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Player Features and Ideas Discussion

 
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Remote Resist Boost Modules

Author
Uppsy Daisy
State War Academy
Caldari State
#1 - 2011-12-20 16:16:44 UTC
High slot modules that allow you to remotely boost a given resist (EM/Thermal/Explosive/Kinetic/All) of a friendly ship. Would have armor and shield variants.

Would add another dimension to gang warfare I think.

Would potentially allow a counter for alpha fleets, if you were quick enough you apply the resists to whoever was being targetted.

Crap idea or Good idea?

Petrus Blackshell
Rifterlings
#2 - 2011-12-20 16:48:31 UTC
Interesting idea, but I doubt it would be too popular. Even in alpha fleets, it is incredibly simple to just put a passive targeter on every ship and just screw over this tactic. Passive targeters are already used to counter RR.

You have to consider the implications outside of alpha warfare, too. Depending on how this is implemented it could break a variety of things, including capital ships / supercaps, lowsec gate camping, PvE, etc.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Uppsy Daisy
State War Academy
Caldari State
#3 - 2011-12-20 18:26:26 UTC
I may be being incredibly stupid, but how do passive targetters break RR?
Petrus Blackshell
Rifterlings
#4 - 2011-12-20 19:03:22 UTC
Especially with Armor RR, which reps at the end of the cycle, it is important to start the cycle as the person needing reps is being targeted. If the enemy alpha fleet all use passive targeters, there is no way for you to know they are all targeting you until they start firing -- at which point it is too late for you to start receiving RR.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Uppsy Daisy
State War Academy
Caldari State
#5 - 2011-12-20 19:47:43 UTC
Ah I see.

Thank you.

That would remove its usefulness as a counter to alpha fleets, unless passive targeting was also changed.

Seemed like a good idea but maybe not.
Kahega Amielden
Rifterlings
#6 - 2011-12-20 19:53:50 UTC
The solution Petrus provided only works in fleets large enough to kill enemy ships within the cycle time of one repper which is to say...very big ones. Additionally, remote resists might make local reppers useful on fleet/gang fits (whereas now they become useless in any conflict with more than two people per side).
Petrus Blackshell
Rifterlings
#7 - 2011-12-20 19:56:18 UTC
Kahega Amielden wrote:
Additionally, remote resists might make local reppers useful on fleet/gang fits (whereas now they become useless in any conflict with more than two people per side).


I didn't consider that! This might actually turn out to be a boon to things like the Brutix and Hyperion, which would now be able to use their rep bonuses to good effect in fleets.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)