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Player Features and Ideas Discussion

 
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Combat Engineering ships

First post
Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#121 - 2014-09-03 10:56:34 UTC
Good idea for a new role, you get a +1 however....


The destruction of the deployed structures is a difficult one to do due to the game mechanics of weapon damage.



So, might I suggest this.....

A special module (high slot maybe) that can only be fit by combat engineers that "hacks" the powercore of the structure, overloads it and causes the structure to explode or become incapacitated. This could simply be the hacking mini game we already have or a new mini game to overload the powercore or the structure. Be interesting to have to frantically hack a structure under combat to diable/destroy it.
Rowells
Pator Tech School
Minmatar Republic
#122 - 2014-09-03 13:33:12 UTC
I see this ship benefitting from having a cruiser sized ship with better on-grid survivability in fleet, and another industrial ship size with larger bonuses, bigger bays, and possibly having bonuses or roles to help it move through dangerous territory (interdiction, nullification, warp core bonus, or cloak)
Liafcipe9000
Critically Preposterous
#123 - 2014-09-09 06:29:21 UTC
Spugg Galdon wrote:
Good idea for a new role, you get a +1 however....


The destruction of the deployed structures is a difficult one to do due to the game mechanics of weapon damage.



So, might I suggest this.....

A special module (high slot maybe) that can only be fit by combat engineers that "hacks" the powercore of the structure, overloads it and causes the structure to explode or become incapacitated. This could simply be the hacking mini game we already have or a new mini game to overload the powercore or the structure. Be interesting to have to frantically hack a structure under combat to diable/destroy it.

yet another viable and excellent idea.
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#124 - 2014-09-10 11:27:06 UTC
I very much like the idea of implementing the hacking minigame with the takedown of structures. The difficulty of the hack could scale with the type of structure being attacked. For example, yurts and MTUs could have a relatively easy hack, while POS modules and towers would be incredibly difficult. Upon completion of the hack, the module wouldn't necessarily be destroyed, but would do whatever damage a demo charge would have already done. In some cases this will mean instant distruction/reinforcement, while in others it will just do severe damage to whatever is targeted.

Not only would this add a bit more skill requirement for an effective combat engineer pilot, but it would also give explorers another cross-over role in combat situations should they decide to join a fleet.

It could also be implemented that a failed hack will trigger some sort of self defense mechanism and damage the engineer's ship, but I think that "playing a minigame in a live fire situation" is enough difficulty to overcome.


Further food for thought. I like where this is going, but as always, more constructive criticism is nice.
Jane Shapperd
Quafe Commandos
The Obsidian Front - Reborn
#125 - 2014-09-12 08:17:31 UTC
Auduin Samson wrote:
I very much like the idea of implementing the hacking minigame with the takedown of structures. The difficulty of the hack could scale with the type of structure being attacked. For example, yurts and MTUs could have a relatively easy hack, while POS modules and towers would be incredibly difficult. Upon completion of the hack, the module wouldn't necessarily be destroyed, but would do whatever damage a demo charge would have already done. In some cases this will mean instant distruction/reinforcement, while in others it will just do severe damage to whatever is targeted.

Not only would this add a bit more skill requirement for an effective combat engineer pilot, but it would also give explorers another cross-over role in combat situations should they decide to join a fleet.

It could also be implemented that a failed hack will trigger some sort of self defense mechanism and damage the engineer's ship, but I think that "playing a minigame in a live fire situation" is enough difficulty to overcome.


Further food for thought. I like where this is going, but as always, more constructive criticism is nice.


I like that idea +1

Tho hacking a tower is a bit extreem
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#126 - 2014-09-12 08:41:46 UTC
I like the idea of a T2 frigate or destroyer with a bonus to setting up deployables.


But as far as a T2 frigate for taking down POS, you can already do that with Stealth Bombers.

Really, don't give us some super POS bashing frigate, or we'll put together a 200 man fleet of them with an FC that doesn't sleep. You will all regret it.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#127 - 2014-09-12 11:12:40 UTC
Jane Shapperd wrote:
Auduin Samson wrote:
I very much like the idea of implementing the hacking minigame with the takedown of structures. The difficulty of the hack could scale with the type of structure being attacked. For example, yurts and MTUs could have a relatively easy hack, while POS modules and towers would be incredibly difficult. Upon completion of the hack, the module wouldn't necessarily be destroyed, but would do whatever damage a demo charge would have already done. In some cases this will mean instant distruction/reinforcement, while in others it will just do severe damage to whatever is targeted.

Not only would this add a bit more skill requirement for an effective combat engineer pilot, but it would also give explorers another cross-over role in combat situations should they decide to join a fleet.

It could also be implemented that a failed hack will trigger some sort of self defense mechanism and damage the engineer's ship, but I think that "playing a minigame in a live fire situation" is enough difficulty to overcome.


Further food for thought. I like where this is going, but as always, more constructive criticism is nice.


I like that idea +1

Tho hacking a tower is a bit extreem



GOOD LUCK GETTING INTO HACKING RANGE OF AN ONLINE TOWER
Sobaan Tali
Caldari Quick Reaction Force
#128 - 2014-09-12 13:06:32 UTC
I didn't read the whole thread, so I'm going to assume that using this as a super POS basher would be viewed as a potention balancing issue with the sound of something like this. If I'm wrong and the idea of this being exceptionally good at killing POSes is generally well recieved, then ignore the following.

