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TII Probe Launcher Idea (New Probes)

Author
Count Szadek
Center for Advanced Studies
Gallente Federation
#1 - 2016-11-11 00:16:16 UTC  |  Edited by: Count Szadek
I would like to propose a more appealing reason to use T2 launchers over SOE (which have better scan strength and fitting)

So, I propose TII Probes!

Combat Scanner Probe II
- Maximum Flight Time: 4,000 sec
- Maximum Velocity: 5,000 m/sec
- Inertia Modifier: 1,000 x
- Warp Speed Multiplier: 25 x
- Base Scan Range: .5 AU
- Base Sensor Strength: 23 points
- Base Maximum Deviation: .25 AU
- Scan Range Increment Factor: 2 x
- Can Probe Wrecks

Core Analysis Scanner Probe II
- Maximum Flight Time: 4,000 sec
- Maximum Velocity: 5,000 m/sec
- Inertia Modifier: 1,000 x
- Warp Speed Multiplier: 20 x
- Base Scan Range: .25 AU
- Base Sensor Strength: 46 points
- Base Maximum Deviation: .125 AU
- Scan Range Increment Factor: 2 x
- Allows Remote Analyzing (Think More Detailed Scan ie how many gas clouds, how many hackable containers, etc) - Courtesy of PopeUrban (See Post #2)

Covert Core Scanner Probe II (Probes are not visible on DScan)
- Maximum Flight Time: 3,500 sec
- Maximum Velocity: 4,000 m/sec
- Inertia Modifier: 1,000 x
- Warp Speed Multiplier: 12.5 x
- Base Scan Range: .25 AU
- Base Sensor Strength: 41 points
- Base Maximum Deviation: .125 AU
- Scan Range Increment Factor: 2 x

Please Note: Due to reasoning from other players, i would suggest placing a role bonus on the 8 T1 / T2 exploration frigs (Non T3, SOCT, Faction ships) that voids the No Dscan Effect of Covert Probes. This will give the effect that was intended (to hide from hunters in a way that you would not be known to be probing) but help balance them in the probing of sites for hunters.

Requirements Would be the same as TII launchers. Covert Core Scanner Probes would have an additional requirement of Cloaking IV or V (possibly V just to give a reason to ever get that skill :P)

Values would bring them just below Sisters probes with sisters launcher/probes (they would be stronger still). SOE Launchers also have better fitting room which should give them a benefit of using. This would just make a T2 launcher more appealing. T2 would also gain a nice bonus on each of them. Combat would gain the ability to probe wrecks, and core launchers would also gain the ability to maintain stealth when probing with new covert scanner probes (i specifically only made covert core as combats i feel would be too broken to be covert).
PopeUrban
El Expedicion
Flames of Exile
#2 - 2016-11-11 00:32:49 UTC  |  Edited by: PopeUrban
Not sure the covert probe bonus is worthwhile. You can already probe while cloaked, and you're already cloaked while setting up a safe to probe from. The only time a probing ship is uncloaked is the few seconds it uncloaks to actually launch probes. There's no way I would spend extra on a t2 probe just so I could launch it while cloaked. Nobody is uncloaked long enough to get scanned down in their safe in the first place.

A better bonus for covert t2 probes would be to give them a minimum dscan range so they're actually less detectable. Not full immunity, but something like a 5AU detection range. Close enough that someone in the site would still see the probes on the final scan, but might not be able to dscan the probes on the first pass.

I like the idea of t2 combat probes for wrecks though. Regular t2 probe seems kinda wasteful. Nobody with decent scanning skills really needs a higher tech core probe.

Only way I could see t2 probes working at all is if each probe has some cool special ability like the wreck scan, lower AU detection range, etc.

