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Pod Decoy Module

Author
seth Hendar
I love you miners
#21 - 2013-01-28 16:07:31 UTC  |  Edited by: seth Hendar
Nikk Narrel wrote:
seth Hendar wrote:
10 months ago it was possible to catch pods on gates with a 3500+ scan res stiletto, this is not possible anymore, the pods agility has been buffed making them insta warp, you cannot even initiate lock now.

This would almost be good enough, except for the ease and availability of dictors, hictors, and basic anchorable bubbles.

Even assuming the pilot could get into warp normally, if noone can warp even this idea makes it a challenge to survive.

But it also makes it possible.
A pod in a bubble pops very easily on it's own, otherwise.


step 1: READ the previous comments

step 2: think about it

step 3: comment
seth Hendar wrote:

regarding the pods killed:

1- nullsec, ofc pod get lost there
2- smartbombs
3- pilot fail


1- in null, you should be prepared to loose your pod
2- in low, you only loose them to smartbomb ( and out of Rancer / amamake, it is pretty rare), or because you fail

and fyi, bubble => null sec => see 1) of the quote
the pod IS an escape mechanism, that's why it is named "escape pod" so you want to add and escape mechanism to your escape mechanism?
Nikk Narrel
Moonlit Bonsai
#22 - 2013-01-28 16:17:57 UTC
seth Hendar wrote:
1- in null, you should be prepared to loose your pod
2- in low, you only loose them to smartbomb ( and out of Rancer / amamake, it is pretty rare), or because you fail

This is your opinion.

I doubt you could provide any documentation to suggest the intent of devs supports this.

And no, the circumstantial existence of current play mechanics has been repeatedly mentioned by the devs as not matching what they expected, much less intended, on more than one occasion.

In any case, it does nothing to refute my idea, which as repeatedly pointed out addresses the PERCEPTION of losing the pod.
As Asuka so accurately pointed out, even with decoys, having a bubble lock down the pod pretty much signs it's death. Should PvP pilots not require efforts to make kills?
You did point out pod kills were impossible otherwise, so I must expect you agree on this point.

It cannot be denied that a player who chooses to not play denies all other players the opportunity to PvP against them.
It also cannot be denied that recovery cost and time for expensive implants and higher priced clones is a factor in this decision making for many players.
Players who have, considering the reasons I mention, a very interesting potential effect on PvP that we might want to see more often.
seth Hendar
I love you miners
#23 - 2013-01-30 14:54:04 UTC  |  Edited by: seth Hendar
Nikk Narrel wrote:
seth Hendar wrote:
1- in null, you should be prepared to loose your pod
2- in low, you only loose them to smartbomb ( and out of Rancer / amamake, it is pretty rare), or because you fail

This is your opinion.

I doubt you could provide any documentation to suggest the intent of devs supports this.

And no, the circumstantial existence of current play mechanics has been repeatedly mentioned by the devs as not matching what they expected, much less intended, on more than one occasion.

In any case, it does nothing to refute my idea, which as repeatedly pointed out addresses the PERCEPTION of losing the pod.
As Asuka so accurately pointed out, even with decoys, having a bubble lock down the pod pretty much signs it's death. Should PvP pilots not require efforts to make kills?
You did point out pod kills were impossible otherwise, so I must expect you agree on this point.

It cannot be denied that a player who chooses to not play denies all other players the opportunity to PvP against them.
It also cannot be denied that recovery cost and time for expensive implants and higher priced clones is a factor in this decision making for many players.
Players who have, considering the reasons I mention, a very interesting potential effect on PvP that we might want to see more often.

pod cost are deterent to pvp in null => why not, passed a certain amount of SP i kinda agree, but this is not the solution.

about the implants => in null, mechanics make that you have great chances to loose them, so either you accept it, or you use a less expansive set of implant

now in low, this module would be useless, the chances of catching a pod are already inexistant but using a smartbomb provided the pilot of the pod doesn't screw up, and outside of amamake or rancer, you won't find smartbombs that often in low except maybe in big fleets.

so, using this module in null => bubbles still make it useless, or lowsec case apply
using this module in low => only smartbombs can catch them, and will kill all the decoy and the real pod, other time, pod is able to gtfo without decoy uness pilot is bad at pvp

utility of this module => 0%
Nikk Narrel
Moonlit Bonsai
#24 - 2013-01-30 15:33:29 UTC
seth Hendar wrote:
pod cost are deterent to pvp in null => why not, passed a certain amount of SP i kinda agree, but this is not the solution.

