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Player Features and Ideas Discussion

 
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Combat Engineering ships

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Author
Catherine Laartii
Doomheim
#61 - 2014-05-28 19:24:39 UTC  |  Edited by: Catherine Laartii
Auduin Samson wrote:
I'm curious, does anyone see anything about this that wouldn't work? Lots of people have pitched in saying that it looks cool with a couple tweaks, but is there anyone that thinks this would be flat out bad? And if so why? Always good to hear both sides when brainstorming... prevents later surprises.

I think the deconstruction idea with the missiles is a little far-fetched and awkward, but the general premise you made about the t2 logi frigs being these 'combat engineer' ships is absolutely brilliant. A ship bonus on timer reduction of deployables would be excellent in conjunction with special hold expansion.

Another critique I might have come to think of it would be just using a larger ship for this; you'd run into a lot of problems with having a cargo hold on a ship that's big enough to fit itself in it, so here's an idea I'll pitch you could use to integrate that particular feature:

-as part of the t3 rebalance, they would make a new class of t3 ships that would supplant things like logistics on the current t3 ships after the get their defensive subs somewhat nerfed (resists on everything but the adaptive sub get brought down to recon levels), and get their cloak sub rolled into an electronics sub, namely the locus analyzer dropping its tractor bonus in favor of the covops.

-the new t3 cruiser would perform a support and industrial role; it would appropriate some of the electronic warfare bonuses from the other ship, namely ecm from the tengu, but leave the others intact and support with the gallente having damps, amarr having tracking disruption, etc. While it would have more limited combat usability than its current t3 counterpart, it would have decent offensive abilities along the lines of combat recon boats. One of the main features for electronics would be this structure deployment bonus you're talking about, and it would have a special cargo bay of a base of around 5k m3, giving it slightly less space than the smaller courier industrials.

Now granted this bonus could EASILY be appropriated into another t2 ship, but the main factor you'd have to consider would be that if you wanted a ship that could anchor starbase structures quickly, it would have to be cruiser-sized or large due to logical cargo constraints. Would you be against them making new industrial ships for caldari and amarr, and make the ship in question you're talking about a t2 indy?
Catherine Laartii
Doomheim
#62 - 2014-05-28 19:27:11 UTC
Auduin Samson wrote:
Komodo Askold wrote:
In fact, I imagine a line of T2 ships whose role is the anchoring and unanchoring of structures: the frigate proposed by the OP would be about deployables and a larger ship with similiar bonuses would be about POS and similar sized structures.


Perhaps a T2 industrial or cruiser focused on the anchoring, hacking, and unanchoring of POS modules. Leave the frigate for small deployables and have a large ship that can speedily anchor towers and hack large modules to take them over, as long as they're past their reinforce timers.

I think that frigates would be a great size for a combat engineer ship that has to zip around the field quickly to put modules up and take them down. Tinukeda'ya is probably right though, when it comes to POS modules at least the ship should be bigger. Perhaps the role could be split into something like Field Engineers and Heavy Engineers. The former stays on the battlefield to assist in laying and removing traps, while the latter focuses on larger scale construction.

This...I like this a lot this is brilliant. +1 to you good sir!
Catherine Laartii
Doomheim
#63 - 2014-05-28 19:36:01 UTC
Auduin Samson wrote:
Daichi Yamato wrote:
These demo charges. if their limiting factor is explosion velocity, can they be used to gank marauders in bastion mode? kind of like an anti-siege weapon. And triage carriers and sieged dreads for that matter.
No way to have them affect structures only? If DD's can only target caps, then it must be code-able to allow a mod to only target structures.


Didn't think about seige'd dreads and marauders. You're right, if there is a way to limit the demo charge's target to structures only, that would be ideal. While realistically a charge made to take down a structure should be just as effective against a parked ship, it would wreak havoc on game balance.

Maybe bring back the codes for Mines in the game, and have them only applicable against structures? That and giving them the ability to use hacking modules to recover structures, both for the frig and combat engineer would be excellent for POS reclaimation in w-space.
Catherine Laartii
Doomheim
#64 - 2014-05-28 19:38:08 UTC  |  Edited by: Catherine Laartii
Mike Azariah wrote:
As a base idea I like the ship (me I see a blockade runner hull for the idea industrial with purpose)

Issue would be what the alpha of a fleet of these would be for dropping pos's. Don't think individual but grouping, apply Malcanis's law.

m

Proper coding for unique weapon types like mines or specialized salvager that ONLY works on structures you yourself in that ship have deployed would be ideal in this situation, although I'm not entirely sure of the feasibility of that. Perhaps hacking them with either the minigame for structure reclaimation or a new method would be ideal, and they could just scoop them at their leisure if they're offlined.
For onlined structures, something like a mine would be ideal; a set charge with a timer that goes BOOM and does damage only to structures or capitals that happened to be parked nearby and aren't inside the shield bubble. The code would be set that you could ONLY set the charges up near structures, not capitals, to avoid things getting messy.
Solhild
Doomheim
#65 - 2014-05-28 20:57:30 UTC
Auduin Samson wrote:
Solhild wrote:
The same lore that gives the ship a drag in space could protect ships from these devices so they are only effective on anchored structures.