I think a bonus for the normal t2 probes would be an ability to get more detailed sig info, call it an "analyzer probe"

This probe could give you the ability to see the type/info of a scanned wormhole, number/type of clouds in a gas site, number/type of cans in a relic/data site and their status, etc. This would let the person doing the probing more easily value/catalog the sites without flying to them, and act on useful data like WH mass limits, which has situational uses that may make them valuable despite weaker scanning stats than the sisters probes. The idea being that once you've scanned down multiple sites you could park a single probe at each and have a better intel picture of the contents of those sites, but not the ships in them, which would be a middle ground between physically eyeballing the sites one at a time, or having the sites scanned down but not knowing much except their sig type since you can't scan ships, dictor bubbles, etc. with this "wide net" of analyzer probes.

Think of them like really long range survey scanners, only for gas, cans, and wormholes rather than how much ore is left in an asteroid. I guess you could also get a DED style threat assessment for combat sites too just for giggles even though its pretty easy to look up that info.

You'd just have an additional "eyeball" icon next to the little warp arrow on the site. Click that and it pops up a little window similar to survey scanner with the cans showing locked/open/looted, gas types/amounts/ and wormholes with types named and stable/critical indicators for mass/time. This information is current as of the last scan on the site.
Count Szadek
Center for Advanced Studies
Gallente Federation
#3 - 2016-11-11 00:50:21 UTC
PopeUrban wrote:
Not sure the covert probe bonus is worthwhile. You can already probe while cloaked, and you're already cloaked while setting up a safe to probe from. The only time a probing ship is uncloaked is the few seconds it uncloaks to actually launch probes. There's no way I would spend extra on a t2 probe just so I could launch it while cloaked. Nobody is uncloaked long enough to get scanned down in their safe in the first place.

A better bonus for covert t2 probes would be to give them a minimum dscan range so they're actually less detectable. Not full immunity, but something like a 5AU detection range. Close enough that someone in the site would still see the probes on the final scan, but might not be able to dscan the probes on the first pass.

I like the idea of t2 combat probes for wrecks though. Regular t2 probe seems kinda wasteful. Nobody with decent scanning skills really needs a higher tech core probe.

Only way I could see t2 probes working at all is if each probe has some cool special ability like the wreck scan, lower AU detection range, etc.

I think a bonus for the normal t2 probes would be an ability to get more detailed sig info, call it an "analyzer probe"

This probe could give you the ability to see the type/info of a scanned wormhole, number/type of clouds in a gas site, number/type of cans in a relic/data site and their status, etc. This would let the person doing the probing more easily value/catalog the sites without flying to them, and act on useful data like WH mass limits, which has situational uses that may make them valuable despite weaker scanning stats than the sisters probes. The idea being that once you've scanned down multiple sites you could park a single probe at each and have a better intel picture of the contents of those sites, but not the ships in them, which would be a middle ground between physically eyeballing the sites one at a time, or having the sites scanned down but not knowing much except their sig type since you can't scan ships, dictor bubbles, etc. with this "wide net" of analyzer probes.

Think of them like really long range survey scanners, only for gas, cans, and wormholes rather than how much ore is left in an asteroid. I guess you could also get a DED style threat assessment for combat sites too just for giggles even though its pretty easy to look up that info.

You'd just have an additional "eyeball" icon next to the little warp arrow on the site. Click that and it pops up a little window similar to survey scanner with the cans showing locked/open/looted, gas types/amounts/ and wormholes with types named and stable/critical indicators for mass/time. This information is current as of the last scan on the site.


The Covert Probe wasnt so that it could be launched while cloaked but that the probes themselves dont show on dscan (AKA: Don't show that somebody is scanning). I will try to make that point more clear

I do hear on the standard t2 probe without an ability - and I love the analyzer ability, def would be up for that. would also work great for scouts and such.
elitatwo
Zansha Expansion
#4 - 2016-11-11 09:11:50 UTC
Oh jeebus!

Now that insta-kill svipuls go away this guy wants insta-gank probes. How about no?

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Count Szadek
Center for Advanced Studies
Gallente Federation
#5 - 2016-11-11 18:03:10 UTC
elitatwo wrote:
Oh jeebus!

Now that insta-kill svipuls go away this guy wants insta-gank probes. How about no?


That wasn't the intention, could you explain how you feel there is insta-gank probes?
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2016-11-11 18:43:25 UTC  |  Edited by: Danika Princip
Count Szadek wrote:
elitatwo wrote:
Oh jeebus!

