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Player Features and Ideas Discussion

 
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Anchorable Object - A Decoy Ship

First post First post
Author
Hyuna Saraki
Perkone
Caldari State
#61 - 2013-11-13 17:09:22 UTC
How about impersonating another player is only possible if you have collected their frozen corpse beforehand and have it sit in the decoy.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#62 - 2013-11-13 20:20:43 UTC
Hyuna Saraki wrote:
How about impersonating another player is only possible if you have collected their frozen corpse beforehand and have it sit in the decoy.


That would suddenly give value to corpses beyond morbid hangarwear. It would also make it harder to impersonate specific individuals.
Markus Blaze
Brutor Tribe
Minmatar Republic
#63 - 2013-11-13 22:13:14 UTC
It would be nice if the decoy could be preforming an action, or appear to be preforming an action, like mining, circling, protecting or fighting another ship (one piloted by a player). imagine: my SB sees a tasty miner sucking away the life force of poor astroids, and I swoop in to save it, but No! It's a decoy and a fellow pirate...savior is there to destroy me. This could create some real content if implemented properly. +1 and Bump!
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#64 - 2013-11-13 22:53:04 UTC
This is a great idea Big smile

And just an on-the-spot suggestion: how about you have to put a ship's BPC into it to activate it in that ship's form? This would keep people from just making hundreds of them in space (unless shuttles Lol) and would be kind of balancing.

Also, the corpse idea is a great suggestion - i'd have a use for them! And we may see some CCP members floating around eventually, if that's the case Lol
Gizznitt Malikite
Agony Unleashed
Agony Empire
#65 - 2013-11-14 00:55:11 UTC
Uriel Paradisi Anteovnuecci wrote:
This is a great idea Big smile

And just an on-the-spot suggestion: how about you have to put a ship's BPC into it to activate it in that ship's form? This would keep people from just making hundreds of them in space (unless shuttles Lol) and would be kind of balancing.

Also, the corpse idea is a great suggestion - i'd have a use for them! And we may see some CCP members floating around eventually, if that's the case Lol


i like the BPC idea.... although that would essentially stop people from deploying these as capital ships (i.e. no one would make a decoy titan then). TBH, it's a great idea, but makes these a bit too expensive IMO.
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#66 - 2013-11-14 03:16:58 UTC
Gizznitt Malikite wrote:
Uriel Paradisi Anteovnuecci wrote:
This is a great idea Big smile

And just an on-the-spot suggestion: how about you have to put a ship's BPC into it to activate it in that ship's form? This would keep people from just making hundreds of them in space (unless shuttles Lol) and would be kind of balancing.

Also, the corpse idea is a great suggestion - i'd have a use for them! And we may see some CCP members floating around eventually, if that's the case Lol


i like the BPC idea.... although that would essentially stop people from deploying these as capital ships (i.e. no one would make a decoy titan then). TBH, it's a great idea, but makes these a bit too expensive IMO.

I see your point- anything above a BS (~2 mil) may start to be...difficult to do. Maybe capital ships could use something else... Or maybe they could all use a sort of data core or specific item. Either way, decoys would be a great featureSmile
Shivanthar
#67 - 2013-11-14 14:14:40 UTC  |  Edited by: Shivanthar
Skill: Decoy Management
Explanation: Allows you to deploy decoys. +1 decoy per level

Skill: Decoy Timer Management
Explanation: Allows more time for decoys to stay in space before disappearing. (base 5 minutes) Extends decoy timer by %20 per skill level.

Skill: Decoy Distance Management
Explanation: Extends the range between decoys distance and its owner. (base current system) Allows +1 jump per level before decoy self-destructs.

Skill: Decoy Signature Management (pre-req: All sensor type compansations at level 4)
Explanation: Improves signature radius of the decoys. +10 % per level of fake signature created by decoys.

Skill: Decoy Cynosural Field Theory (pre-req: cyno field th. V)
Explanation: Allows decoy to deploy a fake cyno field in the system if system security allows it. (Base 30 secs) Extends the time of the fake cyno field created by decoy by %20 per level.

Skill: Decoy Mechanical Upgrades (pre-req: mechanics lvl V)
Explanation: Improves structure of the decoys. +10% to decoy hull per level.

Skill: Decoy Armor Upgrades (pre-req: TBD armor related stuff at lvl V)
Explanation: Improves armor of the decoys. +10% to decoy armor hitpoints per level.

Skill: Decoy Shield Upgrades (pre-req: Shield upgrades lvl V)
Explanation: Improves shield of the decoys. +10% to decoy shield hitpoints per level.

2 Skills: Decoy Armor/Shield Compansation (pre-req: all armor compansations @ lvl V, all shield comps @ lvl V)
Exp: Increases resistances of armor/shield of the decoys by %4 per level.

_Half _the lies they tell about me **aren't **true.

Shivanthar
#68 - 2013-11-14 14:34:09 UTC  |  Edited by: Shivanthar
Skill: Decoy Movement (pre-req: high-speed helmsman elite cert's skills, drone movement V)
Explanation: Each level adds skill to decoy movement.
lvl 1 - decoy starts to approach agressor/first target
lvl 2 - decoy orbits agressor @2500
lvl 3 - decoy orbits agressor with meta 0 afterburner bonus @ 5000
lvl 4 - decoy orbits agressor with meta 0 microwarpdrive bonus @7500
lvl 5 - decoy orbits agressor with tech II microwarpdrive bonus @13000

Note: "Engage fake cyno field" command will immobilize the decoy.