about the implants => in null, mechanics make that you have great chances to loose them, so either you accept it, or you use a less expansive set of implant

now in low, this module would be useless, the chances of catching a pod are already inexistant but using a smartbomb provided the pilot of the pod doesn't screw up, and outside of amamake or rancer, you won't find smartbombs that often in low except maybe in big fleets.

so, using this module in null => bubbles still make it useless, or lowsec case apply
using this module in low => only smartbombs can catch them, and will kill all the decoy and the real pod, other time, pod is able to gtfo without decoy uness pilot is bad at pvp

utility of this module => 0%

You are avoiding my point with nearly meaningless statistics.

Try equating this with use of insurance on a ship. Unless you use strictly T1 hulls and fittings, you still lose ISK. But many pilots feel better about jumping into combat because of this.

Logical? Of course not, but then dealing with perception bears no need to support logic.
Perception, in common context, deals with how people treat something one way despite the facts suggesting a different circumstance.

I don't care if noone survives who would not have also survived with a more PvP ready fitting, (adding back in that mid slot).
The point is that players want to feel good about playing the game, and that means taking risks in it.

It gives them a sense of putting the odds more in their favor of survival, in a pod.
Which it does, even if only by a trivial amount.

It just has to be perceived as a good idea.
Katran Luftschreck
Royal Ammatar Engineering Corps
#25 - 2013-01-31 00:06:30 UTC
Improved Pod (1,000,000ISK) = x2 armor and +1 warp stability.

http://youtu.be/t0q2F8NsYQ0

Hazzard
Chaotic Dynamics
#26 - 2013-01-31 01:26:09 UTC
So then we would all have to fit smartbombs to pop all the pods in one go?

Yes please do this but make sure they all cluster close together.
seth Hendar
I love you miners
#27 - 2013-01-31 09:12:23 UTC
Nikk Narrel wrote:
seth Hendar wrote:
pod cost are deterent to pvp in null => why not, passed a certain amount of SP i kinda agree, but this is not the solution.

about the implants => in null, mechanics make that you have great chances to loose them, so either you accept it, or you use a less expansive set of implant

now in low, this module would be useless, the chances of catching a pod are already inexistant but using a smartbomb provided the pilot of the pod doesn't screw up, and outside of amamake or rancer, you won't find smartbombs that often in low except maybe in big fleets.

so, using this module in null => bubbles still make it useless, or lowsec case apply
using this module in low => only smartbombs can catch them, and will kill all the decoy and the real pod, other time, pod is able to gtfo without decoy uness pilot is bad at pvp

utility of this module => 0%

You are avoiding my point with nearly meaningless statistics.

Try equating this with use of insurance on a ship. Unless you use strictly T1 hulls and fittings, you still lose ISK. But many pilots feel better about jumping into combat because of this.

Logical? Of course not, but then dealing with perception bears no need to support logic.
Perception, in common context, deals with how people treat something one way despite the facts suggesting a different circumstance.

I don't care if noone survives who would not have also survived with a more PvP ready fitting, (adding back in that mid slot).
The point is that players want to feel good about playing the game, and that means taking risks in it.

It gives them a sense of putting the odds more in their favor of survival, in a pod.
Which it does, even if only by a trivial amount.

It just has to be perceived as a good idea.

so you want to add a module, that does nothing, that nobody will use? just because it produces a graphical effect?

someone missed Xmas snowbal / fireworks it seems, there there poor thing, there are plenty on market so you can too have some
Brewlar Kuvakei
Adeptio Gloriae
#28 - 2013-01-31 09:20:44 UTC
Sounds good make it a high slot though as a utility so not to nerf armor or shield unfairly.
Nikk Narrel
Moonlit Bonsai
#29 - 2013-01-31 14:54:53 UTC
seth Hendar wrote:
so you want to add a module, that does nothing, that nobody will use? just because it produces a graphical effect?

someone missed Xmas snowbal / fireworks it seems, there there poor thing, there are plenty on market so you can too have some

I never claimed you would use it.

I never went so far as claiming most people would use it.

But I do claim some would use it, despite your firmly stated poor evaluation of it's worth.

They will treat it as something reassuring, and participate in a roam or event they would have previously avoided.

And maybe they will STILL get podded.

But like any game of chance, which elements of EVE undeniably are, this gives their odds a better chance. No matter how slim.
And that gets some pilots playing more.
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