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Stealth Upgrades In New Eden!

Author
Skorn Blacksword
Pator Tech School
Minmatar Republic
#1 - 2015-02-26 09:25:47 UTC  |  Edited by: Skorn Blacksword
Hello everyone, for those of you who hadn't read any of my other posts let me fill you in. I enjoy making **** up. Today I would like to discuss stealth features I would love to see implemented into the game and I hope you all agree. Regardless I do appreciate constructive criticism and value others opinions. My opinion is that my ideas are great and would be great additions to the game.

The idea here is to introduce different types of stealth ships, modules and ways to kill the players who use them. These ideas include Stealth Snipers, Stealth Assaults, A stealth-hunting ship,

I'll start off with.... Why are there no stealth npc's and pirates? This would introduce a fun flavor of ambush at your local asteroid belt or catch you with your pants down during a hacking job.

OK, so lets talk about different styles of stealth ships:

Stealth Assaults.

A stealth assault is like an A10-Warthog in the fact its a big gun with a ship built around it. By this I mean to say The gun comes with the ship. Its part of the ship and can't be removed but its power and cpu are also compensated for. This makes a stealth assault ship a specialized role. Having a few extra fitting slots allows for some personalization. This type of ship has a little bit more tank than a bomber. In addition the extra high slots allow for backup weapons if the strafe don't go well, and you need to finish the job. The main ship weapon system is a very short range assault cannon that can deal a decent amount of damage in a very short time. However it has its drawbacks, It quickly expends all of its ammo and reaches dangerous temperatures. This means it has a cool down period and then a reload timer. The assault cannon is a very short range weapon, and can only fire directly forward. This means orbiting won't work, a strafing run is required to effectively use it. This explanation is part of why I think it would be a fun ship to fly. You would basically need to judge when to uncloak, have time to target, then fully expend your ammo. Judging wrong and you miss out of the full dps of the weapon, or do no dps if you judge poorly. After you expend you ammo its not over, you either ram the ship making it difficult to cloak back up, or you divert and pass the ship. If you divert and pass the ship you might get away cloaked assuming you didn't get targeted. This is a high skill , high risk ship but it can be fun and rewarding if done well. Certainly not a solo type of ship, Best if used in small fleets, or weaving in and out of a larger fleet battle where your darting attacks and skillful navigation leave you otherwise ignored.


Stealth Sniper

Again this is a small ship with a big gun. But don't think the long range and stealth attack are going to save you. You have to be immobile for starters and then target your intended victim. In game this would look like uncloak/lock then you depress your fire button. This weapon again only shoots directly forward, so once you depress your fire button the ship aligns to its target (still immobile) and calibrates the ballistic solution. Finally it fires at the ((end)) of its weapon cycle timer. So yes you basically sat on grid with your target for like 15 seconds (skill / fittings reduce). Then you take a pot shot and either remain in a fleet supportive position or flee for your life! This calibration and fire time can be aborted if you need to flee, but otherwise your immobile. And by immobile I mean just turning in place to align to the target . Because the ship can only turn so fast while calibrating it is possible for very fast ship orbiting at 30km to have a perpetual calibration time and result in an aborted strike. Furthermore the weapon has a minimum range, It simply can't handle moving objects that are to close.

Again I thank you for reading my idea, please be positive in your likely harsh criticism :) I remind you there is a stealth hunting ship coming up later. I can feel all the stealth haters typing.
Skorn Blacksword
Pator Tech School
Minmatar Republic
#2 - 2015-02-26 09:42:48 UTC  |  Edited by: Skorn Blacksword
So lets move on to the anti-stealth modules. There are two and they can be used separately or together. Each doing something completely different.

