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Player Features and Ideas Discussion

 
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Micro Jump Field Generator Focussing Script

Author
Arden Elenduil
Unlimited Bear Works
#1 - 2017-04-11 19:47:51 UTC  |  Edited by: Arden Elenduil
Shamelessly using Ralph's idea from here since I've not yet seen it posted.

Micro Jump Field Generators fitted to command destroyers are an incredibly powerful and useful tool in both low and nullsec space. However, due to it's area of effect function, it is not allowed to be used in highsec.

This is somewhat similar to the Warp Disruption Field Generator fitted to Heavy Interdictors. However, HICs can also use a focussing script that turns their area of effect bubble generator into an incredibly powerful single target warp disruptor/scrambler.

Why not have the same done for the MJFG? Instead of jumping a whole group of people off into the distance, you lock up a single target and catapult the unfortunate soul into the wild green yonder. Naturally, this is mainly for use in highsec, but it would be an incredibly handy tool to combat station games and to throw engagements wide open.

Stationcampers would need to pay close attention or get slingshotted off their safe space. Neutral logi would become quite vulnerable to the opportune CD captain. Hell, in a bigger scuffle you might be able to single out one target and seperate him from his buddies.


To counterbalance this mechanic, the script naturally requires your target to be locked. It counts as an agressive action and thus generates a weapons timer. Furtermore, only suspects, LE timers and war targets would be viable targets for this module. Anything else gets you CONCORDOKKENED, as per the regular rules.

There would also be the visible spool-up effect for everyone to see, which you can respond to.
Krysenth
Saints Of Havoc
#2 - 2017-04-11 20:49:58 UTC
Wouldnt work as a result of the idea behind the module. The field generator is meant to transpose you, the originating ship, and anyone in a small vicinity around you in your direction of travel. Even if CCP did decide to do something like this, odds are they're only going to allow it to have a range of 2500 meters, the same as the aoe grab iirc, and it'd STILL pull you with them.
Arden Elenduil
Unlimited Bear Works
#3 - 2017-04-11 20:52:23 UTC  |  Edited by: Arden Elenduil
Krysenth wrote:
Wouldnt work as a result of the idea behind the module. The field generator is meant to transpose you, the originating ship, and anyone in a small vicinity around you in your direction of travel. Even if CCP did decide to do something like this, odds are they're only going to allow it to have a range of 2500 meters, the same as the aoe grab iirc, and it'd STILL pull you with them.


Pulling you with them is actually the point. The low range is normal, and very acceptable. The main goal of this script would be to isolate a single target, and drag him/her with you outside of range of their friends/the station.

Functionally, the script would make the module act exactly the same as normal, except only affecting a single target.
Krysenth
Saints Of Havoc
#4 - 2017-04-11 21:05:57 UTC
Unfortunately, I dont see this happening though. Just seems like something else being added to be used by gankers to kill others with impunity and no chance of fighting back. I mean, pick the right ship and 40 to 60m isk "spent" via the CD is more than paid for.
Serendipity Lost
Repo Industries
#5 - 2017-04-11 21:30:17 UTC  |  Edited by: Serendipity Lost
Fixing docking games would be more easily done by preventing a player from docking if they are pointed. A better step beyond that would (edit) be to modify the current (edit) de-aggression timer and make docking permission incumbent on leaving grid and coming back. It makes no sense for a docking manager at a station let someone shooting within docking range of their station to suddenly dock after a minute of not shooting. To dock you would have to de-agress for a minute (as per now) AND leave grid and come back.

You don't need some jump field generator script gimmick to fix docking games. There are better ways.
Arden Elenduil
Unlimited Bear Works
#6 - 2017-04-11 21:47:38 UTC
Serendipity Lost wrote:
Fixing docking games would be more easily done by preventing a player from docking if they are pointed. A better step beyond that would (edit) be to modify the current (edit) de-aggression timer and make docking permission incumbent on leaving grid and coming back. It makes no sense for a docking manager at a station let someone shooting within docking range of their station to suddenly dock after a minute of not shooting. To dock you would have to de-agress for a minute (as per now) AND leave grid and come back.

