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Player Features and Ideas Discussion

 
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New ship, skills, modules, and tactics.

Author
James Arget
Future Corps
Sleeper Social Club
#1 - 2011-12-31 21:32:48 UTC
So, here's a new ship sample I would propose.

"New Ship" wrote:
Schism
A Tech 2, Tier 2 Amarr battlecrusier.

Skill requirements:
Amarr Cruiser V
Battlecruisers V
Capital Interdictors I

Amarr Cruiser Skill Bonus: 5% bonus to armor resistances and 10% reduction in Large Energy Turret capacitor use per level.
Capital Interdictors Skill Bonus: 7.5% to armor repair effectiveness and increases the range of cynosural disriptions fields by a factor of three to the n power per level. (3^1 at level 1, 3^2 at level 2, etc.)


This ship would be a "Captial Interdictor". Continuing the illustrious line of Dics and Hics, the Cap Dictors would work on Cynosural interdiction. In their primary role, they are able to target and disable a ship from lighting a cyno, as well as turning off a cyno which is active. When this is not enough, they can fit a special Interdiction Module which allows it to enter a deployed mode similiar to siege and triage where it can't receive aid, but in exchange it will prevent and stop the activation of a cyno within many AU of space. The range of interdiction increases rapidly; at level IV you have significant range, while at level V you have range up to the hard lock limit, or likely full system coverage (but not always!)


"New Skills" wrote:
Capital Interdictors

Prerequisites:
-Propulsion Jamming V
-Spaceship Command V
-Cynosural Field Theory IV

Tactial Interdiction Reconfiguration
Skill at operation of cynosural disruption modules. XX unit reduction in strontium clathrate consumption amount for module activation per skill level.

Prerequisites:
Cynosural Field Theory V


These skills are for the operation of the ship and interdiction mode. It's also a buff to the usefullness of the Cynosural Field Theory skill.

"New Modules" wrote:
Cynosural Disruptor I
Required Skills: Tactical Interdiction Reconfiguration I

Disrupts the target ship's navigation computer which prevents it from generating a cynosural field. This module's effect can be modified with scripts. Range: 1km (massively affected by the ship skill)

Dispersed Cynosural Disruption
This script can be loaded into a cynosural disrptor field to disperse it's effect throughout the surrounding space at a rate of 1 AU/km. Note: does not interfere with Covert Cynosural Fields.

Details: A script to be used with the next module to provide a cynojammer like effect.

Interdiction Module I
An electronic interface designed to augment and encance a capital interdictor's cynosural disrtuption abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its interdiction and defensive capabilities.

This results in the ability to project cynosural disruption throughout local space, as well as a greatly increased rate of defensive self-sustenance. Due to the ionic field created by the siege module, remote effects like warp scrambling et al. will not affect the ship while in siege mode.

This also means that friendly remote effects will not work while in siege mode either. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship nor are you allowed to dock until out of interdiction mode.

Note: An interdiction module requries Strontium clathrates to run and operate effectively. Only one interdiction module can be fitted to a capital interdictor class ship. Base consumption: XXX units

Details: 5 minute duration, 50% rep duration, 100% rep amount. By requiring a deployment, station/POS games are mitigated. It can also be scanned down and destroyed much more easily.

Unlike the HIC module, this interdiction device is focused by default, and can be made distributed by entering interdiction mode. The use of a targeted cyno interdiction is also much less skill intensive than the AOE cynojamming.

As for what new tactics this would introduce, I'm not entirely sure. There's a bunch of different scenarios I can think of where this would be fantastic, or overpowered, or useless, or overly complicated and confusing. However, I've been sitting on the idea and have heard other people mention similiar, so I thought I'd throw it out there again.

CSM 8 Representative

http://csm8.org

RubyPorto
RubysRhymes
#2 - 2012-01-01 10:33:52 UTC
There's already a way to turn off an enemy Cyno. It's a specialty ship called Dee Pee Ess.

There's already a way to prevent a hostile fleet from entering a system you own. It's a Cyno Jammer. Only needs Sov 3.
Don't have Sov 3, you don't own your system enough yet.


Why would Concord or a Pirate Faction let you decide where people can Cyno in or out of their Sov?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

James Arget
Future Corps
Sleeper Social Club
#3 - 2012-01-01 19:18:56 UTC
RubyPorto wrote:
There's already a way to turn off an enemy Cyno. It's a specialty ship called Dee Pee Ess.

There's already a way to prevent a hostile fleet from entering a system you own. It's a Cyno Jammer. Only needs Sov 3.
Don't have Sov 3, you don't own your system enough yet.


Why would Concord or a Pirate Faction let you decide where people can Cyno in or out of their Sov?

The more options the better if you ask me. For most challenges in EVE there are two solutions: DPS or EWAR. This would be the DPS side.

Cynojammers are great.. for long term occupation. A Cap Dictor would be a short term tool, and something you can attack with as well as defend, and also useful for lowsec and npc null. Cynojammers far from comprehensive.

CSM 8 Representative

http://csm8.org

Velicitia
XS Tech
#4 - 2012-01-01 19:57:35 UTC
How about something like this instead:

1. Alter capships so they have a lock time on cynos. Just for the sake of numbers, let's say 30 sec or so, lessened by "Jump Sensor Calibration" (i.e. a new skill that works like JDC and JFC, so not necessary as a prereq for caps. Its prereq is JDO 5) to about 10 sec at level 5. You can make this 15-30% longer by hitting them with a sensor damp (T2 scripted, and assuming I'm doing the maths right on the module/script).
2. Cynos can be "nullified" by using a T2 Scrambler directly on the cyno. This makes the cyno 15-25% smaller (5% per level of propulsion jamming? or maybe Graviton Physics?)


Scenario 1 allows you a few extra seconds to keep a capship in place in the event they're in structure and manage to kill off the point(s) on them.

Scenario 2 allows a group a few extra seconds to apply the DPS needed to kill whoever lit the cyno before his buddies show up.

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

RubyPorto
RubysRhymes
#5 - 2012-01-01 23:43:12 UTC
James Arget wrote:
RubyPorto wrote:
There's already a way to turn off an enemy Cyno. It's a specialty ship called Dee Pee Ess.

There's already a way to prevent a hostile fleet from entering a system you own. It's a Cyno Jammer. Only needs Sov 3.
Don't have Sov 3, you don't own your system enough yet.


Why would Concord or a Pirate Faction let you decide where people can Cyno in or out of their Sov?

The more options the better if you ask me. For most challenges in EVE there are two solutions: DPS or EWAR. This would be the DPS side.

Cynojammers are great.. for long term occupation. A Cap Dictor would be a short term tool, and something you can attack with as well as defend, and also useful for lowsec and npc null. Cynojammers far from comprehensive.


Got an EWAR solution to cloaky eyes or warpins do we? A suicide Cyno is no different from a cloaky (or suicide) warpin ship.

And there's another solution to rendering a hotdrop (which I'm pretty sure is what you're worried about). Leave the field. If you can't win a fight, don't fight it.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

tankus2
HeartVenom Inc.
#6 - 2012-01-02 04:01:11 UTC
Outside of maybe having a few secondary skills for the Capital Interdiction skill, you are certainly onto something. Especially since most systems are more than 5 AU in size, so it helps to balance offense and defense a bit.

Where the science gets done