The first is a stealth detection Suit (sweet) duh!
Basically space has predictable background noise, a stealth ship hides all its presence by either mimicking the back ground noise or nullifying reflected or produced emissions. Knowing this you can judge weather the ambient noise is too much or two little. The Stealth detection suit is just a gauge of normal. It can tell you that there is a little deviation or a large deviation. Skill at using the mod is not trained in a skill book. the player needs to judge what the dial mean. Furthermore the dial goes Zerk when in a system with a pulsar or when on grid with a wormhole. This unfortunately renders the suit useless. It works like this, You undock from a station, and now you have a new dial above your mods button. The indicator will act differently when other ships or objects are close by. You need to consider that when deciding if its detecting a stealth ship. Also it detects you if your cloaked, and it detects your friends who may be cloaked. So to use this mod you need to be away from objects, ships and friendly cloaked ship. I'm not saying you have to be solo, but If your registering a 2 on the dial when your 30km from your fleet then you need to stay 30 from your fleet while your detecting. If the dial suddenly goes up to 6 0r 7, well you have to consider what the increase might mean. Is it 5 cloaked stealth bombers at 100km or is there a smart bombing battle ship cloaked next to me on this gate? Yes sadly it only detects the presence of a cloaky within 100km. The dial will increase if you approach the cloaked ship, but this game of hot or cold can take a long time. Best to get the fleet moving when you suspect that you have been scouted.

down side. This is extremely sensitive equipment and any attempts to jam your ship while this is equipped leave you absolutely vulnerable to being jammed. But at least you knew he was there!

The second module is like d-scan.
Its called a gamma burst detector array

Basically you shine your flash light in the dark and if something lights up well there it is. This is a forward facing detector, you fly around in circles till the indicator dial increases, this means the cloaky is ahead of you someplace within 100km. Again it only says that is that direction, it doesn't actually uncloak the ship or anything. Down side Again. This is extremely sensitive equipment and any attempts to jam your ship while this is equipped leave you absolutely vulnerable to being jammed. But at least you knew he was there!

So now you can see that the 2 systems can function separately, one to detect if there is something is about and how close it might be, and the other to determine the direction to it.

Now for the new ship (stealth hunter)

I would like to think of it as the Van Helsing
A hunter for the things in the dark.

This would be a sisters of eve ship (for story line purposes) that has 2 advanced Pod Launchers. The pod launchers are basically variants of the bomb launcher. Yet they don't shoot bombs, but can be fitted anyplace a bomb launcher can. This Helsing can fit 2 at once. What makes these special is the 2 types of ammo they can be loaded with. The first is a cluster of micro smart bombs. These disperse over a large area doing very little damage. Although they can hit a fleet of ships the damage is very low. Better for hitting and uncloaking a stealth ship. When used with the two new mods you can determine a ship is present and then its direction. Having some idea of the range and direction is what makes the cluster bomb an effective stealth hunter. The down side is that the cluster bomb salvo uses a lot of cap. If you fitting skills are not so good, then you probably won't be able to warp off or cloak or activate mods afterwards. With better skills and some cap batteries or a cap charger, well then you probably can. However, not if you fire both salvo's at once for sure. So the cluster bomb shoots out to about 20km and that star bursts in to a large field of smart bombs. Its not a total saturation of the area, so with some luck you can do a little damage to any cloakies out in the 10km diameter field of effect. If you damage it, it uncloaks!
The pod launcher also can be loaded with a 2nd kind of ammo, quad of torps (4 torps bundled to fit snugly inside the pod launcher) You can pick and choose wither you want two of the same ammo types or just one of each. The quad of torps is a large alpha strike. Obviously 2 pods with this ammo would be 8 torps. Perhaps it should be a rocket pod... Both are attractive ideas with vastly differnt pro's and con's. Regardless the pod launch dps is not even close to the destruction of a stealth bomb, but its a decent alpha strike for a small cloaky ship. In addition the rocket or torp bundle would be usable in highsec (laws permitting). Since the pod launcher can replace a normal bomb launcher, ships like the hound can can also equip one with the same fitting requirements. A good first volley without concord jumping all over you would be nice :)

The reload timer makes it so you get your alpha strike and then cloak and run like usual for the bomber. If the capsoleer says on field to finish the target off with his secondary weapons, the reload timer should be long enough to eliminate multiple launches per engagement. With the cluster bomb, that likely will not be allowed in hisec . It would also be useless at close ranges.