Maybe make the demo charge sort of like a smartbomb with similar range limitations? Enough range so it can be used effectively on deployables, but not enough to threaten towers. Key note, this would mean defensive batteries could be hit since they are stationed outside the shield wall, though the tower would require a different ship to kill due to the very same thing.

Nice idea either way. +1, would definitely buy a few.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#129 - 2014-09-12 17:18:02 UTC
Sobaan Tali wrote:


Maybe make the demo charge sort of like a smartbomb with similar range limitations? Enough range so it can be used effectively on deployables, but not enough to threaten towers. Key note, this would mean defensive batteries could be hit since they are stationed outside the shield wall, though the tower would require a different ship to kill due to the very same thing.




Smartbomb bonus would be interesting. No ship gets a bonus to those, and that would limit them to bashing deployables and mods outside the POS, and give them an interesting buff because they can use it even if jammed.

Overall, the game doesn't really need any more POS bashing ships. You can use massed stealth bombers, drone boats up to carriers with sentries, battleships (with lasers if you are lazy), and of course dreadnoughts.
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#130 - 2014-09-13 14:46:32 UTC
I think some people is wrong thinking about this ship as a POS basher. It could use a special hacking module, only used for hacking structures deployed by players. By doing so, it a) makes them selfdestruct or initiates a countdown the owner could use for trying to revert the process or b) it unanchors them, perhaps with the same countdown. That means it will have a very small range. Also, I'd say make it unable to be used on online or reinforced POS towers. In fact, in terms of POS, I'd limit its use to Offline POS, so it can be used to easily take away abandoned towers in W-space and Highsec, and wouldn't make Dreadnoughts, Marauders and Battlecruisers useless.

Just my thoughts about these ships' capabilities of taking away structures.
Malcolm Lionel
Lionel War Industries
Gooseflock Featheration
#131 - 2014-09-13 15:23:03 UTC
Its a very interesting idea. +1
Saisin
Chao3's Rogue Operatives Corp
#132 - 2014-09-13 17:14:50 UTC
+1 for the concept..

I totally support the idea of having sub caps being able to be extremely efficient in attacking structures, including deployables.
Also implement its counter part, I.e. A subcap able to repair structures.

Having only end game ships like capitals able to significantly affect structures is a big advantage to mega corps and alliances.
The small units should be able to have dedicated sub caps for such tasks.

Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Auduin Samson
Sebiestor Tribe
Minmatar Republic
#133 - 2014-09-14 05:06:45 UTC
Saisin wrote:
Having only end game ships like capitals able to significantly affect structures is a big advantage to mega corps and alliances.
The small units should be able to have dedicated sub caps for such tasks.


Coming from Providence, where all out cap warfare is rare, I can tell you that a bunch of logis will work when you don't have carriers to spare. To be fair though, a sub cap that can do a carriers job would be pretty overpowered. As much as it sucks, a ten-thousand man alliance with trillions of isk SHOULD have the upper hand against a small corporation. It's not fair, but if we wanted everyone to play fair we wouldn't be here Blink
Liafcipe9000
Critically Preposterous
#134 - 2014-09-15 11:42:49 UTC  |  Edited by: Liafcipe9000
you just provided the one reason why not to add combat engineering ships to the game. (._.)

as for the topic of anti-POS usage of these ships, Starbass Engineering ships are not supposed to destroy the POS, only pack/unpack it faster than normal.

also, the game.
Liafcipe9000
Critically Preposterous
#135 - 2014-09-22 05:01:02 UTC
I think I accidentally this thread... I didn't mean to, sorry! Cry

back on topic - I'm still waiting to see a CCP say something about deployable-oriented ships introduced into EVE.
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#136 - 2014-09-22 13:41:45 UTC
Nah, it's all good. Any idea SHOULD go through a lot of constructive criticism before implementation, otherwise balance issues will run rampant. This would definitely need to be dealt with carefully, as there is a fine line between an effective combat engineering concept and a swarm of expendable POS clearing frigates. However, I think that it is possible to balance these. Some solutions that have been proposed:

Hacking game with various difficulty levels depending on target

Scaling damage depending on target

Target-specific module activation (IE Can use on structures, not ships)

Sig radius based damage


While all of these have their own ups and downs, I think a careful combination of the two (Hacking minigame with scaling damage?) could be easily implemented by the right minds.
Arla Sarain
#137 - 2014-10-01 20:36:56 UTC
A wild good suggestion appears.

CCP falls asleep.
Liafcipe9000
Critically Preposterous
#138 - 2014-10-02 14:50:17 UTC  |  Edited by: Liafcipe9000
Arla Sarain wrote:
A wild good suggestion appears.

CCP falls asleep.

IKR.

Auduin Samson wrote:
Some solutions that have been proposed(...)

While all of these have their own ups and downs, I think a careful combination of the two (Hacking minigame with scaling damage?) could be easily implemented by the right minds.

I think the best way to start is to add a large ship that can deploy and repack a POS and carry the structures in its specialized holding bay.

easy steps is the way to go, so for a start let's not include structure offensive oriented ships eh?
Liafcipe9000
Critically Preposterous
#139 - 2014-10-13 11:22:51 UTC
Bumping
Arla Sarain
#140 - 2014-10-13 12:58:25 UTC
Could someone from CCP at least go like - "hey this is a cool idea".

???