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Strategic Missile Launchers

Author
Nikk Narrel
Moonlit Bonsai
#1 - 2012-05-30 13:43:47 UTC  |  Edited by: Nikk Narrel
In straight up PvP activity, Caldari boats often have a disadvantage in fleets. They have delayed DPS when it comes to fitting missile launchers. Missile launchers is what many of them do best.

I therefore suggest the following:

The cruise category of launcher lives up to it's name, and gains the ability to strike at distances.

Example:
A cloaked observer is parked near a gate. The launching ships are in same system, but in a safe spot far from the observer.
The launching ships are told which bookmarks to target and fire upon. Bookmarks are flagged through fleet so they can be locked on by the launcher ships.
The launching ships fire a volley of cruise missiles, which immediately enter warp and head to target grid. (Warp speed 20AU)
The missiles exit warp at the location near where the target was when launched, the missiles will detonate at the designated locations, delivering blast damage to anything in the blast radius.
Fleet missiles just became interesting again.

Requirements: The cloaked vessel may require a spotter module, and the launcher vessel may need one as well, in order to connect as described above. It may be limited to strictly CovOps class, possibly recon class. No SB or strategic cruisers?

It could take several launching ships to make an alpha able to stop a ship, so this would be a group effort.

OK, for the TL;DR crowd then:

This is a weapon that is not intended to be useful gate camping. The target acquisition and deployment time is at least 30 seconds, more if you don't have perfect skills.

This means any ship that can get into warp in less than 30 seconds could simply leave.


Now, unless the damage is really kicked up, cruise missiles are not insta-kill weapons either, and certainly not highly effective against smaller ships. (No, you could not use the T2 precision class with this)

More than anything, this is simply a way to put missile boats back into fleet action. Their delayed DPS nature has made them less desirable as an option in this area.
Velicitia
XS Tech
#2 - 2012-05-30 14:18:02 UTC
would be *waaaaaaaaaaay* OP for hisec ... though as a "feature" of a dreadnought it could be interesting (siege up, use a spotter, stupid long range damage).

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Nikk Narrel
Moonlit Bonsai
#3 - 2012-05-30 14:24:42 UTC
Velicitia wrote:
would be *waaaaaaaaaaay* OP for hisec ... though as a "feature" of a dreadnought it could be interesting (siege up, use a spotter, stupid long range damage).

It could be something a dread could do.

Not something I would expect in high sec, unless a war was active.

It could also be something where preparation was needed on the part of the launching ship.
(IE: Must have speed at 0.0 before launching, or missiles would be off course exponentially to the point they would run out of fuel before they could hope to reach target)

I would expect a dread to use bigger than cruise missiles, or else redefine cruise as a higher damage type in this usage, like a T2 variant...
Helion Dhamphir
Necromatic Inc.
#4 - 2012-05-30 15:20:00 UTC  |  Edited by: Helion Dhamphir
Several slight problems with this idea:

How would the spotter use said spotter module when he can't obtain targets while cloaked?

What would prevent someone from making a ridiculously large fleet and just instapopping anything that enters a system?

Since the spotter is cloaked, the only way to counter this is to find the attacker, cloak or leave the system, and even if the attacker is found, he might be sitting 10m from a pos force field, how to counter?

Last question continued sorta: During a Pos bash, if the alliance being bashed has more pos in system, what would prevent a defending fleet from just warping to another pos, pop outside field, and bash the bashers at the first pos? perhaps even warp to a 3rd pos if followed.

Guess my point is, being able to attack a person without ever entering same grid is simply too powerfull.

Oh and, even though eve isn't based on realism, a missile cruising at 9600 times the speed of light ought to do some serious damage :p
AFK Hauler
State War Academy
#5 - 2012-05-30 15:27:02 UTC
Helion Dhamphir wrote:
Several slight problems with this idea:

How would the spotter use said spotter module when he can't obtain targets while cloaked?

What would prevent someone from making a ridiculously large fleet and just instapopping anything that enters a system?

Since the spotter is cloaked, the only way to counter this is to find the attacker, cloak or leave the system, and even if the attacker is found, he might be sitting 10m from a pos force field, how to counter?

Last question continued sorta: During a Pos bash, if the alliance being bashed has more pos in system, what would prevent a defending fleet from just warping to another pos, pop outside field, and bash the bashers at the first pos? perhaps even warp to a 3rd pos if followed.

Guess my point is, being able to attack a person without ever entering same grid is simply too powerfull.

