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Player Features and Ideas Discussion

 
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Stealth gameplay and the new Sov mechanics

First post
Author
Scorpionstrike
Federal Defense Union
Gallente Federation
#1 - 2015-04-23 13:34:15 UTC
With the changes in Sov mechanics soon, it would be good to have deploy-able structures like the Siphon units that helps with system control for your side.
Madd Adda
#2 - 2015-04-23 18:13:26 UTC
how does this idea and stealth game play intersect?

Carebear extraordinaire

Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#3 - 2015-04-23 18:22:01 UTC
Stealth and nullsec are slightly at odds; local and intel channels make covert ops outside of black ops drops pointless.

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Scorpionstrike
Federal Defense Union
Gallente Federation
#4 - 2015-04-24 01:25:45 UTC
Chance Ravinne wrote:
Stealth and nullsec are slightly at odds; local and intel channels make covert ops outside of black ops drops pointless.


The idea is to deploy a unit such as a siphon unit on system capture hubs that have an incremental effect on system capture for the alliance you are in.
Scorpionstrike
Federal Defense Union
Gallente Federation
#5 - 2015-04-24 01:30:49 UTC
Also i might add that is because there is a lack of game mechanics that make it worthwhile, since your csm you may want to write that down.
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2015-04-24 02:01:15 UTC
Scorpionstrike wrote:
Chance Ravinne wrote:
Stealth and nullsec are slightly at odds; local and intel channels make covert ops outside of black ops drops pointless.


The idea is to deploy a unit such as a siphon unit on system capture hubs that have an incremental effect on system capture for the alliance you are in.



Meaning what, it messes up the timers?
Scorpionstrike
Federal Defense Union
Gallente Federation
#7 - 2015-04-24 02:03:54 UTC
Danika Princip wrote:
Scorpionstrike wrote:
Chance Ravinne wrote:
Stealth and nullsec are slightly at odds; local and intel channels make covert ops outside of black ops drops pointless.


The idea is to deploy a unit such as a siphon unit on system capture hubs that have an incremental effect on system capture for the alliance you are in.



Meaning what, it messes up the timers?


It adds value to capture control for your side.
Rawketsled
Generic Corp Name
#8 - 2015-04-24 03:37:52 UTC
Then everyone will just dump hundreds of these in systems to artificially elevate the point count.
Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2015-04-24 10:42:50 UTC
Scorpionstrike wrote:
Danika Princip wrote:
Scorpionstrike wrote:
Chance Ravinne wrote:
Stealth and nullsec are slightly at odds; local and intel channels make covert ops outside of black ops drops pointless.


The idea is to deploy a unit such as a siphon unit on system capture hubs that have an incremental effect on system capture for the alliance you are in.



Meaning what, it messes up the timers?


It adds value to capture control for your side.



How many do you have to add to equal one entosis point thingy captured?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#10 - 2015-04-24 10:53:50 UTC
I like the idea of being able to hack hubd etc to add a number of entosis points to 'soften up' target systems. A failed hack would trigger an alert and there would be a hard limit on entosis points gaind from hacking of say 50% maximum.
Frostys Virpio
State War Academy
Caldari State
#11 - 2015-04-24 12:40:30 UTC
Corraidhin Farsaidh wrote:
I like the idea of being able to hack hubd etc to add a number of entosis points to 'soften up' target systems. A failed hack would trigger an alert and there would be a hard limit on entosis points gaind from hacking of say 50% maximum.


No. If you want to take a system, you have to commit to it and have ships on the grid. That's the whole damn point of the entosis design. If you can't fight the other side, you don't deserve to **** up or take their territory.
Scorpionstrike
Federal Defense Union
Gallente Federation
#12 - 2015-05-02 13:49:35 UTC
Rawketsled wrote:
Then everyone will just dump hundreds of these in systems to artificially elevate the point count.


nope, there can only be one at a time and you have to shoot it before you can put one for your own side, there should be more then just firepower to win for your side, and no i don't mean to say a deploy-able should win wars.
Kazaheid Zaknafein
Zaknafein Tactical Reconnaissance
#13 - 2015-05-02 15:14:09 UTC
If these are a thing they need to do other tactical things, like screwing with local while its alive. Rather than messing with the entosis timers; they need to have a variety of them and only one can be anchored in the system at once.


Having them not show up on overviews and needing to be scanned down would be a nice touch, to destroy them, they should not have a reinforcement just a large amount of health with 25% universal resists.