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Weird Bomb Ideas?

Author
grgjegb gergerg
School of Applied Knowledge
Caldari State
#1 - 2017-05-25 06:51:53 UTC  |  Edited by: grgjegb gergerg
Just spitballing, tell me why these couldn't possibly work. Or think of a better idea. Or a weirder one.

Chaff bomb: disrupts targeting of anything inside to or from outside, probably with the exception of capitals. Multiple chaff bombs stack up the radius and maybe duration of cloud?

Chaff bomb Take2: disrupts targeting when anything is completely on the other side of the chaff cloud, unless you're inside targeting out (or outside targeting in?). Multiple chaff bombs stack up the radius and maybe duration of cloud? Basically just the first chaff idea with different rules.

Cloud bomb: drops a DPS cloud, stacking-penalized. For multiple bombs the cloud should get bigger, but not do much more damage. Probably like stack up to 5x(?) the strength of a single bomb, with the radius growing without stacking penalties for each bomb. For stupidly large damage clouds. Not sure why anyone would want this, frankly. I DID say I was spitballing. Omni damage? Four different types of cloud?

Demolition bomb: Affects asteroids lethally, minimal damage to any ship, smaller and cheaper than normal bombs. Guess what THIS is for. No resources generated, just removes asteroids.

Tractor bomb: sucks in ships for a few seconds, screwing up trajectory and aligns. Very brief. Larger the target, the less effective.

Repulsion bombs: the above, but in the opposite direction. Disperse frigate swarms? Larger the target, the less effective.

Cloak bomb: forcibly cloaks everyone in the area of effect for a period of time? This is starting to sound stupid as a I type it, though.
grgjegb gergerg
School of Applied Knowledge
Caldari State
#2 - 2017-05-25 07:06:17 UTC
Gravity bomb: disrupts trajectory of all fired projectiles in a large area for a little while (not sure how large or how long, tbh.)

Magnetic bomb: same, for hybrids.

Mirror bomb: tiny, thin shards of reflective material, same kind of deal, affects lasers.

Flares bomb: sends out huge amounts of tracers, distracting all fired missiles, same area and duration as above.

AI disruption bomb: same kind of disruption, but for drones this time.

No FOF capability on any of these.
Lisa Sophie d'Elancourt
Empusa.
#3 - 2017-05-25 07:38:41 UTC
Cloak bomb is my no 1. :)

But! There's absolute need for:
Pony bomb - as a result of explosion it sprays swarm of winged micro-ponies, which confuse hostile pilots (20% penalty to velocity, RoF and tracking, 50% penalty to drug resistance).

grgjegb gergerg
School of Applied Knowledge
Caldari State
#4 - 2017-05-25 07:47:07 UTC
You have missed the point of bombs, the ponies should confuse everyone. The pilots watch them for the plot.
Lugh Crow-Slave
#5 - 2017-05-25 12:10:33 UTC
chaff bomb may as well modify the Lockbreaker to have a duration always felt if it was given bonuses from the ECM skill and had a duration ~5s it would be used more.


i like the gas cloud DOT idea but none of this complicated stacking all you have to do is have it deal enough damage to kill another could bomb in a tick. this means you could still use more than one to cover a larger area but there would be limited overlap. to midigate this further make it so the cloud has a very limited optimal and have most of it be in falloff. (with 2x fall off still doing enough to kill a second bomb) so 1km optimal and 14.5km fall off will give it the standard range of a bomb. however these numbers can be played with.

would be cool to see what players do with area denial weapons
grgjegb gergerg
School of Applied Knowledge
Caldari State
#6 - 2017-05-25 19:12:26 UTC
Lugh Crow-Slave wrote:
chaff bomb may as well modify the Lockbreaker to have a duration always felt if it was given bonuses from the ECM skill and had a duration ~5s it would be used more.


i like the gas cloud DOT idea but none of this complicated stacking all you have to do is have it deal enough damage to kill another could bomb in a tick. this means you could still use more than one to cover a larger area but there would be limited overlap. to midigate this further make it so the cloud has a very limited optimal and have most of it be in falloff. (with 2x fall off still doing enough to kill a second bomb) so 1km optimal and 14.5km fall off will give it the standard range of a bomb. however these numbers can be played with.

would be cool to see what players do with area denial weapons

I was thinking more of simplicity and performance. If it's one stacked cloud, the server only has to track one item, and one damage source for fairly large sections of space. If the clouds don't stack, that could be potentially hundreds of separate damage sources that all have to load with the grid.