Little off topic, but could you link that? I honestly didn't know there was any lore that explained why my ships slow down :P

Back on topic though, yeah, if there was a way to make the demo charge only be able to target anchored structures, that would be ideal. As much as I love the idea of a fleet of combat engineers finally getting even with a dreadnought, I'm pretty sure that would break the game.


Currently on holiday in Paris so Internet and link time is not a strength here. I got it from an EVE novel or short story but I'm sure a quick search will turn something up. Warp core inertial drag is the CCP excuse for the lack of Newtonian Physics bit the game and is a well known explanation for our submarine in space effect.
Liafcipe9000
Critically Preposterous
#66 - 2014-06-21 09:19:52 UTC
bumping this.
Amarisen Gream
The.Kin.of.Jupiter
#67 - 2014-06-21 09:37:34 UTC
I saw this the other day. Didn't have any post. Not going to read them all. But +1

The thing on this I think would be best, is that it be a pirate faction (ORE) that develops these ships.
CCP keeps feeding us combat ships, but we need utility ships. Ships for deployables. Smaller salvage ship. POS assistant ship.
We need options when it comes to our industrial side of the game.
I would still love to see a mid range hauler for intra-system hauling. Sub freighter hold, but can't use jump gates when it has cargo.
Plus the current industrial support ships need a major over haul.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Alvatore DiMarco
Capricious Endeavours Ltd
#68 - 2014-06-21 10:19:06 UTC
This, ladies and gentlemen, is what a post in F&I is supposed to look like. Bravo OP, well done and may your ships take unusually long to die.

More to the topic though, I admittedly didn't read all four pages (I read the first and skimmed the second) but while I absolutely support this idea, has anyone raised the topic of demo charges being a bit OP even against structures? A large fleet of these could make POS bashing a very different situation than it is now - especially with how amazing POS guns are at locking frigate-sized signatures.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#69 - 2014-06-21 11:04:34 UTC
Perhaps rather than demo charges they can have a 'mortar' weapon system much like the spigot mortars that actual combat engineer vehicles use for structure demolition. Short range heavy charge doing heavy damage but with slow explosion velocity so not much use against moving ships. More of a massive plasma charge than and explosive charge. The CEV would need a pretty good brick tank though for POS bashing...
Arla Sarain
#70 - 2014-06-21 12:04:09 UTC  |  Edited by: Arla Sarain
TheMercenaryKing wrote:
Think of how fast you could setup a POS!

I think the purpose of locking this role to a frigate hull is to prevent POS blitz set-ups.

It being a frigate, and a fleet of them would mean that these groups would specialise in putting up/taking down defensive and debiliating structures, rather than homes/hangars/POSs.

I think I've said it once and I'll say it again - this is a very interesting role and I would look forward to being able to play it.

EDIT: The speed or even possibility being limited by a small cargo hold.
Valkin Mordirc
#71 - 2014-06-21 12:30:13 UTC
I think this would be a great add-on to the game, it would make small time logistics far easier, also since CCP wants to add more mobile structures. I would love to be able zip around setting up systems for my own personal use, and maybe benefiting the corp in some way. ++++++1
#DeleteTheWeak
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#72 - 2014-06-24 12:57:59 UTC
Corraidhin Farsaidh wrote:
Perhaps rather than demo charges they can have a 'mortar' weapon system much like the spigot mortars that actual combat engineer vehicles use for structure demolition. Short range heavy charge doing heavy damage but with slow explosion velocity so not much use against moving ships. More of a massive plasma charge than and explosive charge. The CEV would need a pretty good brick tank though for POS bashing...


The only problem is that in space, mortars don't arc because of the lack of gravity. For the sake of coding, it would be easier just to model it on missiles and give it very specific stats.

What it can target is the most iffy thing I can think of. While I like the idea of it just being a missile with such an incredibly slow explosion velocity that hitting moving targets would do virtually nothing (BUT STILL SOMETHING!), there is no way in this system to make it extra effective against anchored structures without making it insanely overpowered against seiged dreads and bastioned marauders. Only allowing it to be fired at structures would alleviate this, but also remove some versatility.

Perhaps add a spec to structures that makes them take extra damage from demo charges? That way it could be applied against dreads and marauders with about the effectiveness of a torpedo from a stealth bomber while still being able to quickly pop structures. I dunno, I'm just brainstorming.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#73 - 2014-06-24 13:38:50 UTC
Auduin Samson wrote:


The only problem is that in space, mortars don't arc because of the lack of gravity. For the sake of coding, it would be easier just to model it on missiles and give it very specific stats.

What it can target is the most iffy thing I can think of. While I like the idea of it just being a missile with such an incredibly slow explosion velocity that hitting moving targets would do virtually nothing (BUT STILL SOMETHING!), there is no way in this system to make it extra effective against anchored structures without making it insanely overpowered against seiged dreads and bastioned marauders. Only allowing it to be fired at structures would alleviate this, but also remove some versatility.

