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The Death Cannon

Author
Rowells
Blackwater USA Inc.
Pandemic Horde
#21 - 2014-07-16 00:25:50 UTC
Supers are already pretty vulnerable when deployed. Especially if you catch one solo. Massive blobs, not so much but that's to be expected when you have 100 of anything.
Daichi Yamato
Jabbersnarks and Wonderglass
#22 - 2014-07-16 01:48:25 UTC
Fer'isam K'ahn wrote:
Shocked


^

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Xercodo
Cruor Angelicus
#23 - 2014-07-16 03:16:49 UTC
asdfghjkl Niminen wrote:


Here is the simple reality... CCP would not be able to keep this game going without increasing their income. Income that only comes from new accounts. Unless you want to keep making new accounts. What i was trying to say is that with the current state of null, only supers and caps are relevant in engagements. Ships that new players cant get into unless they out in months of time. Nobody is going to that especially if they want to play casually. If we find a way to keep the sub cap relevant, we may keep a window open for new people to enjoy the game, not shoved to the side because of low skill points.


Subcap are plenty relevant, and they get deployed in the 100s.

Besides, who's to say that nullsec has to be a new player's goal? They can do sub caps in Whs just fine, and highsec and lowsec and RVB, and FW can use sub caps to great effect.

Additionally, new players do not "provide the income to keep the game going". It's a subscription game, everyone contributes to keeping it going. New players simply allow it to grow, allow CCP to hire more people, and hopefully make game changes and added content happen faster.

And if you say one word about PLEXes not playing a factor in this I will ******* slap you with an entire battleship. I would dec you but you're clearly an alt, so that you may hide when the forums call you out on bad ideas.

If you REALLY wanna get to the nob of the matter for player retention then talk about tutorial makeovers first before ANYTHING else.

The Drake is a Lie

Tex Raynor
Guardians of Asceticism
#24 - 2014-07-16 05:07:11 UTC  |  Edited by: Tex Raynor
What if such cannons were limited to outposts only? Provided they are destructible, cost a lot and have a solid counter, they would give "home turf" advantage to the defending party.

The general idea I have in mind would be the following:

- Any outpost owner can attach this death cannon to an outpost relatively quickly.
- Costs 5 bil per structure.
- Can hold 10 charges that instakills any ship, but costs 1 bil per round fired.
- Grand total of 15 bil sitting outside an outpost, posing a serious threat to supers but can be attacked by subcaps with minimal loss.
- Reinforcement timer and HP similar to POCOs.
- Does not auto-fire, requires a pilot (either docked or in-space, w/e)
- Requires at least one POS module ("Death Cannon Onliner" or w/e better name) anchored and online somewhere in system to work. Said structure could be anchorabe in or out of POS shields, no limit other than one per POS.
- Has a chance to miss (tracking, etc) and can be disrupted by all relevant EWAR
- Has a lower cost alternative ammo for subcaps (missiles) which much like a bomb, can be shot down or simply avoided by warping off. This can be used to effectively kill anchored bubbles as well.
- Can be disabled either by brute force (fastest but riskier) or by grinding down all POSes first (slower but effectively offlines it)
- Can be made invulnerable up to a week (consuming lots of stront) while remaining online

Why should this be considered?

- Creates an interesting target to go harass with roaming gangs (no POS guns around outposts!) and thus generates smaller-scale PVP.
- Invaders have two effective ways to deal with it:
Option a) Attack it directly with capitals with a solid EWAR wing. This gives defenders a chance to hit their subcaps with low tank using bombers or skirmish ships. If defenders succeed, the cannon guarantees almost 10 kills of any ship still on grid.
Option b) Disable all relevant POSes first, which gives defenders more time to mobilize their forces, allies or simply evac.
- Gives anyone who has the ability to hold sov even for a little while to potentially score super kills.
- Invaders can risk no capitals giving defenders capital ship supremacy in their own system, deploy dreads/carriers and risk trading ISK at equal costs or go all out, but potentially lose up to 10 titans while doing so.

From the defenders point of view, it should be impractical to deploy these everywhere as their hefty cost will inevitably attract roaming gangs for easy 15 bil kills but provided a solid defensive measures against an all-out assault.
Sara Tosa
School of Applied Knowledge
Caldari State
#25 - 2014-07-16 07:44:01 UTC  |  Edited by: Sara Tosa
ok, my try to bash at supers and look silly:
The Suicide Limpet Destroyer.
As the arm balance between the four Empires and the outsider, capsuleer owned regions toppled faster and faster toward the latter, a new kind of ship was researched as a last ditch measure, not counting as always that capsuleer would be able to take ownership of that new kind of ships and use them better than any regular pilot could.
basically a destroyer hull stripped to the bare minimum, with no other weapon than an ultra-specialized module.
this module is capable to form a short lived high power, low range tractor that will anchor the destroyer to any ship with enough mass (supers and titans) for sixty seconds, at the end of which the whole destroyer succumb to a total matter/energy conversion, basically becoming a shaped breaching charge.
once the suicide module is activated it cant be stopped by the ship pilot in any way, the ship will be stuck to its target anywhere it goes - warp, jumps, even inside pos shields (but only if its activated before the target enter said shields); as the suicide destroyer is stuck flush to its target hull, it's inside the target shields so it will be protected from any harm by the same ship its trying to kill, attached limpet destroyers can be hit only after target ship shields have been brought to zero.
the limpet destroyer explosion is so powerfull that its pilot wont even have the chance to excape in his capsule but will recover directly to his medical jump clone station.
Luwc
State War Academy
Caldari State
#26 - 2014-07-16 08:45:14 UTC
LOL

nice troll mate :D

http://hugelolcdn.com/i/267520.gif

Grobalobobob Bob
Hedion University
Amarr Empire
#27 - 2014-07-16 09:55:59 UTC  |  Edited by: Grobalobobob Bob
How about a special type of pod that you fly into the side of a capital / super / titan... and you automatically find yourself in that ships captains quarters. From there you can walk around, push a few buttons, and re-route ALL control of the ship to your console. You can self destruct, or start shooting enemies, sky is the limit.

From this point onwards, the original pilot is merely a spectator and can sit back and watch the show.

Once the other pilot ejects, or leaves, the original pilot will assume control again. Personally i'd self destruct it, as it would be impossible to steal it with the other pilot still on board. If CCP developed CQ a bit more, the original pilot and the 'new pilot' could have a gun fight, sending the loser back to a medical clone. TDi WOULD be in effect, ergo, you could have "Matrix" style bullet time fights... it would be AWESOME.

Or if no one likes my idea, we could always go back to exploring ideas of a titan eater...

Linkage

I assume this is the Amarr version........
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#28 - 2014-07-16 21:17:02 UTC
A ship designed to kill Supers with a 'Death Cannon'...

Yep, sounds like a Titan to me.
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