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Player Features and Ideas Discussion

 
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Scout equipment

Author
Siegfried Tahl
STCorp
#1 - 2014-12-29 03:01:09 UTC
Making midwarp safespot BMs sitting in warp speed rigged covops with ascendancy implants can be a tough task. You just warp too fast. Pulling out implants and rigs to set a bunch of new BMs is kinda wastefull.

Scout equipment:

  • Warp speed controller. A module to make actual warp speed adjustable UP TO ships max warp speed.
  • Warp brake. A module to fall out of warp on activation.
  • Emergency warp initiator. A module to initiate warp to any or random direction for a set distance.
Gawain Edmond
Khanid Bureau of Industry
#2 - 2014-12-29 03:15:16 UTC
as cool as all these things would be they're a very bad idea and if you put 30 seconds thought into it you'd realise why. ut you won't so i'll leave it to the people that follow to point out why although there isn't any real need to.
Anhenka
The New Federation
Sigma Grindset
#3 - 2014-12-29 03:22:18 UTC
That last one especially has been a very bad idea for a very long time.
McChicken Combo HalfMayo
The Happy Meal
#4 - 2014-12-29 03:28:19 UTC
I can get behind the first one. Absolutely not to the other two.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Siegfried Tahl
STCorp
#5 - 2014-12-29 04:33:45 UTC
There can be drawbacks attached to prevent abuse.

Warp brake can be prone to warp bubbles, so if youre drawn to one you cant fall out of warp.

Random direction warp thingie can take 20-30 secs to start and can bloom sig radius while it does, say 500% like MWD.
Komi Toran
Perkone
Caldari State
#6 - 2014-12-29 04:41:06 UTC
Siegfried Tahl wrote:
Warp brake can be prone to warp bubbles, so if youre drawn to one you cant fall out of warp.

Does nothing to prevent an indy pilot in warp to a gate in low/null mashing the button when a hostile gang jumps in system.
Siegfried Tahl wrote:
Random direction warp thingie can take 20-30 secs to start and can bloom sig radius while it does, say 500% like MWD.

Does nothing to prevent the creation of deep safes.
Alia Ravenswing
DARK HAT
#7 - 2014-12-29 05:34:30 UTC
Siegfried Tahl wrote:
Making midwarp safespot BMs sitting in warp speed rigged covops with ascendancy implants can be a tough task. You just warp too fast. Pulling out implants and rigs to set a bunch of new BMs is kinda wastefull.

Scout equipment:

  • Warp speed controller. A module to make actual warp speed adjustable UP TO ships max warp speed.
  • Warp brake. A module to fall out of warp on activation.
  • Emergency warp initiator. A module to initiate warp to any or random direction for a set distance.

Alia Ravenswing
DARK HAT
#8 - 2014-12-29 05:36:13 UTC
Let me address each of these.

First, there are multiple ships that can warp while cloaked; many of which go much slower than the covert ops.

1. I do not know a single person other than yourself that would ever use a warp speed slower than it's max; in fact you are the only person I have ever heard complain about it being too fast. FYI, PC's use to have a turbo button on them, but nobody ever used it in the slower mode.

2. Warp Break. I actually can think of two situations where this COULD be useful.
a. If you warp to something and then realize there is a trap waiting at your destination.
b. If you warped to the wrong location by accident and you wish to change course.
c. If combat could happen while in warp, and you were under attack. (This was proposed previously)

3. Emergency Warp Initiator. There have been different incarnations of this suggested over the years.
a. A pre-established emergency button, with a set of instructions preset by the pilot to be performed. The ship would automatically perform them in sequence once activated.
b. Micro Jump Drive (actually in game) will warp your ship 100k in the direction you are pointed.

Siegfried Tahl
STCorp
#9 - 2014-12-29 05:59:04 UTC
Komi Toran wrote:
Does nothing to prevent an indy pilot in warp to a gate in low/null mashing the button when a hostile gang jumps in system.

An indy is easily scannable. Hostile gangs are spoilt by getting easy prey that they dont need to even scan for. Shouldnt be that way methinks.

Komi Toran wrote:
Does nothing to prevent the creation of deep safes.

What if it'll drop you in 4 AU radius around closest celestial?

Last resort measure like fitting limitation to frigs, covops only, or something.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#10 - 2014-12-29 05:59:47 UTC
I wouldn't mind first one. In fact, I don't see this being abusable too much if this is to be added to basic options every ship has.

As to second one, you kind of can do that using cap dumping trick. Bonus points for actually being capable to avoid bubbles this way.

Siegfried Tahl wrote:
Random direction warp thingie can take 20-30 secs to start and can bloom sig radius while it does, say 500% like MWD.

For practical purposes, logoffski works.
Siegfried Tahl
STCorp
#11 - 2014-12-29 06:19:17 UTC
Barrogh Habalu wrote:
As to second one, you kind of can do that using cap dumping trick. Bonus points for actually being capable to avoid bubbles this way.

This works fine in bigger ships. Couldnt dump enough to make it work in a frig last time I tried, unless its long trips.

Tho theres a point in that, fitting Cap Flux Coils to cut max cap..
Krops Vont
#12 - 2014-12-31 04:50:31 UTC
Lets skip the fact that the poor brutix had warp braked and all of its mass went to the front, this is an unneeded change. No more pipebombs or catching fleets when you can hit your saftey button. You also need something to lock on to initiate warp. Always has been and should always be.

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