But if the clouds stack when they touch, and someone drops hundreds of bombs, they would just get maybe a dozen or two, depending very heavily on placement.

And yeah, I'm not super sure about the chaff bomb versus lockbreaker. Never really seen it in use, and nobody even posts videos about it. But if you can drop chaff and protect an area of space, then drop DPS clouds into that space, it's tactics and counters for people to play with.


Further idea:
A smallish deployable one-shot tower that can be controlled by a nearby ship and launch bombs. Not sure how many m3 it should be. So a fleet could haul along a DST or blockade runner, and use it to set up even more violent gatecamps. Though, bomb launching probably wouldn't do any favors to deployed bubbles...
Dior Ambraelle
University of Caille
Gallente Federation
#7 - 2017-05-25 21:57:52 UTC
grgjegb gergerg wrote:
Gravity bomb: disrupts trajectory of all fired projectiles in a large area for a little while (not sure how large or how long, tbh.)

Magnetic bomb: same, for hybrids.

Mirror bomb: tiny, thin shards of reflective material, same kind of deal, affects lasers.

Flares bomb: sends out huge amounts of tracers, distracting all fired missiles, same area and duration as above.

AI disruption bomb: same kind of disruption, but for drones this time.

No FOF capability on any of these.

These are interesting.
You can basically build a literal firewall against a specific weapon type. If you know what weapons the enemy will have, this could give you a huge advantage.
Though I don't think these should give full protection, more like a big chance of miss for guns and drones, while a similar amount of missiles would hit the tracers instead on the way to the target, dealing AoE damage equal to the missiles' normal amount and type.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Lugh Crow-Slave
#8 - 2017-05-26 01:41:55 UTC
grgjegb gergerg wrote:

I was thinking more of simplicity and performance. If it's one stacked cloud, the server only has to track one item, and one damage source for fairly large sections of space. If the clouds don't stack, that could be potentially hundreds of separate damage sources that all have to load with the grid.

But if the clouds stack when they touch, and someone drops hundreds of bombs, they would just get maybe a dozen or two, depending very heavily on placement.


that's just it. yours is far less simple and works like nothing else in the game and would probably require much more work to do. it also makes the bombs much stronger and as such would have to be nerffed to the point that they are useless in smaller groups.


as an example with your idea i could launch the max number of bombs in one run to get a max sized cloud and then do it again with several other bomb groups to wind up making several large clouds that function as a mega cloud. do to this the base dot would have to be very low to ensure it is not to powerful.


having it so the clouds just kill additional bombs allows you to extend the area with no real added performance hit. this is because there is still a very limited number of clouds you can have on the field at one given time. By doing this while making them mostly falloff you can also make them stronger over all since mores of the DOT will happen in the middle of the clouds and be avoidable.


as for you bombs that negate certain weapon types these won't work as each group will simply fire off any type they are not using leading to.... well nothing happening
grgjegb gergerg
School of Applied Knowledge
Caldari State
#9 - 2017-05-26 16:12:26 UTC
Dior Ambraelle wrote:
...

Oh, I'm not saying it should negate all shots, just that it should reduce DPS. Change shots into the next lowest type, for instance.

Lugh Crow-Slave wrote:
...

I was thinking about the DOT clouds in various missions. The question of precisely how to apply it would best be mused on someone who actually knows what math the server does.

I suggested diminishing returns- clouds could merge, and clouds that touch could interfere with each other. So huge amounts of bombs would just be wasted.

That way, if they start at medium DPS, and use diminishing returns, there's no point in using very many bombs. They'll just get sucked on into a few max-dps cloud if they're too concentrated. This would create situations where the clouds have gaps between them, which would keep people from just make a huge kill-zone fueled by DOT-bombs. People could just burn out of it until the icon disappears, and sit in the clear area.

I'm trying to design deliberate flaws in, to keep it from being too good. If cloud centers must be maximum_diameter between each other, with say 10-20km (ballpark) added in for clear areas, it'll let people screw with battlefields without being able to just make a lethal gate. And if DOT clouds affect warp bubble generators, that will add another layer.

Comparable to when Left4Dead2 added in the acid-spitters to the mix, as a hard counter to players who liked to hole up in a closet for too long.
Fek Mercer
Native Freshfood
Minmatar Republic
#10 - 2017-05-27 06:01:39 UTC
cluster bomb. It doesn't explode, it's just bombs all the way down. eventually the bombs reach critical mass and collapse into a black hole, destroying the system.
grgjegb gergerg
School of Applied Knowledge
Caldari State
#11 - 2017-05-27 07:22:28 UTC
Fek Mercer wrote:
cluster bomb. It doesn't explode, it's just bombs all the way down. eventually the bombs reach critical mass and collapse into a black hole, destroying the system.

