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Player Features and Ideas Discussion

 
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Quantum Anchors (defining interesting gameplay choices)

Author
Blastil
Aideron Robotics
#1 - 2016-07-25 16:31:32 UTC
OK, so preface, LOVE the new destroyers and their micro jump drive, both as an offensive and defensive option. That being said, I think that this mechanic can be iterated on in an interesting way:

It would be nice to have a module which could be activated whenever a pilot determines there's a risk to being jumped away from the fleet. the device begins to charge when its activated, and will reach full charge in about 8 seconds. When a ship has an activated anchor, it will be minimally displaced by the effect of a micro jump drive (IE instead of going 100km, it goes 20km)

Ideally the anchor should have a high cap use, similar to that of an MWD, to discourage it from being activated at all times. The game play mechanic this will then encourage is to have pilots engaging the quantum anchor when they feel threatened by a n MJD, but to be paying attention as to when it should be activated. This could also be effected by a 'cool down' similar to the MJD.

An additional idea is that as the anchor charges, it will increase in effectiveness, IE if you charged 4 seconds to half charge, your ship is displaced 75km instead of 100, and if you reach 6 seconds before the MJD fires then you are displaced 40km, and so on.

This module wouldn't be a hard counter to MJD strategies, but it would certainly add interesting fitting choices, and make the MDJ mechanic less predictable in a player choice driven way.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2016-07-25 17:16:28 UTC
...but there's already a module that blocks the mjd thing.

It's called a warp scrambler.
afk phone
Repo Industries
#3 - 2016-07-26 16:01:24 UTC
Danika Princip wrote:
...but there's already a module that blocks the mjd thing.

It's called a warp scrambler.



That requires a buddy. Eve is a solo game ShockedBig smile
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2016-07-26 17:28:32 UTC
afk phone wrote:
Danika Princip wrote:
...but there's already a module that blocks the mjd thing.

It's called a warp scrambler.



That requires a buddy. Eve is a solo game ShockedBig smile



No it doesn't, the mjd thingy has less range than a warp scrambler.
Blastil
Aideron Robotics
#5 - 2016-07-28 15:44:56 UTC
its always nice to have options.
afk phone
Repo Industries
#6 - 2016-07-29 16:43:34 UTC
Blastil wrote:
its always nice to have options.



That's what I told Taylor, but she isn't returning my calls.
afk phone
Repo Industries
#7 - 2016-07-29 16:47:35 UTC
Danika Princip wrote:
afk phone wrote:
Danika Princip wrote:
...but there's already a module that blocks the mjd thing.

It's called a warp scrambler.



That requires a buddy. Eve is a solo game ShockedBig smile



No it doesn't, the mjd thingy has less range than a warp scrambler.



So I have to give up tackle or be gang jumped out of logi range???

I'm OK w/ a allowing the option to give up a slot to counter the command destroyer when fitting a ship. If it means that much to folks, let them give up a fitting slot to counter it. I don't even care if it's a module or a rig. I don't even care if it's a H/M/L module that can go in any module location.

Giving an option in the fitting window is fine. I can't jump you, but you get a weaker ship. All good!
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2016-07-29 22:57:45 UTC
But you already HAVE a module to counter them! It goes in a midslot! It fits to literally anything from noobship to titan! What's the problem?
Blastil
Aideron Robotics
#9 - 2016-07-30 00:40:12 UTC
Danika Princip wrote:
But you already HAVE a module to counter them! It goes in a midslot! It fits to literally anything from noobship to titan! What's the problem?


That not entirely true. the scrambler option doesn't always work. Consider the following examples where the scrambler is NOT a useful counter to the MJD:

1) ships with long locktimes in excess of 12 seconds.

2) Ships which don't have midslots to dedicate to scramblers in their fittings

3) Pilots who don't want to garner a security status hit for preventing an MJD

4) Ships where scramblers don't make sense for the fitting may elect not to fit a scrambler.

I think that in all of these situations a high or low slot item which could counter an MJD makes a lot of sense, and fills a real, tangible gap in the current game mechanics.
elitatwo
Zansha Expansion
Brave Collective
#10 - 2016-07-30 09:45:58 UTC
Blastil wrote:
...That not entirely true. the scrambler option doesn't always work. Consider the following examples where the scrambler is NOT a useful counter to the MJD:

1) ships with long locktimes in excess of 12 seconds.

2) Ships which don't have midslots to dedicate to scramblers in their fittings

3) Pilots who don't want to garner a security status hit for preventing an MJD

4) Ships where scramblers don't make sense for the fitting may elect not to fit a scrambler.


1: Your battleship pilots are bad

2: You should not pvp at all if you cannot "take" a -0.1 security status hit for a scram

3: Logi is not tackle

4: see #2

Eve Minions is recruiting.

This is the law of ship progression!

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Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2016-07-30 11:38:55 UTC
Blastil wrote:
Danika Princip wrote:
But you already HAVE a module to counter them! It goes in a midslot! It fits to literally anything from noobship to titan! What's the problem?


