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Player Features and Ideas Discussion

 
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Scanner Scrambler

Author
Sylver Maken
Fugutive Task Force
#1 - 2013-10-09 22:33:18 UTC
Module: High Slot
Very high CPU/Power grid requirements
Electronic Warfare
Deployable Equipment
Stays in Space 20-30 minutes
Non-Recoverable
If ship >100km from module it powers down (5 minute timer to disapear)
If dropped in a combat site that normally appears in general scanner --> drops site to a celestial site that needs to be scanned down by other players
If dropped in a celestial site that was scanned down --> increases probe/scan strength required in order to scan down anomaly
While module is loaded it reduces details of ship that can be garnered from use of ship scanners
When deployed it can mask ship from directional scan
When in fleet, will also mask fleet mates from directional scan as long as within 25-30km of module

By using this module you would be able to 'claim' sites from the players who solely rely on the general scanner for everything, though the high requirements of CPU/Power grid would also weaken your ships DPS/Tank so interesting trade off.

Thought of this due to there really not being much in the way of countering others ability to scan you down, though this doesn't remove it entirely, if you are willing to pay the price of the loss of CPU/Power grid you can more effectively hide yourself.

I know I'll receive some "I love your tears" posts like I did when I had a similar thread in general, but I think this could be an interesting added dynamic to the game that would add some more play styles.
NearNihil
Jump Drive Appreciation Society
#2 - 2013-10-09 22:41:56 UTC
Am I reading this properly and is this (essentially) like a dictor bubble launcher that hides you from d-scan and makes the beacon that marks a cosmic anomaly/signature harder to scan down - practically an AoE cloak for things not on grid?

If so, a cloaking device as we have them now should suit this role. It doesn't make the site harder to probe, but it does hide you from d-scan and make you actually impossible to locate (unless, of course, you crash into something). Downside being the scan res penalty.

Also, re:countering probes, d-scan is your friend. If someone is skilled enough to have probes on scan for a whole of 5 seconds, they'll locate you with or without this module anyway.
Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2013-10-09 22:46:20 UTC
Well, the drawbacks to the ship fitting it would be utterly meaningless, since people would just use an alt to drop the scrambler, so where's the drawback?

Hell, you can just reship, you don't even need the alt.
ilammy
Amarr Empire
#4 - 2013-10-09 22:55:09 UTC
Sylver Maken wrote:
but I think this could be an interesting added dynamic to the game that would add some more play styles.
Anchoring an anti-scan bubbal and orbiting it is not so dynamic. Maybe there should be some active countermeasures? Some kind of 'white noise probes' which you should rearrage around yourself according to enemy probe movement to avoid being scanned, devoting some APM for this. However, I don't know whether it is a good idea, considering the scanning mechanic is already dumbed down and the crucial point is pinpointing the target quickly with directional scanner, not the probing itself.
Sylver Maken
Fugutive Task Force
#5 - 2013-10-09 22:55:44 UTC
Sort of like an interdiction sphere I guess, except it's goal is to mask scanners rather than prevent warps. So the ambush method would be to hide a fleet and have a scout find a target rather than trying to set up a fleet in the path of ships. This would make for interesting tactics inside someone elses area of sovereignty.
Also, I would consider it a drawback that an entire ship must be fairly ineffectual rather than this purpose, especially for pvp. The refit idea could be plausable, but this would mean you'd have to have stations you could dock in to refit closeby and this could also be alleviated by shortening the timer on how long the module stays active in space. Would probably not be time effective to go and refit a ship, though this could add to some diverse player roles with the new refit stations that should be out with rubicon. Also, you could make these modules have enough size that having too many of them in cargo for reloads would be prohibative.
Sylver Maken
Fugutive Task Force
#6 - 2013-10-09 22:58:41 UTC
ilammy wrote:
Sylver Maken wrote:
but I think this could be an interesting added dynamic to the game that would add some more play styles.
Anchoring an anti-scan bubbal and orbiting it is not so dynamic. Maybe there should be some active countermeasures? Some kind of 'white noise probes' which you should rearrage around yourself according to enemy probe movement to avoid being scanned, devoting some APM for this. However, I don't know whether it is a good idea, considering the scanning mechanic is already dumbed down and the crucial point is pinpointing the target quickly with directional scanner, not the probing itself.


I was hoping to add back in a bit of diffuclty to the scanning with this that is player controlled, thereby making a difficulty modifier to scanning that can be affected by players rather than just system set. Also, the dymanic part (at least I hope) would be to introduce ways for players to make it harder to find them, but also to add in new ambush capabilities for players who are looking to kill others. It can add to both play styles and I think would add more dynamics to the game in that way.
Sylver Maken
Fugutive Task Force
#7 - 2013-10-09 23:26:11 UTC
For instance, it would add incentive to scan down sites in low/null sec due to them possibly harboring a player who has dropped one of these modules. Also, on the ambush tactice sides, now one has to wonder whether those players in local are docked in stations or hiding in space ready to strike due to them not showing up on the directional scan.
Sylver Maken
Fugutive Task Force
#8 - 2013-10-10 03:50:14 UTC
As an addition, perhaps lower the CPU/Power requirements, but as a risk of using it in High Sec (and creating what many players are worried would be 'private' instance type play since other players wouldn't bother to scan down the site) make this a criminal act in High Sec that gives kill rights to all players in the system at time of module activation for the duration and a few minutes after the securing of the module since you are effectively "stealing" the site from them. This may add an interesting dynamic of baiting and ambushing that could bring a lot more players into the realm of scanning and actually PVP.