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Looting Traps

Author
PopeUrban
El Expedicion
Flames of Exile
#21 - 2016-10-17 22:27:14 UTC
I like the basic idea of having traps in loot that can be countered by scanning/hacking. I think it should work more like a directed trap like a claymore mine though, applying damage to the looter rather than nuking the whole wreck.

Blowing up the wreck and its contents doesn't really add any interesting gameplay, but blowing up the looter does. It means there's more game space for hacking, and encourages looters to use more specialized ships/remain on the field longer. This could in turn lead to more prolonged engagements over said loot as salvaging crews take potshots at each other over a longer engagement.

Add variants of these things that can be attached to stuff like asteroids, or placed in the cargo of stuff like MTUs, siphons, and other containers and I could see them enabling a lot of emergent gameplay.
Nicoli Voldkif
Legion of the Obsidion Star
#22 - 2016-10-17 23:19:12 UTC
PopeUrban wrote:
I like the basic idea of having traps in loot that can be countered by scanning/hacking. I think it should work more like a directed trap like a claymore mine though, applying damage to the looter rather than nuking the whole wreck.

Blowing up the wreck and its contents doesn't really add any interesting gameplay, but blowing up the looter does. It means there's more game space for hacking, and encourages looters to use more specialized ships/remain on the field longer. This could in turn lead to more prolonged engagements over said loot as salvaging crews take potshots at each other over a longer engagement.

Add variants of these things that can be attached to stuff like asteroids, or placed in the cargo of stuff like MTUs, siphons, and other containers and I could see them enabling a lot of emergent gameplay.

This...

Make it a "secure" container that cannot be looted or scooped till hacked except by the owner/owners corp. Hacking it flags you as suspect, that way it provides a way for some give and take without running into all of the griefing issues. Whether you want the possibility of a failed hack doing damage to the hacker could be a possibility.
PopeUrban
El Expedicion
Flames of Exile
#23 - 2016-10-17 23:32:44 UTC  |  Edited by: PopeUrban
Nicoli Voldkif wrote:
PopeUrban wrote:
I like the basic idea of having traps in loot that can be countered by scanning/hacking. I think it should work more like a directed trap like a claymore mine though, applying damage to the looter rather than nuking the whole wreck.

Blowing up the wreck and its contents doesn't really add any interesting gameplay, but blowing up the looter does. It means there's more game space for hacking, and encourages looters to use more specialized ships/remain on the field longer. This could in turn lead to more prolonged engagements over said loot as salvaging crews take potshots at each other over a longer engagement.

Add variants of these things that can be attached to stuff like asteroids, or placed in the cargo of stuff like MTUs, siphons, and other containers and I could see them enabling a lot of emergent gameplay.

This...

Make it a "secure" container that cannot be looted or scooped till hacked except by the owner/owners corp. Hacking it flags you as suspect, that way it provides a way for some give and take without running into all of the griefing issues. Whether you want the possibility of a failed hack doing damage to the hacker could be a possibility.


Nah, a secure container would be too easy to avoid.

Ideally it'd just be a trap that triggers when the container is accessed (or the asteroid is mined, etc.)

You could spot them with a cargo scanner, but they're just in there with all the other cargo. To disarm, you'd first have to know they were there (via cargo scanner or other advanced intel) and succeed in a hack against the container.

Call the hack difficulty relative to the tech level of the module, and require specialized industry skills (with hacking as a prereq maybe) to create them. They're created unarmed so they can be freely moved around in cargo, and have to be armed with a right click option.

The whole idea here being that containers are a potential threat just to open and look in to, so if you're looting strange loot you're gonna want a cargo scanner.

To counter too much hisec abuse, simply disarm/disallow arming them in an abandoned wreck. Let people put them in random containers, their own ship's hold, and anywhere else a ship in space could loot from I say. They have an easy counter.
Deckel
Island Paradise
#24 - 2016-10-17 23:53:47 UTC
Another way of doing this would be to have the trap disguise itself as a copy of one item in the container, but a cargo scanner will remove this disguise, making it so you can just avoid the trap.

If the trap item is moved into your cargo then it goes off. This also means that if you have stolen it, you will already have the suspect flag, and just casually looking into the container will do nothing.
Deckel
Island Paradise
#25 - 2016-11-04 05:27:33 UTC
So the current idea is to have a trap item that activates when it has been looted and moved from a wreck or cargo container to a ship's cargo bay. Only one active trap per cargo container. The active trap will automatically disguise itself as one other item in the cargo, but the disguise will be instantly removed if container is cargo scanned.(with maybe an additional warning)

The effect will not be an AOE explosion

The effect will be an inability to warp for 1-2 minutes, a message to the player that set the trap(if they are in system) and the following effects:
Small percentage of hull damage (will not destroy you)
deactivation of modules in either high, mid, or low slot positions.


If the looting of the items is considered theft then the player will be flagged as suspect and since the trap placer will be informed they will be free to engage the thief.
DSpite Culhach
#26 - 2016-11-04 11:50:08 UTC
Donnachadh wrote:
Lousy idea to start with but Concord mechanics could make a mess of this idea, so lets set up a make believe here.

I place one of these in a wreck.
The OP comes to loot that wreck and his ship is damaged or destroyed.
Do I get the Concord visit and certain destruction because I placed the device?
If I do then why would I ever use them.
If I do not get the Concord visit then congratulations as Nevyn Auscent points out you have just created a new way for people to kill dozens of others and suffer no penalty for it.




Well obviously if you are in a Station , then Concord would have to ... errr ... blow up the entire station.

I fail to see any problems.

I apparently have no idea what I'm doing.

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