Please keep in mind that hisec gankers don't usually fly 50-60mill isk ships. The helsing would likely cost much more and thus would make a terrible gank ship ( as It should ) Fun Fun, hunt me some solo bomber scouts! or better yet form a group and hunters and listen to all the stealth bomber pilots grief!
Daisani Hakaari
Mrs Wong's Laundry Services.
#3 - 2015-02-26 13:35:42 UTC
This is a very well thought out post/s, and I think this is an overall great idea to further the lore and diversity of the game.

I hope more people read this objectively, and look at the overall usefulness of what these new ships can bring to the battlefield.
Shayonaer
Et Suges Asinum
#4 - 2015-02-26 23:24:31 UTC
It's a long read but it's a few really nice ideas, might get more feedback if you broke them down to multiple posts
Roshamal
Heart and Mind
#5 - 2015-02-26 23:26:44 UTC
Shocked It all sounds good to me but I am a new to Eve. I am currently training for cloaked freighters so I'm not sure how good it would be for my future. But as stated before this is well thought out. We will see where CCP goes with it if anywhere. It reminds me of the radar used by the police and the radar detector used by speeders. Who beeps first and is there a radar detector detector option? Just a thought.
Terr Raform
Aliastra
Gallente Federation
#6 - 2015-02-26 23:35:13 UTC
I like the idea of the Assault Stealth ship. With one exception. I think that the assault cannon should do a percentage rather than a flat damage output. That way it would not be abused as a next-gen noob destroyer. Because with flat damage it's either going to be able to destroy most smaller (new pilot) ships, or it simply won't do enough damage to anything larger to be considered worthwhile.

As for your ideas on stealth detection I like it. It reminds me a bit of dscan and how it's just something you have to know how to use rather than train for. I believe that the use on stealth detection modules should be limited so not everybody is going to have one. Perhaps make it take up a good chunk of cpu or power.

And finally the stealth snipers. I like the idea and it sounds good. But it also strikes me as one of those things that would have to be extensively tested and tweaked to make sure it would not be too over/underpowered as I could easily see it going in that direction.
Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2015-02-26 23:36:04 UTC
Two borderline useless ships (Seriously, you attack anything other than, maybe, an AFK ratting carrier in them and you're dead), and an even worse pair of modules?

Must be Thursday.
Nevyn Auscent
Broke Sauce
#8 - 2015-02-26 23:47:52 UTC
Learn EVE mechanics. Stationary ships have no facings for a start. Also Frigates with BS sized weapons already exist.
Try again next time.
Zan Shiro
Doomheim
#9 - 2015-02-26 23:58:35 UTC  |  Edited by: Zan Shiro
Danika Princip wrote:
Must be Thursday.



isn't every day a cloak finding/breaking thread of some kind....he snuck that in there too. He just gave lots of other bad ideas to hide it.
Skorn Blacksword
Pator Tech School
Minmatar Republic
#10 - 2015-02-27 00:27:09 UTC  |  Edited by: Skorn Blacksword
Terr Raform wrote:

And finally the stealth snipers. I like the idea and it sounds good. But it also strikes me as one of those things that would have to be extensively tested and tweaked to make sure it would not be too over/underpowered .


I agree totally. Trying to jump a hisec station camp might work once, but only unlikely twice. Being visible for a period of time before you volley is a good balance i think.

As for the rest of you guys, thank you for you criticism. Yes there are a lot of issues and views with cloaking. But if your following the game lore you starting to see more cloak tech introduced into the game. Stealth stations? etc...

