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Warp core fortification module I

Author
Swiftstrike1
Swiftstrike Incorporated
#1 - 2014-06-08 16:24:53 UTC  |  Edited by: Swiftstrike1
Looking for an opinion on this:

  • passive low slot module
  • negates the scramble effect from a warp scrambler without affecting "warp strength" attribute
  • when equipped, ships can use MWD and MJD while scrammed
  • does not have "warp core stabilizer" functionality i.e. doesn't let you warp away when tackled

  • Would this be massively OP?


    EDIT: I know something like this would be useful on e.g. kiting ships, fast "scram-tackle", marauders, deep space transports, .... The question is would it be too powerful? Bear in mind that one module would only counteract one scram, not make the ship immune to all scrams. Two scrams on you and you'd still be screwed Pirate

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

    Kaarous Aldurald
    Black Hydra Consortium.
    #2 - 2014-06-08 16:42:17 UTC
    Not just OP, but I think mechanically impossible. Pretty sure the warp strength reduction of scrams is what stops you from activating a Micro Jump Drive.

    "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

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    Ncc 1709
    Fusion Enterprises Ltd
    Fraternity.
    #3 - 2014-06-08 16:48:54 UTC  |  Edited by: Ncc 1709
    Kaarous Aldurald wrote:
    Not just OP, but I think mechanically impossible. Pretty sure the warp strength reduction of scrams is what stops you from activating a Micro Jump Drive.

    if that were the case then hic points and multiple points would stop mwd and mjd,
    so their separate items which means an item like this is viable

    or just make T2 warp stabs stop a scram
    Swiftstrike1
    Swiftstrike Incorporated
    #4 - 2014-06-08 16:50:04 UTC
    Kaarous Aldurald wrote:
    Pretty sure the warp strength reduction of scrams is what stops you from activating a Micro Jump Drive.

    Not true. You can MJD with 1,000 long points on you, but 1 scram will shut you down good and proper Sad

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

    Kaarous Aldurald
    Black Hydra Consortium.
    #5 - 2014-06-08 17:03:25 UTC
    Swiftstrike1 wrote:
    Kaarous Aldurald wrote:
    Pretty sure the warp strength reduction of scrams is what stops you from activating a Micro Jump Drive.

    Not true. You can MJD with 1,000 long points on you, but 1 scram will shut you down good and proper Sad


    *facepalm*

    That isn't what I meant, but since the guy above you pointed out that they have in fact coded attributes that permit different states between the two, I withdraw.

    "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

    One of ours, ten of theirs.

    Best Meltdown Ever.

    Arya Regnar
    Darwins Right Hand
    #6 - 2014-06-08 17:47:46 UTC
    Because MMJDs aren't broken enough.

    EvE-Mail me if you need anything.

    Saisin
    Chao3's Rogue Operatives Corp
    #7 - 2014-06-08 18:45:06 UTC
    I do not think scram should have a specific module preventing them to be efficient. They require close quarters, and should keep their edge.
    I certainly like that disrupters got their usefulness lessened with MJDs.

    I would say that may be warp stab II could have a strength of -1.34 so that 3 of those would be the same as 4 tech 1

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    oohthey ioh
    Doomheim
    #8 - 2014-06-09 08:53:20 UTC
    I like it but it will be used to kite, and very OP


    My idea
    1. active mid slot - uses alot of cap and increase the additional mass of MWD
    2. Passive like you said, but MWDs use more cap, and increase the additional mass of MWD
    3. Slows down your ships when a MWD is not active.
    4. only usable on large ships, so they still can't get away.
    5. you need one for every scram on you, and a normal point counteracts with it. (so a point and a scram or 2 scrams will make this module)

    this will be used to get away or to kite, so it will need heavy penalty for using.
    Corraidhin Farsaidh
    Federal Navy Academy
    Gallente Federation
    #9 - 2014-06-09 09:02:46 UTC
    I'd prefer warp strength to become a sliding scale and factored into the time to go into warp by changing the velocity required to enter warp. WCS would add warp strength and get you into warp faster. Scrams etc would reduce warp strength so takes longer to enter warp and even if the one scram isn't enough it will slow the target down and give a chance to get more scram/dps on target
    Reaver Glitterstim
    The Scope
    Gallente Federation
    #10 - 2014-06-09 10:16:50 UTC
    Corraidhin Farsaidh wrote:
    I'd prefer warp strength to become a sliding scale and factored into the time to go into warp by changing the velocity required to enter warp. WCS would add warp strength and get you into warp faster. Scrams etc would reduce warp strength so takes longer to enter warp and even if the one scram isn't enough it will slow the target down and give a chance to get more scram/dps on target
    I have thought of the same thing.

    I was thinking you have to have more than half the required scramble strength to have any effect at all. After that, it would just increase the velocity percentage they must reach to enter warp. If they have +3 warp strength, you need 4 scram strength to prevent them from warping. 2 scram strength won't do anything. 3 scram strength will increase their warp velocity from 75% to 87.5%.

    I also was thinking of a low slot module that would initially offer no bonus to warp strength, but when you activate it, it would spool up for 20 seconds and at the end of the time, it would begin granting +2 warp strength and draining capacitor. That way you can increase your net warp strength if you have some trust in your armor to hold for 20 seconds in a gate camp--which has limited use as that's a lot of time for people to lock and point you. Could be good on DSTs. Might disallow on capital ships.

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