I realize that you're trolling, but you did give me a pretty neat idea.

How about giving wormholes the ability to manufacture REALLY special bombs inside? I have ABSOLUTELY no idea about specific numbers, but what if you could make FLARE bombs in WHs with special effects?

So, you have to get in a WH with a given system effect, and gain the capacity to manufacture in the WH. Then you make a bomb, type determined by system effect.

Then, you warp to a sun in a nullsec system, and aim the bomb at the sun. This special-case bomb doesn't explode normally, but behaves like a moon probe, and causes the sun to flare.

Then, for a period of time (15 minutes? an hour?) the system enjoys the WH effect. Further bombs have no effect until the current flare ends.
grgjegb gergerg
School of Applied Knowledge
Caldari State
#12 - 2017-05-27 07:31:46 UTC
So... crap. There would probably need to be one bomb for each type and strength? That's a lot of items for one thing. Or just have them be one per type, and have them generate a middling effect? Probably require C3 or better, and provide C3 effects when used?

(Only one blueprint required, the individual items are provided when crafted in hole. If possible.)
Lugh Crow-Slave
#13 - 2017-05-27 07:39:43 UTC
grgjegb gergerg wrote:
Dior Ambraelle wrote:
...

Oh, I'm not saying it should negate all shots, just that it should reduce DPS. Change shots into the next lowest type, for instance.

Lugh Crow-Slave wrote:
...

I was thinking about the DOT clouds in various missions. The question of precisely how to apply it would best be mused on someone who actually knows what math the server does.

I suggested diminishing returns- clouds could merge, and clouds that touch could interfere with each other. So huge amounts of bombs would just be wasted.

That way, if they start at medium DPS, and use diminishing returns, there's no point in using very many bombs. They'll just get sucked on into a few max-dps cloud if they're too concentrated. This would create situations where the clouds have gaps between them, which would keep people from just make a huge kill-zone fueled by DOT-bombs. People could just burn out of it until the icon disappears, and sit in the clear area.

I'm trying to design deliberate flaws in, to keep it from being too good. If cloud centers must be maximum_diameter between each other, with say 10-20km (ballpark) added in for clear areas, it'll let people screw with battlefields without being able to just make a lethal gate. And if DOT clouds affect warp bubble generators, that will add another layer.

Comparable to when Left4Dead2 added in the acid-spitters to the mix, as a hard counter to players who liked to hole up in a closet for too long.



Aye and my way achieves a similar result with clearer and more uniform mechanics. It should be easier to code and far easier to visually and intuitively understand. It still forces gaps and maintains a cap on the dps. My way also allowed for ships of all sizes to get out of threatening parts of the cloud if flown correctly.
grgjegb gergerg
School of Applied Knowledge
Caldari State
#14 - 2017-05-27 07:53:52 UTC
Lugh Crow-Slave wrote:
[quote=grgjegb gergerg]Aye and my way achieves a similar result with clearer and more uniform mechanics. It should be easier to code and far easier to visually and intuitively understand. It still forces gaps and maintains a cap on the dps. My way also allowed for ships of all sizes to get out of threatening parts of the cloud if flown correctly.

Doesn't sound like it would have much in the way of gaps, can't people just aim right outside the edge of the cloud, and overlap them with your take? If you manage a precise formation of SBs, and the bombs all land at once, it SOUNDS like your idea would overlap them, quite a lot. At the worst-case scenario of 100 bombs landing at once, what would happen?

Where as in my notion, if the clouds touch (or even get too close, which FORCES gaps), the bigger/earlier cloud eats the newer one, modifies its radius by a little, and hits a bit harder (with diminishing returns). If 100 bombs land at once, MOST of them get eaten by the first one to hit, the cloud gets pretty big and maybe a couple others form with a 10-20km gap between them, but they don't gain an OP amount of damage because anything past, say, 5 bombs is just wasted.

And frankly, if you can land 100 bombs on a target, you deserve at least a really big cloud that lasts a while (shrink over time?)