Now that insta-kill svipuls go away this guy wants insta-gank probes. How about no?


That wasn't the intention, could you explain how you feel there is insta-gank probes?


Imagine this: You are happily doing your thing in space, be it a wormhole, lowsec, nullsec, wherever. Right now, if you re active and paying attention to your d-scan, you know when someone is trying to probe you out and can take steps to protect yourself.

If you cannot see the probes on d-scan, there is literally nothing you can do to stop a cloaked guy you didn't even know was in system from warping in and tackling you. you will not even know he is there until he is on top of you. There is no way you can protect yourself from the guy.

D-scan helps to counter combat probes. Everything in this game has a counter. What is the counter to covert probes?
Count Szadek
Center for Advanced Studies
Gallente Federation
#7 - 2016-11-11 18:52:56 UTC  |  Edited by: Count Szadek
Danika Princip wrote:
Count Szadek wrote:
elitatwo wrote:
Oh jeebus!

Now that insta-kill svipuls go away this guy wants insta-gank probes. How about no?


That wasn't the intention, could you explain how you feel there is insta-gank probes?


Imagine this: You are happily doing your thing in space, be it a wormhole, lowsec, nullsec, wherever. Right now, if you re active and paying attention to your d-scan, you know when someone is trying to probe you out and can take steps to protect yourself.

If you cannot see the probes on d-scan, there is literally nothing you can do to stop a cloaked guy you didn't even know was in system from warping in and tackling you. you will not even know he is there until he is on top of you. There is no way you can protect yourself from the guy.

D-scan helps to counter combat probes. Everything in this game has a counter. What is the counter to covert probes?


Covert probes are CORE only there are NO Combat Covert probes being suggested. so as far as i can see they can only warp in on site at site warp in (which they could do if they had pre-scanned it anyway). This is why I don't see this as an issue. A can drop to decloak them could work as defense if they warp in cloak
Iain Cariaba
#8 - 2016-11-11 19:55:43 UTC
Count Szadek wrote:
Covert probes are CORE only there are NO Combat Covert probes being suggested. so as far as i can see they can only warp in on site at site warp in (which they could do if they had pre-scanned it anyway). This is why I don't see this as an issue. A can drop to decloak them could work as defense if they warp in cloak

Relevant

You obviously have no idea what you're talking about here.

They're core probes, ok. That's not going to stop them from probing down the signature the explorer is working cans in. And your decloak can idea would work if you put a bubble up, but without that the cloaky hunter simply has to warp at a non-standard range. Warp in at 40km or 60km and there's no way you'd land on a decloak can.
FT Diomedes
The Graduates
#9 - 2016-11-11 20:19:52 UTC
Not needed and overpowered as listed.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Count Szadek
Center for Advanced Studies
Gallente Federation
#10 - 2016-11-11 20:40:54 UTC
Iain Cariaba wrote:


They're core probes, ok. That's not going to stop them from probing down the signature the explorer is working cans in. And your decloak can idea would work if you put a bubble up, but without that the cloaky hunter simply has to warp at a non-standard range. Warp in at 40km or 60km and there's no way you'd land on a decloak can.


A role bonus could also counter this. A role bonus that allows to see the probes for the t1 and t2 scanning ships (non SOCT and SOE line nor T3's)
PopeUrban
El Expedicion
Flames of Exile
#11 - 2016-11-11 22:52:52 UTC
A probe that can't be dscanned at all is completely overpowered to the point it eclipses all other options.

Lowered detection range is quite attractive and balancedl. Undetectable probes, even core probes, are completely overpowered. Dscan is literally the only place you will ever see a probe in most cases if you are not the one launching it.
Sonya Corvinus
Grant Village
#12 - 2016-11-14 18:51:17 UTC  |  Edited by: Sonya Corvinus
Count Szadek wrote:
Covert probes are CORE only there are NO Combat Covert probes being suggested. so as far as i can see they can only warp in on site at site warp in (which they could do if they had pre-scanned it anyway). This is why I don't see this as an issue. A can drop to decloak them could work as defense if they warp in cloak


So there's literally no way to have advanced notice of someone hunting you (until it's too late) in WH PvE anymore?
Serendipity Lost
Repo Industries
#13 - 2016-11-14 19:21:59 UTC
Danika Princip wrote:
Count Szadek wrote:
elitatwo wrote:
Oh jeebus!

