit of a lessor impact (isk wise)on losing in pvp could help increase the amount of pvp thats happening.


And if you give a mouse a cookie...

So you put your fancy nullifier implant in, get blown up in a bubble, then get smartbombed before you can warp out, or the moment you hit a gate, etc - do pods need to be smartbomb proof too? Or TiDi prevents your warp and you get blapped - do they need to have something against that too? Pods are supposed to be vulnerable and helpless. That's what makes them pods.

If loss of implants is preventing you from PvPing, there are bigger problems here. There's already jump clones to mitigate expensive implants,and +3s are dirt cheap with what, ~80% as effective at learning? Hint: you only need two of these in your clone at one time.
Walter Hart White
Heisenberg Minings
#6 - 2014-05-13 00:53:42 UTC
Alternative Splicing wrote:
Roguehellhound wrote:
would let people go out and use implants more if anything (regarding second post). since they do have a chance of getting out alive.
as it stands, having a bit of a lessor impact (isk wise)on losing in pvp could help increase the amount of pvp thats happening.


And if you give a mouse a cookie...

So you put your fancy nullifier implant in, get blown up in a bubble, then get smartbombed before you can warp out, or the moment you hit a gate, etc - do pods need to be smartbomb proof too? Or TiDi prevents your warp and you get blapped - do they need to have something against that too? Pods are supposed to be vulnerable and helpless. That's what makes them pods.

If loss of implants is preventing you from PvPing, there are bigger problems here. There's already jump clones to mitigate expensive implants,and +3s are dirt cheap with what, ~80% as effective at learning? Hint: you only need two of these in your clone at one time.

The remove pods altogether. When ship is lost, so is capsule... What is the point of giving you chance to escape when escape cannot happen? With smartbombs, with lag, with TiDi, you STILL have some chance that it wont hit you or that you will make it. With nullifier, you have ZERO chance every time.
Alternative Splicing
Captain Content and The Contenteers
#7 - 2014-05-13 01:22:08 UTC
Walter Hart White wrote:
The remove pods altogether. When ship is lost, so is capsule... What is the point of giving you chance to escape when escape cannot happen? With smartbombs, with lag, with TiDi, you STILL have some chance that it wont hit you or that you will make it. With nullifier, you have ZERO chance every time.


That's sort of an extreme solution. I'd wager pods get away at least 80% of the time in high and lowsec encounters. There are plenty of chances for an exciting getaway when you are in a pod in a bubble. What if your friends destroy the anchored bubble right in time? What if the bubble was from a dictor and was about to poof? What if your aggression timer was just about to run out and you are on top of a gate, or right on the edge of a bubble? You know, opportunities for good piloting to give you a memorable experience, and I dare say it, fun?

Everything can't have a direct 'one up' counter, otherwise there would be an infinite number of mechanics in the game. Bubbles are already one of few direct ways to force a fight, or at least a costly retreat, increasing the number of ways to trivialize their utility just reduces their meaning.

You say there's no counter for being a pod in a bubble, but then what if I want the counter to your implant? This line of thinking goes on ad-infinitum.
Walter Hart White
Heisenberg Minings
#8 - 2014-05-13 01:32:40 UTC
Alternative Splicing wrote:
Walter Hart White wrote:
The remove pods altogether. When ship is lost, so is capsule... What is the point of giving you chance to escape when escape cannot happen? With smartbombs, with lag, with TiDi, you STILL have some chance that it wont hit you or that you will make it. With nullifier, you have ZERO chance every time.


That's sort of an extreme solution. I'd wager pods get away at least 80% of the time in high and lowsec encounters. There are plenty of chances for an exciting getaway when you are in a pod in a bubble. What if your friends destroy the anchored bubble right in time? What if the bubble was from a dictor and was about to poof? What if your aggression timer was just about to run out and you are on top of a gate, or right on the edge of a bubble? You know, opportunities for good piloting to give you a memorable experience, and I dare say it, fun?

Everything can't have a direct 'one up' counter, otherwise there would be an infinite number of mechanics in the game. Bubbles are already one of few direct ways to force a fight, or at least a costly retreat, increasing the number of ways to trivialize their utility just reduces their meaning.

You say there's no counter for being a pod in a bubble, but then what if I want the counter to your implant? This line of thinking goes on ad-infinitum.

You usually give edge to the losing party to balance the odds. That is why there is t3 interdiction nullifier and no "counter" to that. Sides, standard scram will work on pod anyways. But instead of catching everyone with 100% guarantee, you will need to actually do something to get pod.
Alternative Splicing
Captain Content and The Contenteers
#9 - 2014-05-13 02:17:24 UTC
Walter Hart White wrote:
You usually give edge to the losing party to balance the odds. That is why there is t3 interdiction nullifier and no "counter" to that. Sides, standard scram will work on pod anyways. But instead of catching everyone with 100% guarantee, you will need to actually do something to get pod.


Sure there is. Cloaky, nullified, T3s get blown up from time to time precisely because it is possible to de-cloak them, and land several points on them before they can align and warp out. There's a big difference in how fast a pod aligns and warps compared to ships - it is much harder to lock a pod than a tengu.
Aerie Evingod
Midwest Miners LLC
#10 - 2014-05-13 02:31:37 UTC
Multi-slot implant... say 1-5 or 6-10? Then maybe... just maybe.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#11 - 2014-05-13 02:39:01 UTC
Put it in slot 6 and give a 50% reduction to implant secondary effects.
There, you can save your pod but you end up in it more.

