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Tamahra
Garoun Investment Bank
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Posted - 2009.04.28 15:52:00 -
[1]
Edited by: Tamahra on 28/04/2009 15:56:41 which of the three would you like the most, please name it and write down why:
chemical warfare ships would fit a new type of weapon, the chemo-launchers; it fires globs of chemical material which cause a damage over time effect on the target ship, as all good chemical material should (with two variants; the one doing more dmg vs shields, the other more vs armor. resists wouldnt help (wouldnt help much, or would help only moderately) against these kinds of weapons). The damage over time effect would not wear off, even if the victim would jump to another solar system. The only way to stop this effect would be to dock up.
this would be the first sub-capital weapon ever introduced, which would cause an effect on the target, even if its no longer on the same grid/solar system as the attacker.
Would open up some nice tactical possibilities, would it?
Of course, there would be modules to counter that effect (which would both make it stop sooner, and lessen the damage done over time).
What type of ship could a chemical warfare ship be? not sure. maybe some modified stealthbomber thing (more like the old version of the stealth-bomber, prior to apocrypha). With a paper tank, no cov ops cloak, a bit like hit and run warfare....., but this time really hit and run, with the hits still taking effect while you are long since gone off the grid.
im making two reserved slots for this post, but ill only post my concept of the other two ships if im getting constructive feedback. if not, than you can k.iss my ass and i wont reveal the other two.
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Tamahra
Garoun Investment Bank
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Posted - 2009.04.28 15:52:00 -
[2]
Edited by: Tamahra on 28/04/2009 15:53:47 reserved for the infiltrator ships (only if you are nice)
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Tamahra
Garoun Investment Bank
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Posted - 2009.04.28 15:53:00 -
[3]
Edited by: Tamahra on 28/04/2009 15:53:22 reserved for the deflector ships (only if you are nice and constructive )
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Tamahra
Garoun Investment Bank
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Posted - 2009.04.28 16:27:00 -
[4]
Originally by: Sturdy Girl
Anyway, to address the idea of chemical warfare, its quite a good one, but would need restrictions to keep it balanced. It would have to be banned from empire(concord would never allow it).
I don't like the requirement to dock to remove it. Certainly docking would remove any chemwar timer, but I would prefer it to be a 15 minute to hour long timer that gets put into effect. There could be a range of effects, similar to the drawbacks you get from boosters.
edited your two ideas into the original post, and thx for your input :=)
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Tamahra
Danke fuer den Fisch
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Posted - 2009.04.28 16:46:00 -
[5]
Originally by: Lear Hepburn This would make sov war more static. How far would you be willing to advance away from your own territory (and therefore anti-chem cure) with such weapons available to the defending side? I'd guess not very far, and the idea of an anti-chem-warfare ship/drone which "cleans" you does not particularly appeal either as this would effectively reduce the firepower of the attacking side as they would have to dedicate some would-be DPS to anti-chem, while the defending side would not need to due to the proximity of their POS.
thx for the input. maybe make it so that there dont need to be any dedicated anti-chem-warfare ships? maybe a simple module on a support ship (with added bonus to the curing), or on any other type of ship (without the added bonus to the curing) would do the trick.
then while the defenders had to dedicate several pilots to chem warfare, the attackers would not. but on the other hand, if the attackers dont bring at least some defense vs chemical warfare, they could be at a significant disadvantage, so theyd need to be careful.
the other way around would be to make chemical warfare more of some small gang pvp thing. it doesnt NECESSARILY have an impact on the large 0.0 warfare.
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Tamahra
Danke fuer den Fisch
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Posted - 2009.04.28 19:42:00 -
[6]
updated with deflector ships, because you were so nice, and no flaming occured :=p
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Tamahra
Danke fuer den Fisch
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Posted - 2009.04.29 07:10:00 -
[7]
Originally by: Zarak1 Kenpach1 its space how can you have bio/chem warfare in a vacuum? last time i checked you had to be sealed into a ship so that air stuff doesnt leak out the sides. =P
chemical material blobs slowly eat through shields/armor, as any good hardcore chemical material should
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Tamahra
Danke fuer den Fisch
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Posted - 2009.04.29 09:39:00 -
[8]
Edited by: Tamahra on 29/04/2009 09:40:28
Originally by: Sturdy Girl I see one problem with deflector ships...
Can enemy ships fly into the bubble while it is active? If so, then thats all fair. If not, then it could too easily be used to lock down gates; it would have to have some kind of 2 to 5 minute maximum duration timer, after which it goes into its recharge timer again.
But, again, I wouldn't have any real problem with this, if it were carefully balanced.
yes they could fly into the bubble. in supreme commander this was also being possible. in supreme commander, getting a unit into the enemy bubble was even causing to collapse it.
maybe for eve, make it so that an enemy ship (maybe a special anti shield-blob ship) inside the bubble would cause it to either collapse (for a short amount of time or as long as its inside the bubble), OR cause the bubble to be less stabile aka being able to take less damage as long the enemy ship is inside it.
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Tamahra
Danke fuer den Fisch
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Posted - 2009.04.29 09:40:00 -
[9]
Edited by: Tamahra on 29/04/2009 09:40:43 thanks for all the constructive feedback so far. have updated the thread with the infiltrator ships. plz share your thoughts on that one too, thx.