Now that insta-kill svipuls go away this guy wants insta-gank probes. How about no?


That wasn't the intention, could you explain how you feel there is insta-gank probes?


Imagine this: You are happily doing your thing in space, be it a wormhole, lowsec, nullsec, wherever. Right now, if you re active and paying attention to your d-scan, you know when someone is trying to probe you out and can take steps to protect yourself.

If you cannot see the probes on d-scan, there is literally nothing you can do to stop a cloaked guy you didn't even know was in system from warping in and tackling you. you will not even know he is there until he is on top of you. There is no way you can protect yourself from the guy.

D-scan helps to counter combat probes. Everything in this game has a counter. What is the counter to covert probes?



That's a bit overstated. He stated the core variety wouldn't show on d-scan and the combat variety could do wrecks. So, without even thinking, the practice of MJDing 100km off the beacon when you land gives you 100km of safety. You'd just have to get in the habit of dropping a can on the beacon to uncloak incoming ships.

So I'll downgrade your "literally nothing" to reasonably counterable with a jet can and a mjd. You're one of those guys who claims there is no counter to freighter bumping..... aren't you?
Danika Princip
GoonWaffe
Goonswarm Federation
#14 - 2016-11-14 19:43:55 UTC
...So, since your counter applies to battleship and battlecruiser hulls, since that's all MJDs fit onto, and is easily avoided simply by not warping at zero, who's really stretching things here?
Count Szadek
Center for Advanced Studies
Gallente Federation
#15 - 2016-11-15 03:59:42 UTC
Sonya Corvinus wrote:
Count Szadek wrote:
Covert probes are CORE only there are NO Combat Covert probes being suggested. so as far as i can see they can only warp in on site at site warp in (which they could do if they had pre-scanned it anyway). This is why I don't see this as an issue. A can drop to decloak them could work as defense if they warp in cloak


So there's literally no way to have advanced notice of someone hunting you (until it's too late) in WH PvE anymore?


This (in a way) already exists through pre-probing a site down and camping. And as I have stated before, a role bonus that allows to see the probes for the t1 and t2 scanning ships is an option as well. Now imo faction, soct, and t3 ships don't need this effect, as they typically can defend themselves in some other way.
Serendipity Lost
Repo Industries
#16 - 2016-11-15 11:22:20 UTC
Danika Princip wrote:
...So, since your counter applies to battleship and battlecruiser hulls, since that's all MJDs fit onto, and is easily avoided simply by not warping at zero, who's really stretching things here?



Assumptions:

1. If you're running the site in a frig or cruiser you have enough mobility to motor away from the beacon for your own safety as soon as you land in the site.
2. If you're running the site SOLO in a carrier/dread/super I'm assuming you have enough brains/experience to keep your capital asset safe.
3. If you're in empire there are plenty of mechanics to keep you safe.
4. If you're in lowsex or a null bear - shoot you just need to come to terms with risk vs reward (seriously).
5. I really don't see many wh folk that will be there for the long haul having a problem with the guys ideas.

I'm not stretching anything. I'm pointing out that you stating "Literally no counter" is just flatass silly.


I'm adding the assumption that you reread his post with a detail oriented eye and noticed the core probes are the only ones that get d-scan immunity. If he had offered d-scan immunity for combat probes (as much as I would love to abuse THAT) I would have gone w/ immune combats being too much.