Diminishing returns is a perfectly good mechanic and it's already used in so many place to keep things in line.
Fek Mercer
Native Freshfood
Minmatar Republic
#15 - 2017-05-27 08:08:35 UTC  |  Edited by: Fek Mercer
Virus bomb

All effected ships have their UI start lying to them in various ways, including distance from selected target, current hp, the status of players in the overview (like if they're friendly or not), swapping peoples names around in the overview but nothing else, putting fake orders into the fleet window, etc.
Dior Ambraelle
University of Caille
Gallente Federation
#16 - 2017-05-27 09:45:41 UTC
Fek Mercer wrote:
Virus bomb

All effected ships have their UI start lying to them in various ways, including distance from selected target, current hp, the status of players in the overview (like if they're friendly or not), swapping peoples names around in the overview but nothing else, putting fake orders into the fleet window, etc.

This sounds ridiculously broken and extremely fun at the same time.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

grgjegb gergerg
School of Applied Knowledge
Caldari State
#17 - 2017-05-27 21:06:54 UTC
Dior Ambraelle wrote:
Fek Mercer wrote:
Virus bomb

All effected ships have their UI start lying to them in various ways, including distance from selected target, current hp, the status of players in the overview (like if they're friendly or not), swapping peoples names around in the overview but nothing else, putting fake orders into the fleet window, etc.

This sounds ridiculously broken and extremely fun at the same time.

That. I'm trying to stay away from things that are guaranteed to destroy every fight, or be nearly required. The anti-weapon-type-bomb notion was probably over that line by itself. This would be worse.

Give the virus bomb to NPCs instead. Twisted
Lugh Crow-Slave
#18 - 2017-05-28 01:27:18 UTC
grgjegb gergerg wrote:
Lugh Crow-Slave wrote:
[quote=grgjegb gergerg]Aye and my way achieves a similar result with clearer and more uniform mechanics. It should be easier to code and far easier to visually and intuitively understand. It still forces gaps and maintains a cap on the dps. My way also allowed for ships of all sizes to get out of threatening parts of the cloud if flown correctly.

Doesn't sound like it would have much in the way of gaps, can't people just aim right outside the edge of the cloud, and overlap them with your take? If you manage a precise formation of SBs, and the bombs all land at once, it SOUNDS like your idea would overlap them, quite a lot. At the worst-case scenario of 100 bombs landing at once, what would happen?

Where as in my notion, if the clouds touch (or even get too close, which FORCES gaps), the bigger/earlier cloud eats the newer one, modifies its radius by a little, and hits a bit harder (with diminishing returns). If 100 bombs land at once, MOST of them get eaten by the first one to hit, the cloud gets pretty big and maybe a couple others form with a 10-20km gap between them, but they don't gain an OP amount of damage because anything past, say, 5 bombs is just wasted.

And frankly, if you can land 100 bombs on a target, you deserve at least a really big cloud that lasts a while (shrink over time?)

Diminishing returns is a perfectly good mechanic and it's already used in so many place to keep things in line.




The gaps would be the areas where the damage was one our less per tick oon the edges of the clouds would could not just make a devastating field with this. A problem with your idea is how do i know as a bomber where i can bomb that is far enough away from another cloud? You want to force spaces and just lump all near by bombs together, how do you visually convey that? How do you visually convey exactly how strong a current cloud is? Then on the server side the cloud is going to be constantly checking if it needs to grow oor shrink ontop of all the ships checking if they are in the cloud or not.
grgjegb gergerg
School of Applied Knowledge
Caldari State
#19 - 2017-05-28 03:33:57 UTC
Lugh Crow-Slave wrote:
The gaps would be the areas where the damage was one our less per tick oon the edges of the clouds would could not just make a devastating field with this. A problem with your idea is how do i know as a bomber where i can bomb that is far enough away from another cloud? You want to force spaces and just lump all near by bombs together, how do you visually convey that? How do you visually convey exactly how strong a current cloud is? Then on the server side the cloud is going to be constantly checking if it needs to grow oor shrink ontop of all the ships checking if they are in the cloud or not.


Uhm, the constant distance calculations? On explosion, it does distance calculations to on-grid clouds, if they're too close, it adds to cloud instead of making a new one. That would be cloud radius + Xkm of padding distance. These things only need to update once in a while, and the "grow" routine only fires if a bomb explodes too close. Or, attach it to cloud bombs instead, can't be significantly more math per shot than any other weapon.

As far as knowing exactly where? You don't. Why would you? None of the other bombs are particularly user-friendly, why should this have any special guidance? Eyeball it and git gud. Same kind of closeness calculations as any warp bubble.

Same with cloud- you know you're too close when damage ticks start hitting, probably less damage on the edges. Visual effects would make sense too. Give ships a little "damaging environment" status indicator near the HUD, even.
Fek Mercer
Native Freshfood
Minmatar Republic
#20 - 2017-05-28 05:04:10 UTC
virus bombs would fair and balanced
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