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Player Features and Ideas Discussion

 
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New module. Nuke on destruction.

Author
Dan Carter Murray
#1 - 2011-12-22 19:28:54 UTC
I have no idea what to call the module, so I'll just describe it:


  1. fits in high, low, or mid (let the devs decide...i don't know enough about the game to figure out where it would ideally go).

  2. upon structure reaching 0, the module causes the ship to "self destruct" and does some area wide damage (can potentially destroy a BC.

  3. upon structure reaching 0, the module causes all cargo/modules/etc. to destruct and become unlootable/unsalvagable.


The reason why someone would equip this module is for transportation.

The damage would cause all players/npcs (friend or foe) to take damage.

This would (possibly) force people to scan ships prior to indiscriminately blowing everything up that jumps through the gate. (rather than activating all modules and waiting to click on someone).

This would potentially cause a lowered sec status.

This module would not be triggered if killed by an NPC or sentry gun.


I'm sure 99.5% of everyone will say this is "carebear" or whatever it's called. It's just an idea. The other idea of course is to remove warp core stabs, cloaks, and make all locking instant w/o modules...oh and a 60 second align for all ships after jump...and all jumps are to 15km (that's what the people who call everyone "carebear" want anyway).

so now that the sarcasm is out of the way, "security" module?

http://mfi.re/?j7ldoco 50GB free space @ MediaFire.com

Pidgeon Saissore
Tyrant's
#2 - 2011-12-22 19:47:46 UTC
Theres no way that it would be automatically alowed to activate on the destruction of the ship. It would have to be something manually activated and then have a delay before it does. I would however like to see a ramming module, perhaps industrial only, that destroys the ship owners ship and does enough damage to destroy a battleship that isn't well tanked.
Petrus Blackshell
Rifterlings
#3 - 2011-12-22 19:58:43 UTC
This actually doesn't sound like too bad an idea. Make it an active module fit to a high slot (there are no damage-dealing mods for mids or lows). If activating it in hisec or lowsec, it should pop up the GCC warning. It slows you down enormously, similar to how a hictor slows when it bubbles up. When you reach 0 structure, there is a "smartbomb" effect along with your explosion. The damage could depend on your ship's mass or other such things.

The skill it would be linked to could lessen the chance of mods/cargo dropping by 10% per level, to a max of 100% chance of mod/cargo exploding with you.

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

Ingvar Angst
Nasty Pope Holding Corp
#4 - 2011-12-22 20:03:31 UTC
Of course, this wouldn't be allowed in High sec.

Imagine the carnage at Jita if it were...

Six months in the hole... it changes a man.

Petrus Blackshell
Rifterlings
#5 - 2011-12-22 20:09:42 UTC
Ingvar Angst wrote:
Of course, this wouldn't be allowed in High sec.

Imagine the carnage at Jita if it were...


True, stations could jam this stuff or something. But this would be great to have on gates against suicide gankers. Being yellow boxed? Hammer that mod and get it active, maybe kill the people shooting you. Feel uneasy about it because of how much sec status you'd lose by exploding on the Perimeter gate? Use an alternate route.

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

Petrus Blackshell
Rifterlings
#6 - 2011-12-22 20:13:15 UTC
Hm, this could be abused for "uber-bomb hauler blob". Warp in a bunch of haulers equipped with these mods, and sporting nanos and prop mods. Swarm the target, then get a dedicated blue to blow up one of them. That blows all the others up in an orgy of awesome explosions, fire, and death. Rinse and repeat.

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

Dan Carter Murray
#7 - 2011-12-22 20:19:44 UTC
Ah I didn't think of a "smartbomb" term. What about if a player activates it and upon 0 structure it does a smartbomb effect (20km radius or something) with some damage formula such as (constant x overkill damage). i don't know how to explain overkill damage, but basically if you have 10 hp of structure left and you are hit for 1000 then you have 900 overkill damage. whatever the constant is (1, 10, 1k, 100k, whatever) that is what the constant multiplier is to the overkill damage.

This might not work though. I don't know. I guess the multiplier would have to be large enough to take down ships of large sizes.

Regarding the jita comment: as per one of the previous responders, it would have to be manually activated.

Also, I like the idea of a skill that trains to lessen the chance of mods/cargo dropping by 10% per level (i guess 20% though right? because 5 levels per skill? unless there are 2 skills like many of the skills).

Anyway, sorry that I don't know how to quote multiple people in the same response.

I like the ideas though because I don't know the mechanics of this game well enough, and other people have better insight.

http://mfi.re/?j7ldoco 50GB free space @ MediaFire.com

Feligast
Brutor Tribe
Minmatar Republic
#8 - 2011-12-22 20:21:12 UTC
So, not only do you want the benefits of self-destructing without having to go through the timer, you want an area of effect bomb on top of that?