Oh and, even though eve isn't based on realism, a missile cruising at 9600 times the speed of light ought to do some serious damage :p



Uncloak and "paint" them with a cyno-type painter for the cruise missiles to track.
Gives the target some time to react and defend - or GTFO.
Helion Dhamphir
Necromatic Inc.
#6 - 2012-05-30 15:36:23 UTC
AFK Hauler wrote:
Helion Dhamphir wrote:
Several slight problems with this idea:

How would the spotter use said spotter module when he can't obtain targets while cloaked?

What would prevent someone from making a ridiculously large fleet and just instapopping anything that enters a system?

Since the spotter is cloaked, the only way to counter this is to find the attacker, cloak or leave the system, and even if the attacker is found, he might be sitting 10m from a pos force field, how to counter?

Last question continued sorta: During a Pos bash, if the alliance being bashed has more pos in system, what would prevent a defending fleet from just warping to another pos, pop outside field, and bash the bashers at the first pos? perhaps even warp to a 3rd pos if followed.

Guess my point is, being able to attack a person without ever entering same grid is simply too powerfull.

Oh and, even though eve isn't based on realism, a missile cruising at 9600 times the speed of light ought to do some serious damage :p



Uncloak and "paint" them with a cyno-type painter for the cruise missiles to track.
Gives the target some time to react and defend - or GTFO.


Still doesn't solve the problem of people instapopping anything that moves :P
Velicitia
XS Tech
#7 - 2012-05-30 15:37:15 UTC
My take on the module was that is is passive, and just relays the telemetry (i.e. overview) of the cloaked ship to the artillery.

Though, adding "you need to targetpaint them" is an interesting twist.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Nikk Narrel
Moonlit Bonsai
#8 - 2012-05-30 15:49:58 UTC
Helion Dhamphir wrote:
Several slight problems with this idea:

How would the spotter use said spotter module when he can't obtain targets while cloaked?

The spotter is not targeting anything directly. The module I suggested would give the firing ships access to the spotter's overview for the purposes of selecting targets.

Helion Dhamphir wrote:
What would prevent someone from making a ridiculously large fleet and just instapopping anything that enters a system?

Instapopping? In this context that is a contradiction in terms. Nothing a missile does is instant.
Consider, that even with such a high warp speed, the missiles still need to be targeted, and travel to the targets, all before they leave the grid.
And noone specified this indirect targeting would be fast either. The time to lock a target this way could easily make it useless against any target able to align and warp inside of 30 seconds.

Helion Dhamphir wrote:
Point A: Since the spotter is cloaked, the only way to counter this is to find the attacker, cloak or leave the system, and even if the attacker is found, he might be sitting 10m from a pos force field, how to counter?

Point B: Last question continued sorta: During a Pos bash, if the alliance being bashed has more pos in system, what would prevent a defending fleet from just warping to another pos, pop outside field, and bash the bashers at the first pos? perhaps even warp to a 3rd pos if followed.

Guess my point is, being able to attack a person without ever entering same grid is simply too powerfull.

Point C: Oh and, even though eve isn't based on realism, a missile cruising at 9600 times the speed of light ought to do some serious damage :p

Point A, The spotter is not, and never will be the problem. This is not a hot drop, so unless you plan on staying in the area for an extended period he is meaningless.
The example I gave in the OP was not suggesting this as a new kind of gate camp. it was showing how this could break one up.

Point B, These are strategic missiles, not tactical. Any serious effort to evade them by leaving grid or ducking behind POS forcefields is probably going to work every time.

Point C, the missile needs to leave warp before it can orient on target, effectively removing any kinetic bonus. Your reference may have significance in the case of artillery shells, however.
Nikk Narrel
Moonlit Bonsai
#9 - 2012-05-30 15:53:50 UTC
AFK Hauler wrote:
Uncloak and "paint" them with a cyno-type painter for the cruise missiles to track.
Gives the target some time to react and defend - or GTFO.

This would change the dynamic.

The concept behind painting a target implies the painter to be either concealed during the act, or so far from the target that it cannot respond.

A great tip-off, for this version you suggest, is that it could give a target painter debuff symbol to the targeted ship(s), tipping them off to their danger.

Again, anything able to leave will probably be able to do so. This is not fast, and in no way comparable to a hot drop's fast attack profile.
Helion Dhamphir
Necromatic Inc.
#10 - 2012-05-30 16:11:53 UTC
Nikk Narrel wrote:
AFK Hauler wrote:
Uncloak and "paint" them with a cyno-type painter for the cruise missiles to track.
Gives the target some time to react and defend - or GTFO.