Skill: Decoy Targeting (pre-req: Targeting V, Multitasking V)
Explanation: Decoy targets whoever in its range. (base 0) +1 target per level.

Skill: Decoy Smart Warp Disruption AI Implementation (pre-req: Propulsion Jamming V, Decoy Targeting V, Decoy Movement V)
Explanation: Decoy targets ships according to their size in descending order and then tries to engage a fake warp disruptor to all its targets. This skill enables decoy to orbit its first target instead of agressor. Fake warp disruptor has 0 warp strength but has a range as same as fake ship's targeting range.

_Half _the lies they tell about me **aren't **true.

Electrique Wizard
Mutually Lucrative Business Proposals
#69 - 2013-11-14 15:05:47 UTC
Now you're overdoing it.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#70 - 2013-11-14 15:37:49 UTC
Electrique Wizard wrote:
Now you're overdoing it.


The KISS approach will be just fine.

We don't need a dozen skills to make decoys realistic. To be honest, I don't want perfect decoys. I want something that anyone with good situational awareness will spot, yet the unprepared will fall for.
Nikk Narrel
Moonlit Bonsai
#71 - 2013-11-14 15:49:05 UTC
Gizznitt Malikite wrote:
Electrique Wizard wrote:
Now you're overdoing it.


The KISS approach will be just fine.

We don't need a dozen skills to make decoys realistic. To be honest, I don't want perfect decoys. I want something that anyone with good situational awareness will spot, yet the unprepared will fall for.

Absolutely.

The game does not require complexity, any more than it requires teamwork.
But, the game is intended to reward teamwork, since it is an MMO, and the option to improve your results by using more complex tactics and strategies should always be an option.

It makes for good gameplay, by leveraging intelligence as well as superior numbers.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#72 - 2013-11-14 18:06:06 UTC
Uriel Paradisi Anteovnuecci wrote:
Gizznitt Malikite wrote:
Uriel Paradisi Anteovnuecci wrote:
This is a great idea Big smile

And just an on-the-spot suggestion: how about you have to put a ship's BPC into it to activate it in that ship's form? This would keep people from just making hundreds of them in space (unless shuttles Lol) and would be kind of balancing.

Also, the corpse idea is a great suggestion - i'd have a use for them! And we may see some CCP members floating around eventually, if that's the case Lol


i like the BPC idea.... although that would essentially stop people from deploying these as capital ships (i.e. no one would make a decoy titan then). TBH, it's a great idea, but makes these a bit too expensive IMO.

I see your point- anything above a BS (~2 mil) may start to be...difficult to do. Maybe capital ships could use something else... Or maybe they could all use a sort of data core or specific item. Either way, decoys would be a great featureSmile


TBH, I really like the idea it "requires" a BPC of the ship it wants to mimic... but am attempting to find a workaround for t2, t3, and capital ships. I don't mind a 10m setup cost... but a 100m or more setup cost is really limiting.

Also, there definitely should be some mechanism that makes spamming these things uncommon.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#73 - 2013-11-14 18:18:10 UTC

I know a lot of players (especially in my corp) feel that decoy ships would make hunting ratters and miners in nullsec that much harder than it already is. To be honest, it is fairly difficult to catch an alert miner (although the warp changes may alter that, time will tell).

Spamming these in a system to obfuscate yourself, spamming these in the middle of a large sov fight, etc... are generally considered a bad thing.

One thing is very clear, there needs to be some pragmatic limits to how these are deployed, or they will become abused.
Nikk Narrel
Moonlit Bonsai
#74 - 2013-11-14 18:29:23 UTC
Gizznitt Malikite wrote:

I know a lot of players (especially in my corp) feel that decoy ships would make hunting ratters and miners in nullsec that much harder than it already is. To be honest, it is fairly difficult to catch an alert miner (although the warp changes may alter that, time will tell).

Spamming these in a system to obfuscate yourself, spamming these in the middle of a large sov fight, etc... are generally considered a bad thing.

One thing is very clear, there needs to be some pragmatic limits to how these are deployed, or they will become abused.

Have them use a form of bandwidth, like a drone does.

Certain ships will be geared to more effective use, perhaps, certain modules will make it stronger.

Possibly the use of an anchorable jamming device to block activating these could be considered.

Just don't use ISK as a limiting factor. They thought that would work with titans, and unintentionally made them too common.
Daichi Yamato
Jabbersnarks and Wonderglass
#75 - 2013-11-14 19:06:11 UTC
love it!

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Sarah Stallman
Pen2 Logistics
#76 - 2013-11-14 21:10:08 UTC
Nikk Narrel wrote:
Let it have preprogrammed 1 or 2 lines it can say, either by a timer, or if someone puts a keyword into chat.
That keyword could be as simple as the name of the pilot they impersonate, or anything else, really.


Are you really suggesting they mainline spam bots?
Nikk Narrel
Moonlit Bonsai
#77 - 2013-11-14 21:15:08 UTC
Sarah Stallman wrote:
Nikk Narrel wrote:
Let it have preprogrammed 1 or 2 lines it can say, either by a timer, or if someone puts a keyword into chat.
That keyword could be as simple as the name of the pilot they impersonate, or anything else, really.


Are you really suggesting they mainline spam bots?

In a way, yes.

But this is the really cool part: you can find these in space, and blow them up. They can't hide in an outpost or POS.

Could be therapeutic, imagine creating one of someone you have anger issues towards, and nuking them repeatedly.