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Tamahra
Danke fuer den Fisch
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Posted - 2009.04.29 21:59:00 -
[10]
Originally by: Tvaishk Suzuki
These Deflector ships seem a nice idea and allowing any ships that want to to enter the field is good as well, but I'm thinking could this unbalance things....
How I see it you could well be removing one of the main counters to blaster ships, which is range. I can just see a small blob of blaster ships and a Deflector ship charging towards your long range/sniper ships, who for all there firing are doing very little to the incoming ships.
Now I'm a blaster pilot at heart and I would love this but I could see it causeing balance issues.
hmm, i have thought about this, but its so that a) both sides can use their own shield, which would only be fair, and b) the shield would only absorb a percentage of incoming damage, not eliminating it completely. and once enough dmg is done to the shield it would eventually collapse anyways (or if the deflector ship has been primaried and plopped).
and c) see one of the above replies, where a possible special anti mobile-shield-bubble ship could fly into it and cause the shield to collapse (similar to supreme commander. get one unit into the enemy shield and cause it to collapse, as long as it successfully stays within it without getting destroyed. But for eve it had to be a special anti mobile shield ship, since in supreme commander you could build walls to prevent enemy units from moving into the shield bubble. Since this is not the case in eve, there would have to be other means to counter intruding ships)
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Tamahra
Danke fuer den Fisch
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Posted - 2009.04.30 08:08:00 -
[11]
Edited by: Tamahra on 30/04/2009 08:10:41
Originally by: JordanParey How would you implement the chemical warfare? Yes, you use a modified launcher or something, but still?
Would be interesting to make this more effective against larger-size ships, like missiles are. Have ship size/sig radius factored in, tweak a few things to not make it OP:
Example:
Hull: Breacher Hull
Description: After the Minmatar Rebellion, it was decided that to aid the Minmatar concept of skirmish warfare, a new ship class would be born- the Chemical Warfare ship. Using upgraded missile launchers, these ships have the ability to cause real damage when paired with other small, fast frigates. They are also capable of interfacing with advanced cloaking technology, however, the ability to use stealth tactics makes them very fragile and lacking in the defense department.
Minmatar Frigate Bonus: 10% to duration of effects per level, 5% to damage per level
Chemical Warfare Frigate bonus: 95% reduction in required CPU for Cloaking Devices per level 5% bonus to cloaked velocity per level.
Role Bonus: 95% reduction in Chem-Launcher power needs.
thanks for your input. btw, some other space based computer games have chemical weapons for their ships too, so lore-wise, its not completely unlogical.
as for the usage: yes its true, they would need a downside too, and not being effective in all and every situation.
lemme think: since the chemical materials would be launched via modified launchers, they would not hit their target instantly, making it a bit like missile warfare. The explosion velocity would come into play, as in how much of the chemical material can hit the target ship.
The difference to normal missile warfare: you have a damage over time effect, and not an instant damage effect. so i think the best usage would be some hit and run warfare. this makes smaller ships with a papertank the most logical option for the chemical warfare ships; most effective vs larger ships, yes.
well theres already the stealth bomber for hit and run tactics. but who says the stealthbomber has to be the one and only hit and run type of warfare ship.
and for fleet warfare: chemical warfare ships could thin out the enemy lines by forcing several larger ships to retreat and dock up, if the enemy fleet has no means to "cure" the damage over time. (getting rid of the damage over time effect could only be done in three ways: a) curing the affected ship through special modules, b) docking up, or c) let the damage over time effect timer run its course)
this would mean: chemical warfare ships, if you have several in your fleet, wouldnt focus so much on one target. They would rather spread their weaponry to spread a bit of chaos among the enemy lines.
Moar input please, especially on the infiltration ships, thanks
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Tamahra
Danke fuer den Fisch
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Posted - 2009.04.30 17:33:00 -
[12]
Originally by: silken mouth deflector ships: this could be a good use for the triage module: carrier becomes immobile but any damage directed at any friendly within the bubble is absorbed by the projecting ship.
good idea im editing it into the 2nd part of the deflector ships
Originally by: silken mouth
infiltrator ship: never gonna happen.
why
Originally by: silken mouth
Chemical ship: however make em nanite hive ships that do heat damage to the target modules and it might be useful.
quite a good idea im editing it into the original post
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Tamahra
Danke fuer den Fisch
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Posted - 2009.05.04 08:36:00 -
[13]
shameless bump
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Tamahra
Danke fuer den Fisch
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Posted - 2009.05.04 15:09:00 -
[14]
please give more input, thanks
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Tamahra
Danke fuer den Fisch
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Posted - 2009.05.05 08:33:00 -
[15]
daily bump
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Tamahra
Danke fuer den Fisch
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Posted - 2009.05.07 07:38:00 -
[16]
Originally by: Janas VonVarloria Chem ships? Infiltrator ship? Interesting ideas, but why does this kinda feel like the game Starcraft meets Star Trek??? Well you got to get your ideas somewhere, anything to keep us thinking is good. Keep up the good work!
thank you, i appreciate your feedback
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Tamahra
Danke fuer den Fisch
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Posted - 2009.05.07 14:40:00 -
[17]
shameless bump
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Tamahra
Danke fuer den Fisch
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Posted - 2009.05.12 11:43:00 -
[18]
one more final bump to see if someoone still has to say something about it
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Tamahra
Danke fuer den Fisch
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Posted - 2009.05.23 19:54:00 -
[19]
monthly bump
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