I joined eve and was pushed into stealth bombers with no supporting skills. I was so disappointed with the role that I quit for over 2 years. What I posted above is more in line of what I would have hoped to find. There is room for improvements and more skill (not skill book) styles of play. The ship ideas i proposed are ships that you have to dedicate yourself into learning and how to utilize their capabilities, not ships you just go skill level 5 and getting easy ganks on newbs. The hisec ganking obviously happens regardless of what new or old ships are available, but more often with inexpensive ships. I would hope these new ships are more than 10c isk per dozen.
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2015-02-27 00:45:12 UTC
But you literally cannot use these to fight anyone even remotely paying attention.

The gunship will be burning directly at a hostile, with zero transversal, and the tank of a bomber. That's going to get one or two volleyed by any random support ship that happens to look in it's general direction. It is going to be wore than useless in a fleet, or even a small gang engagement. The only thing you're going to get a gun run in on is an AFK ratting carrier, and even then I wouldn't give you odds on getting out alive. You're certainly not going to kill anything with it.

The second one is never, ever going to get a shot off. A battleship with no sebo can lock it in under 15s, so anything else on the grid is going to blap it well before it can fire a shot. Especially if it's stationary.
Skorn Blacksword
Pator Tech School
Minmatar Republic
#12 - 2015-02-27 01:42:36 UTC
Danika Princip wrote:
But you literally cannot use these to fight anyone even remotely paying attention.

The gunship will be burning directly at a hostile, with zero transversal, and the tank of a bomber. That's going to get one or two volleyed by any random support ship that happens to look in it's general direction. It is going to be wore than useless in a fleet, or even a small gang engagement. The only thing you're going to get a gun run in on is an AFK ratting carrier, and even then I wouldn't give you odds on getting out alive. You're certainly not going to kill anything with it.

The second one is never, ever going to get a shot off. A battleship with no sebo can lock it in under 15s, so anything else on the grid is going to blap it well before it can fire a shot. Especially if it's stationary.




The tank of the assult and the delay of the sniper are balancing issues. I considered adding weakness into the designs and use of the ships. Honestly you could just make a longer range weapon and a short range weapon for a stealth bomber and call them snipers and assault. That's no fun! I don't want one ship that does everything half ass, I want a ship that does its job and requires more than a skill book level to do it well. There is the obvious uslessness side of the spectrum and the over power side. I'm no wizz on balancing but it could be done effectivly. And if its done well these ships can be fun and yet not op. I'm not trying to introduce a game breaker, I'm trying to introduce variety, flavor and style. Its what I would have hoped to find. The game is going to evolve weather we want it to or not, but this is just my vision of what I would like to see in the next few years.
Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#13 - 2015-02-27 01:46:59 UTC
Can we have a TL;DR version >_>

This is the very definition of the phrase "wall of text"
Zepheros Naeonis
TinklePee
#14 - 2015-02-27 06:22:06 UTC  |  Edited by: Zepheros Naeonis
Skorn Blacksword wrote:
Please keep in mind that hisec gankers don't usually fly 50-60mill isk ships.


lol @ this. talos/nado ganks on killboards all day

edit: To be more on topic, your ideas are solid, but definitely need some fine tuning to be justifiable. Stealth detection equipment, I think, will eventually find its way into EVE. The only crazy idea I see is the stealth hunter ship. It really wouldn't make sense and I would honestly use it to gank . 8 torpedoes at once is nothing to sneeze at. A good SB can already alpha for 5k+. 8? Dear lord.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#15 - 2015-02-27 07:24:50 UTC
The gunship is already in game, it's called a Stealth Bomber with a Bomb Launcher.

The sniper idea is stupid. The game mechanics don't support it, and a stationary ship is a dead ship. Even a cloaked one.

For the cloaking detection ideas, there are better ideas already posted in the AFK Cloaking sticky thread.

To be honest, it looks like it was posted by someone who's enthusiastic about EVE but really doesn't know much about the game yet. I'll chalk this up as a well-intentioned but overall useless post.
ShahFluffers
Ice Fire Warriors
#16 - 2015-02-27 07:32:52 UTC
Nevyn Auscent wrote:
Learn EVE mechanics. Stationary ships have no facings for a start.