This would change the dynamic.

The concept behind painting a target implies the painter to be either concealed during the act, or so far from the target that it cannot respond.

A great tip-off, for this version you suggest, is that it could give a target painter debuff symbol to the targeted ship(s), tipping them off to their danger.

Again, anything able to leave will probably be able to do so. This is not fast, and in no way comparable to a hot drop's fast attack profile.


Not fast? how many ships can out run a 20 AU/s missile? :p
Michael Loney
Skullspace Industries
#11 - 2012-05-30 16:21:12 UTC
+1

There is a very narrow but powerful role for artillery in any battle.

My suggested change would be to make it just that, artillery fire. The shooting dreadnaught ( or other ) would have to deploy to fire and the reload time would be fairly long.

The deploy, un-deploy and reload times are all variable.

The ammo used could follow the hybrid idea, short range ( 5 AU? ) but high damage/splash area or long range ( 30AU) and lower damage/splash area. Different types of damage and flight times could also be variable based on ammo.

Someone on grid would use an active module to 'paint' the target. After the shot is fired the payload would warp to grid at 100KM and speed towards the location of the painted target at time of launch and detonate with variable damage/splash radius. If you are always moving the splash may never catch you. ( see ammo above )

This would be a very good tool for combating the blob problem I hear so much about as well as give less experienced PvP players a role in either being the artillery or defending it against counter attack. The fleet would have to spread out to avoid the splash area of effect from overwhelming the repair logistics. The small fast gangs would be more effective in battles as they can outrun the splash area and the larger ships would have to break locks more often.

I also realize that this can be used to find cloaked ships by targeting a jet can and firing on that. It would be tedious but not impossible. I don't see that as a problem.

**NOTE** I have very limited PvP expedience in EVE but have played may other battle games where a good arty setup can be very effective.
Nikk Narrel
Moonlit Bonsai
#12 - 2012-05-30 16:21:47 UTC
Helion Dhamphir wrote:
Nikk Narrel wrote:
AFK Hauler wrote:
Uncloak and "paint" them with a cyno-type painter for the cruise missiles to track.
Gives the target some time to react and defend - or GTFO.

This would change the dynamic.

The concept behind painting a target implies the painter to be either concealed during the act, or so far from the target that it cannot respond.

A great tip-off, for this version you suggest, is that it could give a target painter debuff symbol to the targeted ship(s), tipping them off to their danger.

Again, anything able to leave will probably be able to do so. This is not fast, and in no way comparable to a hot drop's fast attack profile.


Not fast? how many ships can out run a 20 AU/s missile? :p

The question you should be asking, rather, is how many ships would still be sitting on grid after:

Appearing in the spotter's overview, allowing the locking process to begin.
Locking process completes, time taken modified by skill to be somewhere between 20 seconds and a minute.
Missiles launched, and entering warp. Time to target's grid, anywhere from 3 to 5 seconds.
Missile comes out of warp, now traveling at normal cruise velocity inherited from pilot's combined skills and ship bonuses. Time to target varies based on whether target is in motion. Another 3 to 5 seconds.

Total time: Max skill launcher pilot might be able to deliver a missile to the target in about thirty seconds, assuming they reacted immediately.
The missile cannot pursue ships off grid, they are following a pre-programmed course based off grid coordinates relayed through a spotting ship, then behaving as normally targeted cruise missiles.
Helion Dhamphir
Necromatic Inc.
#13 - 2012-05-30 16:27:19 UTC
Nikk Narrel wrote:

Locking process completes, time taken modified by skill to be somewhere between 20 seconds and a minute.
.

You didn't mention that part ;p, what you said was basicly:

Spotter marks target, shooter fires his missiles, they enter 20AU/s warp and pops out near the original location of spotted target.

Making it sound like the target has 2-3 sec to react after being painted ;P
Nikk Narrel
Moonlit Bonsai
#14 - 2012-05-30 16:28:20 UTC
Michael Loney wrote:
+1

There is a very narrow but powerful role for artillery in any battle.

My suggested change would be to make it just that, artillery fire. The shooting dreadnaught ( or other ) would have to deploy to fire and the reload time would be fairly long.

The deploy, un-deploy and reload times are all variable.

The ammo used could follow the hybrid idea, short range ( 5 AU? ) but high damage/splash area or long range ( 30AU) and lower damage/splash area. Different types of damage and flight times could also be variable based on ammo.