Perhaps add a spec to structures that makes them take extra damage from demo charges? That way it could be applied against dreads and marauders with about the effectiveness of a torpedo from a stealth bomber while still being able to quickly pop structures. I dunno, I'm just brainstorming.


Agreed that's what I meant, a very slow fusion torpedo, small slow blast radius but hideously destructive. Like a Thermite torpedo or something, splats against the hull and just burns...
Nikk Narrel
Moonlit Bonsai
#74 - 2014-06-24 14:06:56 UTC
Declare that mining lasers work against structures, in a manner more efficient that conventional weaponry.

Logic for backstory: Structures, like asteroids, can be destabilized by the mining lasers. Regular ships are effectively immune to this effect because they are able to get out of the way before enough of the energy accumulates to reach damaging amounts.

(ANALOGY: The structure, like a bank vault, can be drilled into by industrial equipment far better than military hardware. On the other hand, most people can easily step away from a heavy duty drill before it can affect them the way a gun can)

Then, point at the Barges / exhumers.
Structures require a specialized and more expensive crystal to chew through their armor and shields, but nothing is more efficient than a mining laser.....
Hairpins Blueprint
The Northerners
Pandemic Horde
#75 - 2014-06-24 15:39:08 UTC
i don't like the idea. it would be abused soo much .....

let's wait for sov revmap ...
Liafcipe9000
Critically Preposterous
#76 - 2014-06-24 16:01:42 UTC
Alvatore DiMarco wrote:
This, ladies and gentlemen, is what a post in F&I is supposed to look like. Bravo OP, well done and may your ships take unusually long to die.

More to the topic though, I admittedly didn't read all four pages (I read the first and skimmed the second) but while I absolutely support this idea, has anyone raised the topic of demo charges being a bit OP even against structures? A large fleet of these could make POS bashing a very different situation than it is now - especially with how amazing POS guns are at locking frigate-sized signatures.

I think we've already established earlier on that demo charges are pretty much bombs with more power and therefore are a bad idea.
Ari Kelor
Frontier Explorations Inc.
#77 - 2014-06-24 20:45:50 UTC
This ship screams a redesign of the Eschelon just as the Noctis was a redesign of the Primae.

I had an Idea concerning the Demolition Charges. Make them more like real charges, not launched but 'put' onto the target. The Engineer ship must come withing 2500m of the target and anchor the charge to the structure, should take some time (10-30 sec), ship bonuses could bring it down. After that the charge has a timer (15-30 sec) where it show's a global countdown similar to anchoring timers. When the charge detonates, it only does structure damage to the Structure, and pushes out a smartbomb-like effect that deals enough damage to kill all but the most heavily tanked frigates at a range of 5000m. The charge would also clear out any other active/inactive charges on the Structure, hopefully minimizing abuse.

Mechanics similar to bombs should be employed so that 4-5 ships must work in concert to get maximum effectiveness. Also any AoE effects that would hit the structure would also destroy the charges making defensive smartbombing or bombing a viable tactic to counter. They should be limited to Low-sec and below because of the AoE effect.

When interacting with POS structures because it is 'anchored' to the tower the online tower can and will mount an active defense preventing democharges from being used. Deployables don't have that luxury and may be attacked at any stage of there lifetime save for the depot's reinforcement stage.

I believe that this will be a viable alternative to taking down dead towers in small groups as you'd have to be close to the structure to plant the charges, and the small mass footprint of frigates are ideal for moving around WH Space.

Ari
Alvatore DiMarco
Capricious Endeavours Ltd
#78 - 2014-06-25 01:24:23 UTC
Ari Kelor's post above mine (I'm not inclined to quote it) details what I feel is an excellent way to implement structure demolition charges that will neither be hilariously OP nor useable in any way against ships.
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#79 - 2014-06-25 03:34:08 UTC
I really like the sticky-bomb type of thing that Ari mentioned, along with the POS protection system. I don't like the multi-kilometer damage radius though. With that, they WOULD feel too much like bombs 2.0. Everything else you mentioned sounds awesome though. Making them effective while preventing trololo-speed pos breaking would make this much more balanced.
David 10th Tennant
The Commission - Holdings
#80 - 2014-06-25 05:24:32 UTC  |  Edited by: David 10th Tennant
Mines would be fantastic if properly balanced.

-I'm not sure why, but I feel like this should be a null-only option, similar to bombs. That being said, maybe mines could work in low. Who knows?
-Distance between mines should be 8km minimum, with a detonation radius of 2.5km. This makes manual flying even more emphasized.
-Mines should have superb explosion velocity, but not a large explosion radius. Not sure how that would mechanically work. I feel like any sort of mine should be a legitimate threat to frigates, but larger ships who have trouble avoiding them due to their inherent size, they should actually have less damage done to them. I'm not 100% sure I'm sold about ships in warp activating them or not, but hey, discussion, yeah?
-5 mine limit per ship, 40-mine limit on grid or something like that. I think grid-limitations would keep this from being abused horribly.
-Mines become "inert" after 10 minutes or so, and then have to be replaced.
-Mines should affect friendly and non-friendly entities.

I love love love this idea. CSM, bug CCP to make this a thing, please.