Also, smartbombs.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#12 - 2014-05-13 03:15:17 UTC
Simple get rid of bubbles
This dovetails nicely with all the outrage over anchoring 5
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#13 - 2014-05-13 04:20:07 UTC
Make a pod-interdiction implant and have it be ludicrously expensive. The howls of laughter from their corpmates over the fact that they lost a super expensive item specifically designed to prevent them from losing a super expensive item will keep people from using it unless they're absolutely sure they know what they're doing.
Eurynome Mangeiri
Pator Tech School
Minmatar Republic
#14 - 2014-05-13 09:40:39 UTC
Walter Hart White wrote:
Alternative Splicing wrote:
Man up, and support your hard working LP farmers.

If you can't afford to lose it, why were you flying with it in the first place? Mitigating risk is up to the player, not game mechanics.

I don't. Not with this toon at least. But seems like there is no defense for player who get blown up if he is in the bubble. Bubble should have at least some way of foiling, as everything in the game.

no.

you made a choice, by living in an area wich can hold bubbles, giving you access to better rats / missions / loot / ore etc.....

the counterpart is that you shall accept your pod is at risk, and then choose to loose expansive ones OR use a cheap and easy to replace one.

this is called balance.

so man up, accept it or go back in low / high
Eurynome Mangeiri
Pator Tech School
Minmatar Republic
#15 - 2014-05-13 09:50:17 UTC
Alternative Splicing wrote:
Walter Hart White wrote:
The remove pods altogether. When ship is lost, so is capsule... What is the point of giving you chance to escape when escape cannot happen? With smartbombs, with lag, with TiDi, you STILL have some chance that it wont hit you or that you will make it. With nullifier, you have ZERO chance every time.


That's sort of an extreme solution. I'd wager pods get away at least 80% of the time in high and lowsec encounters. There are plenty of chances for an exciting getaway when you are in a pod in a bubble. What if your friends destroy the anchored bubble right in time? What if the bubble was from a dictor and was about to poof? What if your aggression timer was just about to run out and you are on top of a gate, or right on the edge of a bubble? You know, opportunities for good piloting to give you a memorable experience, and I dare say it, fun?

Everything can't have a direct 'one up' counter, otherwise there would be an infinite number of mechanics in the game. Bubbles are already one of few direct ways to force a fight, or at least a costly retreat, increasing the number of ways to trivialize their utility just reduces their meaning.

You say there's no counter for being a pod in a bubble, but then what if I want the counter to your implant? This line of thinking goes on ad-infinitum.

there are only two way to loose a pod in high / low:

1- you are incompetent
2- smartbomb

outside of a few known lowsec, smartbomb are not occuring very often, meaning it is more often #1

the first thing you teach in low is how to save a pod, and it works because of the games mechanics.

when blown up, you should already be clicking warp repeatedly to a celestial witch give your pod a insta warp before it even appears on the overview of ppl around you.

this is why often, pods appears distant and already in warp when you kill someone in low.

now, another thing is that you require at least 2 server ticks to lock and point anything, while you need 1 tick to order warp for a pod

my main has 9 +5 / 5% implants since 2011, and almost never left low, does pvp daily, and all in all, i lost only ONE pod in low in that timeframe (with +3, we were at war).

and i'm not special, meaning if i can do it,anyone can!
Velicitia
XS Tech
#16 - 2014-05-13 10:01:26 UTC
Walter Hart White wrote:
Alternative Splicing wrote:
Man up, and support your hard working LP farmers.

If you can't afford to lose it, why were you flying with it in the first place? Mitigating risk is up to the player, not game mechanics.

I don't. Not with this toon at least. But seems like there is no defense for player who get blown up if he is in the bubble. Bubble should have at least some way of foiling, as everything in the game.



I ask to take the pod-express home ...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Gully Alex Foyle
The Scope
Gallente Federation
#17 - 2014-05-13 10:53:58 UTC
Implants are pricey and give pretty significant bonuses. So, EVE game design implies they should be fairly easy to destroy.

As it stands, pods are almost invulnerable in high/low sec, which is already a bit against game design imo. Why should they become almost invulnerable in null/wh too???

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Goatman NotMyFault
Lubrication Industries
#18 - 2014-05-13 11:00:34 UTC
Walter Hart White wrote:
Let's face it, if you get blown up in bubble, you can kiss your pod good bye. I would propose to give player an option to "fit" in implant that will give capsule interdiction nullifier capability.


If u dont like to loose ur pod, dont travel in low or null.... or just use a interceptor
suid0
Pandemic Horde Inc.
Pandemic Horde
#19 - 2014-05-13 11:13:18 UTC
Walter Hart White wrote:
Alternative Splicing wrote:
Man up, and support your hard working LP farmers.

If you can't afford to lose it, why were you flying with it in the first place? Mitigating risk is up to the player, not game mechanics.

I don't. Not with this toon at least. But seems like there is no defense for player who get blown up if he is in the bubble. Bubble should have at least some way of foiling, as everything in the game.


You can smartbomb the bubble

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

afkalt
Republic Military School
Minmatar Republic
#20 - 2014-05-13 11:24:27 UTC
Alternative Splicing wrote:
Bubbles are already one of few direct ways to force a fight, or at least a costly retreat, increasing the number of ways to trivialize their utility just reduces their meaning.


I'm not sure you can legitimately call podding a "fight". Vermin removal, perhaps...but a fight? Only if you're doing it wrong Big smile
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