D-scan immune combat probes would totally change my playtime from it's current abysmal amount to quite a bit. (blame citadel space magic - it was a core game shift that has just left me less interested in eve - I've tried to shake my apathy, but can find no point in doing so). I'm not advocating this as a good game change, but I would love to see it in the game personally.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#17 - 2016-11-15 11:27:24 UTC
+1 to covert probes, im just going to +1 all the broken ideas

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Serendipity Lost
Repo Industries
#18 - 2016-11-15 12:15:09 UTC
PopeUrban wrote:
Not sure the covert probe bonus is worthwhile. You can already probe while cloaked, and you're already cloaked while setting up a safe to probe from. The only time a probing ship is uncloaked is the few seconds it uncloaks to actually launch probes. There's no way I would spend extra on a t2 probe just so I could launch it while cloaked. Nobody is uncloaked long enough to get scanned down in their safe in the first place.

A better bonus for covert t2 probes would be to give them a minimum dscan range so they're actually less detectable. Not full immunity, but something like a 5AU detection range. Close enough that someone in the site would still see the probes on the final scan, but might not be able to dscan the probes on the first pass.

I like the idea of t2 combat probes for wrecks though. Regular t2 probe seems kinda wasteful. Nobody with decent scanning skills really needs a higher tech core probe.

Only way I could see t2 probes working at all is if each probe has some cool special ability like the wreck scan, lower AU detection range, etc.

I think a bonus for the normal t2 probes would be an ability to get more detailed sig info, call it an "analyzer probe"

This probe could give you the ability to see the type/info of a scanned wormhole, number/type of clouds in a gas site, number/type of cans in a relic/data site and their status, etc. This would let the person doing the probing more easily value/catalog the sites without flying to them, and act on useful data like WH mass limits, which has situational uses that may make them valuable despite weaker scanning stats than the sisters probes. The idea being that once you've scanned down multiple sites you could park a single probe at each and have a better intel picture of the contents of those sites, but not the ships in them, which would be a middle ground between physically eyeballing the sites one at a time, or having the sites scanned down but not knowing much except their sig type since you can't scan ships, dictor bubbles, etc. with this "wide net" of analyzer probes.

Think of them like really long range survey scanners, only for gas, cans, and wormholes rather than how much ore is left in an asteroid. I guess you could also get a DED style threat assessment for combat sites too just for giggles even though its pretty easy to look up that info.

You'd just have an additional "eyeball" icon next to the little warp arrow on the site. Click that and it pops up a little window similar to survey scanner with the cans showing locked/open/looted, gas types/amounts/ and wormholes with types named and stable/critical indicators for mass/time. This information is current as of the last scan on the site.



The really good hunters use a fair amount of dscan to pinpoint the guy they are going to probe down before they engage probes. The norm is find the site via dscan. Get off dscan and drop probes OR drop them and immediately move the way above or below the plane of the system to get them off dscan. Take your time to place them well on the target and then hit scan. A good prober only gives you one (two at the most) scan cycles to see the probes on dscan. You're idea of limiting dscan immunity to outside of 5au would have little effect on how hunters scan down targets.
Serendipity Lost
Repo Industries
#19 - 2016-11-15 12:25:37 UTC
Lan Wang wrote:
+1 to covert probes, im just going to +1 all the broken ideas



I'm not seeing how this idea is broken. Most of Eve has local, so it's not like you can't see a war target or non blue in local. This would mostly affect WH bearing and little else. I don't know many WH folk that lobby against better ways to acquire loots.

As my above post explains, a good prober doesn't let their probes on dscan more than 2 cycles anyway. I see this as a minor improvement to a thin slice of the eve community. TBH I thought people would be more against combats scanning down wrecks than cores having dscan immunity. That's the bigger ask of the two.

Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#20 - 2016-11-15 12:30:12 UTC
Serendipity Lost wrote:
Lan Wang wrote:
+1 to covert probes, im just going to +1 all the broken ideas



I'm not seeing how this idea is broken. Most of Eve has local, so it's not like you can't see a war target or non blue in local. This would mostly affect WH bearing and little else. I don't know many WH folk that lobby against better ways to acquire loots.

As my above post explains, a good prober doesn't let their probes on dscan more than 2 cycles anyway. I see this as a minor improvement to a thin slice of the eve community. TBH I thought people would be more against combats scanning down wrecks than cores having dscan immunity. That's the bigger ask of the two.



god i missed the covert probe, thought i seen covert combat

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

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