Quoting because this needs to be emphasized.


The server does not see your ship as a ship... it is a sphere (whose size/"colliding box" is based on your signature radius).
Until you have a trajectory (i.e. you are moving) that sphere does not have a "front."

This makes it impossible with current game mechanics to shoot "only straight" because there is always a massive variance in flight trajectory between any two ships (even at close range)... unless both ships are exactly aligned towards the same thing and basically on top of each other.

NOTE: this is the core physics engine of the game you are touching on. Changing it means changing EVERYTHING regarding space flight and weapons mechanics.
You might as well start making a new game at that point.
Helios Panala
#17 - 2015-02-27 12:04:36 UTC
Skorn Blacksword wrote:
Stealth Assaults.

A stealth assault is...


..a Wolf that can use cov-ops!
Skorn Blacksword
Pator Tech School
Minmatar Republic
#18 - 2015-02-27 15:36:13 UTC
Murkar Omaristos wrote:
Can we have a TL;DR version >_>

This is the very definition of the phrase "wall of text"



It is no doubt :)

Thanks for reading it~

Thank you all for your constructive criticism.

As for the game engine details. Yes I did not know this as your post clearly outlines the specific issues with my idea's. But now I understand and agree that it would be a problematic feature to add into the game. Although the game engine has been modified before? Perhaps the idea's could be implemented in part, sort of a compromise from my original idea. The basic idea was for a long range stealth and a short range stealth. The facing ideas were for flavor and play style but I suppose that can be achieved in other ways that I have not considered.

Skorn Blacksword
Pator Tech School
Minmatar Republic
#19 - 2015-02-28 11:11:39 UTC  |  Edited by: Skorn Blacksword
Just a fyi for all of you that fear stealth bomber ganks: https://zkillboard.com/kill/44918058/

I don't think anything good can be said about bombs and stealth bombers from this post. Its obvious that there is something wrong with a 5k bomb vs a ship with no resists (vs its weakest resist) doing only 609 damage. So basically stealth bombers are a joke. Their main purpose is for scouting.

So yes after joining a stealth bomber corp, this is the type of effect I saw with the stealth bombers. Eventually my disappointment with my career path was the reason I quit the game for 2 years. Yet at the same time everyone talks about them like there something terrible. The real impact on their ineffectiveness was when I participated in a fleet of 10 stealth bombers, we launched out bombs in 2 waves vs a destroyer. I don't recall the details but no there was no kill mail.

So in my opinion there can be improvements to stealth style ships. If you say the silly words "sounds like a ganking ship to me" then you need to realize that gankers are real. They do as they do regardless of weather an idea for a new ship is introduced or not. Its just not logical reasoning to discredit a ship solely on the idea It might be a useful tool for gankers .

Would my ship ideas be better if they were black ops? Hard to train into, more expensive and less likely to be popular for gankers?

How about my ideas for rocket pods or torpedo pods as an alternate launch instead of bombs? 8 torpedo's still isn't a terrifying damage but would open up hisec for some aggression on flashies. Please add your 2 isk. I appreciate your perspectives and I would like to keep the conversation going.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#20 - 2015-02-28 19:33:36 UTC
Skorn Blacksword wrote:
The real impact on their ineffectiveness was when I participated in a fleet of 10 stealth bombers, we launched out bombs in 2 waves vs a destroyer. I don't recall the details but no there was no kill mail.


That was YOU that was being inneffective. Bombs are made for large targets. 10 SBs, all with 1 target painter, should 1 shot a destroyer with a single salvo of torpedoes. Possibly 2 shot, if noone has precision torps available. The problem is that you didn't make adjustments to your tactics based on your target type. The bombers themselves are just fine. Stop asking for new features/buffs just because you don't know enough about the game to make the existing mechanics work.