You don't need some jump field generator script gimmick to fix docking games. There are better ways.


It depends, your point of having the deaggro mechanic changed definitely has merit, but following that same line, you could also argue that it makes it a bit unfair for some people flying industrials that get caught outside of docking range as they land on station.
Serendipity Lost
Repo Industries
#7 - 2017-04-11 22:00:22 UTC
Arden Elenduil wrote:
Serendipity Lost wrote:
Fixing docking games would be more easily done by preventing a player from docking if they are pointed. A better step beyond that would (edit) be to modify the current (edit) de-aggression timer and make docking permission incumbent on leaving grid and coming back. It makes no sense for a docking manager at a station let someone shooting within docking range of their station to suddenly dock after a minute of not shooting. To dock you would have to de-agress for a minute (as per now) AND leave grid and come back.

You don't need some jump field generator script gimmick to fix docking games. There are better ways.


It depends, your point of having the deaggro mechanic changed definitely has merit, but following that same line, you could also argue that it makes it a bit unfair for some people flying industrials that get caught outside of docking range as they land on station.



2 easy counters. Tactical BM on the undock to prevent this or warping to a random celestial before warping to the station (if you choose wisely you'll quite possibly be on the complete other side of the station).

Sitting on a station hoping for a hauler to land out of dock range so you can quickly kill it or bump it away and kill it is one of the least likely ways for someone to kill a hauler in warp to a station. In 10+ years of pvp I've never seen this tactic employed.
Arden Elenduil
Unlimited Bear Works
#8 - 2017-04-11 22:04:32 UTC  |  Edited by: Arden Elenduil
Serendipity Lost wrote:
Arden Elenduil wrote:
Serendipity Lost wrote:
Fixing docking games would be more easily done by preventing a player from docking if they are pointed. A better step beyond that would (edit) be to modify the current (edit) de-aggression timer and make docking permission incumbent on leaving grid and coming back. It makes no sense for a docking manager at a station let someone shooting within docking range of their station to suddenly dock after a minute of not shooting. To dock you would have to de-agress for a minute (as per now) AND leave grid and come back.

You don't need some jump field generator script gimmick to fix docking games. There are better ways.


It depends, your point of having the deaggro mechanic changed definitely has merit, but following that same line, you could also argue that it makes it a bit unfair for some people flying industrials that get caught outside of docking range as they land on station.



2 easy counters. Tactical BM on the undock to prevent this or warping to a random celestial before warping to the station (if you choose wisely you'll quite possibly be on the complete other side of the station).

Sitting on a station hoping for a hauler to land out of dock range so you can quickly kill it or bump it away and kill it is one of the least likely ways for someone to kill a hauler in warp to a station. In 10+ years of pvp I've never seen this tactic employed.


Hahaha, well, that's applying nullsec tactics to highsec :D

I've done it on occasion actually. By using a higher warpspeed ship than my target, I've landed where they were going and managed to bump them off, but it is rare. A lot more common is the fact that I land, get a point and start applying DPS, and they dock.

Alternatively, the MJFG script could provide people with a way to absolutely annihilate neutral logi chains.
Dom Arkaral
Bannheim
Cuttlefish Collective
#9 - 2017-04-11 22:29:24 UTC
I very much like this
There are many situations where it could be useful

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Friar Johnson
Unlimited Freight Works
#10 - 2017-04-24 05:00:16 UTC
Decent idea, don't see too many downsides to it.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#11 - 2017-04-24 06:11:47 UTC  |  Edited by: Rivr Luzade
Seems incredibly powerful to me but it could "solve" some issues like cocky ratting ships warping to a citadel but don't dock there. You could move those back into engageability.

UI Improvement Collective

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