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Player Features and Ideas Discussion

 
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Warp Navigation Scrambler

Author
Gremoxx
Wing Commanders
#1 - 2015-02-12 08:24:24 UTC
Warp Navigation Scrambler, field of effect 50km, can be anchoredn 10km of stargate, station or CynoBecon. The NavScram will interferer with your on-board warp generator and navigation computer, much like ewar on weapons.
But the effect will be slightly different, you landing position when you exit warp will be out by HUGE margin, you will basically exit warp at a random location within the system.
O2 jayjay
Federal Navy Academy
Gallente Federation
#2 - 2015-02-12 08:40:35 UTC
Sorry but I think this is silly. Use fast tackle or go to null with bubbles. Fast tackle train new people and gives them something to do.
Colette Kassia
Kassia Industrial Supply
#3 - 2015-02-12 08:56:31 UTC  |  Edited by: Colette Kassia
Hmm. This is novel. Weird and silly, but novel.

So it's essentially a way to deny ships the ability to land in the specific area around the device. They'd have to warp in no closer than 50km and the slow-boat the rest of the way in. The opposite of a interdiction sphere.

The implications are... interesting. I can't shoot it down for any reason other than being bonkers. Which may not be so bad.

EDIT: Or did I misunderstand you? Is the effect meant to apply to incoming warp or outgoing warp?
Rivr Luzade
Coreli Corporation
Pandemic Legion
#4 - 2015-02-12 09:15:04 UTC  |  Edited by: Rivr Luzade
Colette Kassia wrote:
EDIT: Or did I misunderstand you? Is the effect meant to apply to incoming warp or outgoing warp?

Outgoing:
Gremoxx wrote:
...you landing position when you exit warp will be out by HUGE margin...

I don't see much of a problem with that module. You just pick a random warp out to a celestial and go from there to the next gate/station instead of directly to the next gate/station. You have to do that already in any case to prevent smartbombers or stop/drag bubbles if you do not have a gate spot. This would even help you there as you do not land in a predictable spot and can avoid people waiting for you on the Poco or the likes. Blink

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Colette Kassia
Kassia Industrial Supply
#5 - 2015-02-12 09:22:28 UTC  |  Edited by: Colette Kassia
Rivr Luzade wrote:
Colette Kassia wrote:
EDIT: Or did I misunderstand you? Is the effect meant to apply to incoming warp or outgoing warp?


Outgoing:

Gremoxx wrote:
...you landing position when you exit warp will be out by HUGE margin...


Wasn't sure. The warp system is said to 'lock on' to the destination before or during generation of the warp tunnel. I thought he was suggesting a device the interferes with that part, and effectively bounces you to a different part of the system. This would have been much more interesting. [EDIT for Clarification: device at destination, interfering with attempts to lock-on to that destination]
Rivr Luzade
Coreli Corporation
Pandemic Legion
#6 - 2015-02-12 09:31:16 UTC
I think that's what he is suggesting. When you start warping inside this bubble, your intended warp exit location and the actual warp exit location won't be the same. I'm not sure about the scale of the divergence, I was under the impression that the warp exit location would be on the same grid but many kilometers off the intended warp exit.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#7 - 2015-02-12 09:39:21 UTC
So you want a bubble that makes it even harder for gate campers to know where you went?

This makes no sense.
Gremoxx
Wing Commanders
#8 - 2015-02-12 09:40:13 UTC  |  Edited by: Gremoxx
Rivr Luzade wrote:
I think that's what he is suggesting. When you start warping inside this bubble, your intended warp exit location and the actual warp exit location won't be the same. I'm not sure about the scale of the divergence, I was under the impression that the warp exit location would be on the same grid but many kilometers off the intended warp exit.


Your on the right line there Big smile and I guess too many coffee´s have stripped away my ability to go into details Shocked

The way I was thinking (just as I jumped into system, bubbles on gate) was, what if I was nullified and aligned out-gate, hit warp.. and Huge bugger.. I'm nowhere near the out-gate.. in fact on this occasion - I´m totally in the opposite direction.

You get similar effects when you jump to cyno and the cyno gets blown up as you jump. Idea
FireFrenzy
Cynosural Samurai
#9 - 2015-02-12 09:44:06 UTC
I have to say this sounds interesting enough tactically that i can really see no reason for this not to be a thing...

When you're running away you can drop one of these behind you (make it big enough to be hard to fit in frigates??) to make chasing trickier, and if you drop these on the way TO a fight it'll be hard for people to reinforce properly, without people leaving ships behind on the edge of all of them to serve as warpins...

