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Point Defense System

Author
baltec1
Bat Country
Pandemic Horde
#21 - 2015-02-22 14:43:47 UTC
Kiandoshia wrote:
Undo warp speed changes

Suddenly battleships are a thing.


We take carriers and dreads via gates, speed aint the problem.
Dangeresque Too
Pistols for Pandas
#22 - 2015-02-22 15:15:33 UTC
Plain and simple they need to fix defender missiles, no need to add a new thing to the game when one that could do the same job already exists in the game but is very poorly implemented.

I wonder what the utilization numbers for defender missiles even are these days?
FireFrenzy
Cynosural Samurai
#23 - 2015-02-22 15:16:59 UTC
Baltec, you know i like you and you often have good ideas... But the goon party line isnt the only side of things...

I recall hearing lazaruys telraven say on some podcast that partially the reasons battleships dont work is that they are just standup murder matches... Line up two fleets and start volleying **** off grid, which is a bloody business and alot less interesting then the current zipping about stuff with ishtars and railgus...

Now i might be misremembering but thats what i recall...

THAT SAID, I'd much rather see a battleship being the default ship of the line and t2/t3 cruisers being a rapid response force or for raiding behind enemy lines type deal...
Zimmer Jones
Aliastra
Gallente Federation
#24 - 2015-02-22 15:50:04 UTC
Along with the heavy handed anti bomb defender missile rework I mentioned previously, a shotgun style smartbomb with a cone effect would work for missiles,but with bombing style attributes,that is it is a forward facing only weapon. A very short falloff, low damage and long cycle time would reduce the incoming missile dps, say 20 km range, 4-5 km falloff( or less).

Low damage so it is not used as a pipe bomb style weapon, less damage to friendlies, and little use against bombs, etc. It is really only to be used for missiles and approaching heavy drones, Light and mediums too, but they are fast enough that the timing would be luck of the draw.
Its hardly point defense, but a projected one,and requiring the ship mounting it to fly into the oncoming missiles. For the missile boats, tricky split groupings would/could fake out the ship because of the long cycle time.

For an additional handicap, it would be a BS class weapon, so t3 bc's could still mount them. Lost DPS as a trade for a very specific defense. If drone boats need a handicap because of all the utility high slots, it could nerf bandwith if mounted.

On the whole there should be many drawbacks to using these defensive "weapons" such that it is less useful for solo fighting, and more for medium to large fleet combats.

There were waaaay too many lines to fit this into the bad idea thread.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

DrysonBennington
Eagle's Talon's
#25 - 2015-02-22 19:47:58 UTC
Hakan MacTrew wrote:
Just make bombs targetable and bring along a bunch of 250mm Arty thrashers wth different ammo types loaded.


Way to set up your next salvage venture using your alt.
DrysonBennington
Eagle's Talon's
#26 - 2015-02-22 20:16:29 UTC
Kestral Anneto wrote:
Ok, so as a further to the idea that i had in the thread i started earlier today ragarding Battleships and there current uselessness in PVP.
so, throw my idea into the cauldron thats probably already been suggested.

Point Defense Module:-

High Slot
Battleship only
When active has a movement penalty of 40%.
Base chance of 50% to destroy any incoming bomb, when destroyed, bomb will still detonate but have 50% reduced blast radius.
can be loaded with scripts to either increase % chance of destruction, or further reduce blast raduis.

Given the power projection changes, lets give battleships a reason to exist in the game outside of PVE, they are the biggest sub cap, and should be the most powerful.



I would suggest a CIWS Module similar to the Bastion Module. When the CIWS is fit to a CIWS Battleship it allows that Battleship to fit CIWS related turrets designed to actively lock onto any small combat drone, bomb, missile (each class of missile would have its own script), torpedo or frigate. Depending upon what the captain of the CIWS BS is trying to keep from penetrating the fleet would determine which script, small combat drone, bomb, missile, torpedo or frigate would be scripted to the CIWS Module.

A standard model hull design such as the Hyperion would be used where the bonuses for the normal hull would be stripped and bonuses for each script applied to the hull...nah we need new ship hull designs.

For example the Hyperion would receive a bonus of 2% tracking speed for Anti-torpedo CIWS turrets fit per level.

All CIWS BS would have bonuses for small combat drone and frigate (piloted)

Base line hull CIWS Module bonuses:

Small Combat Drone Tracking Speed Bonus : 15%
Frigate Tracking Speed Bonus : 10%

Other bonuses would include:

Targeting Speed, Targeting Range, Optimal Range, Weapon Ammunition Reload, Rate of Fire, Signature Analysis (number of locked targets)

All of the bonuses would be controlled from the CIWS Module itself where bonuses from the ship design would increase the bonuses the of the CIWS module fit.

Once the CIWS Module had been fit it would not be able to be removed and would be destroyed the same as Rig would be when removed.

The CIWS BS would have the tank of the very best Battlecruiser in space for shield or armor.

I think that a CIWS ship is definitely needed and would in fact be a welcome site on the battlefield where large battles take place where large numbers of drones and frigates are deployed.







DrysonBennington
Eagle's Talon's
#27 - 2015-02-22 20:19:09 UTC  |  Edited by: DrysonBennington
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DrysonBennington
Eagle's Talon's
#28 - 2015-02-22 20:34:00 UTC
Maybe a Flak Module would be best. The Flak Module would tremendous damage against small objects such as drones and frigates but not much damage at all against larger ships.

Each Flak Module fit the Flak BS would rapidly (ever 5 to 10 seconds) three small charges that would explode at ranges depending upon their charge type or either 5,10,15,20,25 or 30km.

The base charge would each have a 250m damage radius for a total damage radius of 750m or a diameter of 1500, base damage would come in all types and would be 100 hit points for each charge in a group fired.

Chance of charges not holding a compact pattern, 65%. This means that one or all charges could fly off trajectory and explode someplace outside of the initial explosion radius, due in part to impacting small debris in space.

TII Charges would each have a 250m damage radius for a total damage radius of 750m or a diameter of 1500, base damage would come in all types and would be 125 hit points for each charge in a group fired.

Chance of charges not holding a compact pattern, 45%.

Officer Charges would each have a 300m damage radius for a total damage radius of 900m or a diameter of 1800, base damage would come in all types and would be 175 hit points for each charge in a group fired.

Chance of charges not holding a compact pattern, 15%

The Flak Module would produce similar effects that Smart Bombs do in High and Low Sector.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#29 - 2015-02-23 03:05:18 UTC
Petrified wrote:
Tusker Crazinski wrote:
Or how about they just make bombs and missiles lockable like drones?

I actually really like the idea of the this because the un-bonused small guns on hulls that are normally on E-war and utility ships that are fitted essentially to ***** mails and work as a heat sink are now viable point defense weapons.

I mean I keep some 250s or my hyena just to shoot drones, and apply lol DPS, I think MOAs doctrine Scimitar has One 280 scout for lack of anything else and for the aforementioned KM whoring / heat sinking.


Sig radius for missiles and bombs would be very small, by the time anything could lock the missile or bomb will have detonated. The exception would be long range lobbing of Citadel and Cruise Missiles. A PD module would work best by re-purposing something that is currently in the game from obscure and near uselessness to something useful.


actually no, missiles only go 4-5km/s. lets say lock time is somthing absurd like like seconds, that missile has only gone 40-50km and quite frankly there really isn't a reason missiles and bombs should have a large sig rad.
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