That not entirely true. the scrambler option doesn't always work. Consider the following examples where the scrambler is NOT a useful counter to the MJD:

1) ships with long locktimes in excess of 12 seconds.

2) Ships which don't have midslots to dedicate to scramblers in their fittings

3) Pilots who don't want to garner a security status hit for preventing an MJD

4) Ships where scramblers don't make sense for the fitting may elect not to fit a scrambler.

I think that in all of these situations a high or low slot item which could counter an MJD makes a lot of sense, and fills a real, tangible gap in the current game mechanics.



Highslot option is a scripted bubble on a hictor.

If you can't lock a destroyer, fit a sensor booster or have support.

People who don't want sec status hits should not be in lowsec, this is not an argument.

As for number four, that is what support is for. Seriously. Nobody is going to boosh you if you're solo, there's no point.

You want to give up a slot for an option to disable an MJD, but you're unwilling to give up a slot for a module that disables an MJD. Can you not see the issue here? If you refuse to fit a scram, why would you fit whatever the new module is?
Blastil
Aideron Robotics
#12 - 2016-08-31 18:26:52 UTC
Danika Princip wrote:
Blastil wrote:
Danika Princip wrote:
But you already HAVE a module to counter them! It goes in a midslot! It fits to literally anything from noobship to titan! What's the problem?


That not entirely true. the scrambler option doesn't always work. Consider the following examples where the scrambler is NOT a useful counter to the MJD:

1) ships with long locktimes in excess of 12 seconds.

2) Ships which don't have midslots to dedicate to scramblers in their fittings

3) Pilots who don't want to garner a security status hit for preventing an MJD

4) Ships where scramblers don't make sense for the fitting may elect not to fit a scrambler.

I think that in all of these situations a high or low slot item which could counter an MJD makes a lot of sense, and fills a real, tangible gap in the current game mechanics.



Highslot option is a scripted bubble on a hictor.

If you can't lock a destroyer, fit a sensor booster or have support.

People who don't want sec status hits should not be in lowsec, this is not an argument.

As for number four, that is what support is for. Seriously. Nobody is going to boosh you if you're solo, there's no point.

You want to give up a slot for an option to disable an MJD, but you're unwilling to give up a slot for a module that disables an MJD. Can you not see the issue here? If you refuse to fit a scram, why would you fit whatever the new module is?


dictor requires a second player.

There are all kinds of reasons why people don't want sec status hits in lowsec, in addition they may not want to give up agression. Which I don't believe MJDing people counts as and aggressive act.

I have seen solo people get booshed, there are all kinds of circumstances where this is a valid and used tactic, including trying to pick off dock hugging battleships, etc. I have a kill doing this exact thing, btw.

You might want to fit the new module for the same reason why you might fit a tracking computer instead of a tracking enhancer.
Lugh Crow-Slave
#13 - 2016-08-31 18:44:54 UTC  |  Edited by: Lugh Crow-Slave
afk phone wrote:
Danika Princip wrote:
afk phone wrote:
Danika Princip wrote:
...but there's already a module that blocks the mjd thing.

It's called a warp scrambler.



That requires a buddy. Eve is a solo game ShockedBig smile



No it doesn't, the mjd thingy has less range than a warp scrambler.



So I have to give up tackle or be gang jumped out of logi range???



but in this example you are solo and have no logi...

also you could always fit a second scram nothing says you need to be limited to one
Lugia3
Lazerhawks
L A Z E R H A W K S
#14 - 2016-08-31 20:57:38 UTC
Warp scrams don't counter 30 ECM bursting RR Magus's.

"CCP Dolan is full of shit." - CCP Bettik

Kenrailae
Center for Advanced Studies
Gallente Federation
#15 - 2016-08-31 22:00:54 UTC
Lugia3 wrote:
Warp scrams don't counter 30 ECM bursting RR Magus's.




Yes we're looking right at you Sister Bliss.



Before the Command destroyers.... woulda been a no.

As game play evolves... so too should the counter game play.


Instead of a module, I'd think it a better balance to have it be something like a mobile cyno inhib, ofc with less range. Take up alot of cargo space, online timer, not a huge amount of HP, etc.



But whichever option, yeah, I like it.

+1

The Law is a point of View

The NPE IS a big deal

Wimzy Chent-Shi
Garoun Investment Bank
Gallente Federation
#16 - 2016-09-01 18:30:54 UTC
Field them yourself to jump back on demand + they can provide boosts now, reasonably... ish.

Come get some cancer @ my blog !

"This clash of opinions is like cutting onions. We are creating something here, that's productive, ...and then there is also salt." -Wimzy 2016

Lugh Crow-Slave
#17 - 2016-09-01 18:49:52 UTC
Lugia3 wrote:
Warp scrams don't counter 30 ECM bursting RR Magus's.


this is just one of the many reasons Bursts should just flat be limited to BB+ hulls
Dornier Pfeil
Caldari Provisions
Caldari State
#18 - 2016-09-04 14:19:12 UTC
When Command Destroyers were introduced more than a few players asked that the Higgs Rig provide just what you are asking for. It seemed like a good idea because the benefit (not being jumped) came with the nasty side effects. EvE should always have both.