And they might even be usefull in some PVE contexts...
Major Trant
Brutor Tribe
Minmatar Republic
#10 - 2015-02-12 09:46:35 UTC
Gremoxx wrote:
The way I was thinking (just as I jumped into system, bubbles on gate) was, what if I was nullified and aligned out-gate, hit warp.. and Huge bugger.. I'm nowhere near the out-gate.. in fact on this occasion - I´m totally in the opposite direction. Idea

...and then what? The victim just warps a second time without issue and all that has happened is that the victim is delayed a minute or so and his opponents have no clue where he went, making it impossible to chase to the next gate.
Colette Kassia
Kassia Industrial Supply
#11 - 2015-02-12 09:51:52 UTC
Gremoxx wrote:
... and I guess too many coffee´s have stripped away my ability to go into details Shocked

Not enough coffee for me. lol

But you got admit, a device that interferes with the ability of ships to warp in would be interesting.
Gawain Edmond
Khanid Bureau of Industry
#12 - 2015-02-12 10:02:50 UTC
at most it could make you fall short in warp or warp past your target since you warp in a straight line and then stop. I know very little about the game code but i do know that the code for warping is pretty old and that all the old code is something similar to voodoo and changing it is a bad idea.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#13 - 2015-02-12 10:09:22 UTC
Major Trant wrote:
...and then what? The victim just warps a second time without issue and all that has happened is that the victim is delayed a minute or so and his opponents have no clue where he went, making it impossible to chase to the next gate.

Theoretically, you as intercepting party then have the chance to put up a dictor bubble and stop the target from getting away. You also have the chance to probe them as you have more time before they can leave the system or dock. After all, you see the target warp off and know the approximate exit location.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Lugh Crow-Slave
#14 - 2015-02-12 16:22:13 UTC
if your nav computer is jamed or upset you can't warp that is how points and scrams work now
Esmanpir
Raccoon's with LightSabers
#15 - 2015-02-12 20:26:05 UTC
FireFrenzy wrote:
I have to say this sounds interesting enough tactically that i can really see no reason for this not to be a thing...

When you're running away you can drop one of these behind you (make it big enough to be hard to fit in frigates??) to make chasing trickier, and if you drop these on the way TO a fight it'll be hard for people to reinforce properly, without people leaving ships behind on the edge of all of them to serve as warpins...

And they might even be usefull in some PVE contexts...


I think this might be a fun mechanic to play with in PvP. I'd like to see how players evolve this and use it outside of what we are thinking here...
FireFrenzy
Cynosural Samurai
#16 - 2015-02-12 21:06:38 UTC
I mean pve wise it'd be usefull in wormhole sites or something, sit there with your fancy capitals and go "TROLOLOLOL" and then hotdrop anyone who wants to mess with you
Ix Method
Doomheim
#17 - 2015-02-12 22:14:40 UTC
FireFrenzy wrote:
I have to say this sounds interesting enough tactically that i can really see no reason for this not to be a thing...

When you're running away you can drop one of these behind you (make it big enough to be hard to fit in frigates??) to make chasing trickier, and if you drop these on the way TO a fight it'll be hard for people to reinforce properly, without people leaving ships behind on the edge of all of them to serve as warpins...

Sounds fun in theory but wouldn't these things be dropped ******* everywhere?

Travelling at the speed of love.

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#18 - 2015-02-12 22:45:54 UTC
Interestingly enough, I see this primarily as a defensive module. You're sitting in a belt or a mission doing your thing, hostile shows up on D-scan, you warp off and conveniently land at a non-warpable location, a safe spot, with no effort expended beyond deploying this new gizmo. Every time you did this, you'd land at a different spot, so even if the hostile probed you down once, they wouldn't have your location the next time you used it.

That's pretty powerful.

Some thoughts:

1. There would have to be some constraints on how far off of a celestial the effect would divert you. Otherwise, folks could use them (along with a lot of patience) to make safe spots beyond the outermost planet of a solar system that aren't D-scannable from any celestials ("deep safes"). CCP has taken efforts to crack down on this ability in the past. (Not a reason to oppose it, just a limitation.)

2. Given the limits on existing "Mobile XXX" modules, I doubt that CCP would allow this to be anchored so close to a gate, station or POS. This means that either the area of effect would have to be obscene in order to impact a gate or a station. Since CCP doesn't tend to like obscenely large AoE things, they'd have to either remain away from stations/gates, or be limited to nullsec like bubbles/bombs. (Again, not an opposition, just a limitation.)


Interesting idea. +1

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Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#19 - 2015-02-13 02:28:34 UTC
-1, sorry :)

I almost made a +1, but I had to think about the implications of this for a long time - and realized that unless it doesn't affect on-grid tac warps, this would make using tacticals to escape bubble camps useless (i.e., it's OP - you could completely close off a system with this).
Gremoxx
Wing Commanders
#20 - 2015-02-13 11:28:21 UTC  |  Edited by: Gremoxx
Murkar Omaristos wrote:
-1, sorry :)

I almost made a +1, but I had to think about the implications of this for a long time - and realized that unless it doesn't affect on-grid tac warps, this would make using tacticals to escape bubble camps useless (i.e., it's OP - you could completely close off a system with this).


It would not have any effect on tacticals around objects outside the field of effects, same if it was on gate and you jumped through you would not be effected.

Perhaps, it would be like... your in fleet, the fleet jumps through the gate, you see bubble, you de-cloak -> fleet is starbursted out of the bubble. Just some totally random effects that will make you think.. o´S#%&.

Or you could think of it like: Stepping on ice whilst wearing cowboy-boots Shocked.