Someone on grid would use an active module to 'paint' the target. After the shot is fired the payload would warp to grid at 100KM and speed towards the location of the painted target at time of launch and detonate with variable damage/splash radius. If you are always moving the splash may never catch you. ( see ammo above )

This would be a very good tool for combating the blob problem I hear so much about as well as give less experienced PvP players a role in either being the artillery or defending it against counter attack. The fleet would have to spread out to avoid the splash area of effect from overwhelming the repair logistics. The small fast gangs would be more effective in battles as they can outrun the splash area and the larger ships would have to break locks more often.

I also realize that this can be used to find cloaked ships by targeting a jet can and firing on that. It would be tedious but not impossible. I don't see that as a problem.

**NOTE** I have very limited PvP expedience in EVE but have played may other battle games where a good arty setup can be very effective.

Artillery is also a highly effective long range targeting method.

It tends to be less specific, in that it aims at a spot, and hopes the desired target will be close enough when the shells land.

Not sure how this would be used in the game directly, it would be shorter range than a strategic missile, but at the same time be faster to respond. You would be firing effectively at a bookmark instead of a painted target, the spotter would be telling you when to fire as much as where.
Nikk Narrel
Moonlit Bonsai
#15 - 2012-05-30 16:32:30 UTC
Helion Dhamphir wrote:
Nikk Narrel wrote:

Locking process completes, time taken modified by skill to be somewhere between 20 seconds and a minute.
.

You didn't mention that part ;p, what you said was basicly:

Spotter marks target, shooter fires his missiles, they enter 20AU/s warp and pops out near the original location of spotted target.

Making it sound like the target has 2-3 sec to react after being painted ;P

My apologies, I assumed too much would be implied by the name 'strategic', and neglected to specify this.

I have worked with missiles in real life, so I sometimes forget not everyone else has.
Loius Woo
Sebiestor Tribe
Minmatar Republic
#16 - 2012-05-30 17:38:08 UTC
Another issue of this idea, though I like it in principle.

Caldari pilots would be the only Off Grid DPS in the game.

You would have to design a system that allows all of the races to have some kind of off grid DPS otherwise its OP.

Would also need TONS of balancing to not be OP in and of itself.

I like the idea of off grid artillery, but this idea needs a lot of work.
Nikk Narrel
Moonlit Bonsai
#17 - 2012-05-30 17:50:29 UTC
Loius Woo wrote:
Another issue of this idea, though I like it in principle.

Caldari pilots would be the only Off Grid DPS in the game.

You would have to design a system that allows all of the races to have some kind of off grid DPS otherwise its OP.

Would also need TONS of balancing to not be OP in and of itself.

I like the idea of off grid artillery, but this idea needs a lot of work.

Agreed. While off grid artillery should be most notable in the Caldari since they emphasize so heavily on missiles, other races should have their own versions of it. Overall game balance suggests that one should help compensate for the other, and that costs missile oriented ships like the Caldari when fleet ship preferences are made.
(Same theory that suggests Gallente should make the best carriers, because of their drone specialization)

Minmatar should have shelling potential with their projectile guns, and Gallente should have it through their hybrid rail guns.

Amarr beam weapons... that one is tricky. Perhaps they develop a long range weapon based off of firing beams through space folds.... equally difficult to aim and use.
Michael Loney
Skullspace Industries
#18 - 2012-05-30 18:28:19 UTC
--OR--

Amarr

A defense only module to laser down an incoming strike using a high power laser burst to pre-detonate the payload. 1x module can take out one incoming payload every xx seconds. Multi-fit or more ships can reduce that time but you loose high slots.

Gallente

A cannon fodder drone that is single use only ( ie Defender drone ) it can intercept and pre-detonate the payload by means of getting in the way.

Minmatar

Already have artillery guns, they just need to made bigger and badder with a deploy option.

Instead of adding long range weapons to all races, just add proper counters to the long range attack for the opposing races to keep in line with the lore and factional warfare.


Gallente option #2

A weaponless use drone that tracks the payload back to its original location and provides a target paint to warp to ( Drone would have to warp there and deploy first.)
Simi Kusoni
HelloKittyFanclub
#19 - 2012-05-30 19:13:49 UTC
Killing stuff you aren't on grid with, that has been painted by a cloaked ship? This is Eve, we would abuse the hell out of this.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Callic Veratar
#20 - 2012-05-30 19:40:43 UTC
Sounds like an awesome way to blow up every single ship in an ice belt simultaneously.
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