The only way this could work is if it required 1000CPU/3000PG or more, as a high slot.
GavinCapacitor
CaeIum Incognitum
#9 - 2011-12-22 20:21:18 UTC
Dan Carter Murray wrote:
\let the devs decide...i don't know enough about the game to figure out


This was the only correct part of your post, so lets let the devs decide.....
*ding*
The results are in and, YES! this isn't in the game because it is stupid! Congratulations to those developers, good job!
Dan Carter Murray
#10 - 2011-12-22 20:24:03 UTC
Petrus Blackshell wrote:
Hm, this could be abused for "uber-bomb hauler blob". Warp in a bunch of haulers equipped with these mods, and sporting nanos and prop mods. Swarm the target, then get a dedicated blue to blow up one of them. That blows all the others up in an orgy of awesome explosions, fire, and death. Rinse and repeat.


I like that. It's a functional gate camp breaker.

Fleet Commander: "Okay guys activate all modules and target whoever comes jumps next"
Private: "But sir I heard industrials are com..."
Fleet Commander: "Damnit private! If I wanted your opinion I'd ask for it!"
*5 industrials come through the gate*
Fleet Commander: "OPEN FIRE!!!!!!!...WAIT STO..."
*5 industrials go out in a blaze of glory taking out 15 billion worth of ships*
Private: "I warped off sir. How'd it go?"

http://mfi.re/?j7ldoco 50GB free space @ MediaFire.com

Dan Carter Murray
#11 - 2011-12-22 20:25:18 UTC
GavinCapacitor wrote:
Dan Carter Murray wrote:
\let the devs decide...i don't know enough about the game to figure out


This was the only correct part of your post, so lets let the devs decide.....
*ding*
The results are in and, YES! this isn't in the game because it is stupid! Congratulations to those developers, good job!


I like these kind of responses. Developers for nearly every MMO in existence get new ideas from their customers.

http://mfi.re/?j7ldoco 50GB free space @ MediaFire.com

Dan Carter Murray
#12 - 2011-12-22 20:30:00 UTC
Feligast wrote:
So, not only do you want the benefits of self-destructing without having to go through the timer, you want an area of effect bomb on top of that?

The only way this could work is if it required 1000CPU/3000PG or more, as a high slot.


don't some ships like hound (stealth bomber) have a special ability like -99.99% CPU to cloaking devices.

maybe certain industrial ships can have a similar ability?

by ability i guess i mean fitting ability. I don't know what the official term is.

http://mfi.re/?j7ldoco 50GB free space @ MediaFire.com

Petrus Blackshell
Rifterlings
#13 - 2011-12-22 20:30:33 UTC
I'm all for making both carebears and PvPers use their heads more when flying.

However, my concern about the "uber-bomb" thing wouldn't be that people in a gatecamp would fire at it and they'd get owned because they didn't think before they fired. The concern is that there are 10 haulers and say, a Thrasher. A "fuse" ship, so to speak. When the fleet gets in range of a target, the Thrasher opens fire on its allied haulers, causing all of them to go up in a massive fireball. That's hardly counterable by anyone unfortunate enough to stand around. These bombs would need to be rather low damage to keep it balanced.

This could also be a "derp" for suicide gankers -- their killboards will fill up with more red of industrials being on their CONCORD lossmails because of this module.

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

Dan Carter Murray
#14 - 2011-12-22 20:36:53 UTC
Petrus Blackshell wrote:
I'm all for making both carebears and PvPers use their heads more when flying.

However, my concern about the "uber-bomb" thing wouldn't be that people in a gatecamp would fire at it and they'd get owned because they didn't think before they fired. The concern is that there are 10 haulers and say, a Thrasher. A "fuse" ship, so to speak. When the fleet gets in range of a target, the Thrasher opens fire on its allied haulers, causing all of them to go up in a massive fireball. That's hardly counterable by anyone unfortunate enough to stand around. These bombs would need to be rather low damage to keep it balanced.

This could also be a "derp" for suicide gankers -- their killboards will fill up with more red of industrials being on their CONCORD lossmails because of this module.


Well sniper ships could easily take these out.

I suppose a scenario would be that gatecampers see the industrial ship. they back off (move away with MWD or w/e). and have their sniper ships take it out. I've seen people snipe at BCs on gates before. Since it takes industrial ships longer to align and get to warp than a shuttle, taking them out wouldn't be an issue. Of course, this puts them out of warp disruptor/scrambler range, but that's the point.

http://mfi.re/?j7ldoco 50GB free space @ MediaFire.com