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Ambiva
Ministry of War
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Posted - 2006.09.23 17:09:00 -
[1]
Edited by: Ambiva on 23/09/2006 17:19:42 This for sure could add some fun to the game:)
First, the IPBM take the size of a Battleship, HP will vary at different stages It has 3 stages:
Stage 1: Warp motor Stage 2: Conventional Engine Stage 3: Acceleration Booster
There will be several optional warheads: 1 Single warhead: strike enemy POS or other sturctures with powerful damage 2 Multiple warheads: to damage multiple enemy ships in a large area 3 Single warhead: EMP strike, eliminate all shields of the objects in the area
Only freighter or special ship would be able to carry it
Launch sequence:
The missile was build, carried to the target system, and being deployed for a certain standby time
The missile need to be guilded first, for example, a friend ship will stay near the target to give a homing signal, for a period of time.
as an alternative, Enter the Coordinates of the space is also possible :P
After the targeting is complete, the missile will head towards the target and accelerate like a normal battleship, enter warp after reaching enough speed
The missile will warp out at around 200KM from the target
The 1st stage warp engine will be discarded (visual effect!)
Mass/signature radius reduced (Battlecruiser size), the IPBM will start to accelerate from a low speed (50M/s and 15M/s2 acc.)
After reaching 500m/s for example, the 2nd stage will be discarded
The missle will enter final acceleration (Cruiser Size) Ultimate speed could be 3000m/s and strike the target
Also, the IPBM can be destroyed or disabled by any conventional method eg: prevent it from warp, being depolyed, or intercept it at last stages
The HP will decrease as it accelerate at different stages but the signature radius will be decreased and speed will increase also
The IPBM is also possible to be aborted, by entering the password given by the guy who make it, or future hacking skill could probably do it
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qu yuan
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Posted - 2006.09.23 17:27:00 -
[2]
up lol god bless my fly safe~ |
Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2006.09.23 19:52:00 -
[3]
Edited by: Sokratesz on 23/09/2006 19:55:02 I'd love the idea of a big in-space deployable missile, that can be targeted by a gangmate like with fighters..only this one is suicidal..:)
Your idea of different stages is quite cool..will indeed give some spectacular visuals as well as different options of destroying it. It should be made so that it can be carried by a battleship, and it must be deployed like a warp bubble (take 2 - 3 mins), then it can be assigned to a gangmate who nees to lock a target and designate it for the missile. It will then enter the stages you described and eventually hit the target. ...
Check out my hot items! |
Lienzo
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Posted - 2006.09.23 19:59:00 -
[4]
I like the sound of this. After playing Ogame, I kinda liked the function of the IPMs.
What I would like to see is a missile that behaves a bit like an NPC, specifically the chafferers and npc haulers, although with simpler, more suicidal protocols.
Offensive IPM and anti-IPM systems could either be POS based, or be compatible with anchorable launchers. The launchers should be findable with scan probes, and have limited off-plane functionality equivalent to scanners. In fact, they should always be within 1M km of planets or moons.
They would take a good hour to anchor, and require freighters or at least large industrials to deploy. One unit should be considered inadequate for a small, double for a medium and five times inadequate for a large shield without hardeners in terms of RoF and missile damage.
The launcher should not automatically generate missiles, but instead they should be delivered, or processed by another anchored module. They should have about the same volume as a repackaged cruiser, and be made up of a variety of moon minerals. I think they should even be similar to cap ships in their construction, though without the normal minerals. They should require both advanced materials, possibly components, and may even need to be fueled on-site depending on the distance they need to travel. I would propose atmospheric gases as the primary fuel source for both the missiles and the launchers.
Each launcher would fire perhaps two to four times per hour and require a technician to operate. No auto-firing or target seeking. They should not be anchorable within 100km of one another. They should be able to be renamed once anchored. It is preferable logistically that they be outside of POS shields.
Mostly, they should serve as a support function to dreadnaughts, or as a defensive platform in POS seiges.
What their role demands is that the support fleets not only protect (or dissuade) dread fleets, but they also have to transport materiel to and from the front. Something like an outpost (or at this stage, carrier ferrying) to properly fuel a seige. Industrials may well become key assets for winning wars and battles.
What we will need to change about cynosural fields is to make them to where they cannot be deployed closer than 20km to any object, including POS shields, just to preserve the risk.
Each should cost about 50M isk just for the launcher, although it should be constructable from moon minerals, but only in a capital ship array.
The interesting part graphically is that crews should be able to see the missile launch. It should fly about 2km/s and travel for awhile before it warps to the destination at 0.6au/s. It should be targettable both when it leaves and when it arrives at the hostile POS. It should appear outside the target POS coordinates about 40km, and then speed towards the shields. Because the POS can target it, especially with small guns, it will probably be necessary to have multiple warheads synchronized, as well as support ships ala dreads to soak up fire. I would say they need to be able to absorb a single large cannon round in terms of hp and keep flying. Small guns will probably be more effective. Whether the IPM hits the shield, or blows up, there should be a nice concussion wave of 10, 25, and 50km. 10km is a devastating damage to any tanked BS, the 25km is enough to destroy gank-setup BS or highly defensive cruisers, and the 50km is quite sufficient to destroy cepters, drones, and lightly armored cruisers. The damage to POS shields on a successful impact should count as much as 65% of the efficiency of a Dread in a similar firing time.
It may also be interesting if the missile can be keyed in to other key locales like stations, gates, or empty moons as the OP suggested. I don't think it would be good to allow it to warp to a painted target, or to a friendly ship though, as that would be too easy.
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Dutarro
Kydance Radiant Industries Interstellar Starbase Syndicate
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Posted - 2006.09.23 21:22:00 -
[5]
Very nice idea. I would suggest that the IPBM launchers are POS modules, which means that a POS bristling with IPBMs will have less CPU/grid for its own defense; that could make for an interesting tradeoff. You might also consider an intermediate-range weapon that can strike within 1AU or so, so that enemy POSs around the same planet are a more immediate threat than those halfway across the star system.
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Ambiva
Ministry of War
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Posted - 2006.09.23 22:10:00 -
[6]
Edited by: Ambiva on 23/09/2006 22:11:03 well its obviously from the idea of the ICBM in the real world we got cruise missiles, torpedoes, but why no IXBMs
Stages sample:
the design could be made completed different and will follow the styles of the 4 races
Launcher can be similar or cooler :
Some multi-warhead visual effect: (LGM-118A Peacekeeper)
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Virtuozzo
eXceed Inc. Ascendant Frontier
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Posted - 2006.09.24 20:31:00 -
[7]
This is truely brilliant.
Absolutely something which just has to make it in game. That being said .. if these weapon types could be combined with motherships it would not only give those ships some real frontline role, but it would also bring about one hell of a missing element against blob warfare.
Virtuozzo
RECRUITMENT TEASERS. Last words of a Caldari general: "Pull the Ravens back! Full retreat! they've got frigates!" |
Taedrin
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Posted - 2006.09.24 21:39:00 -
[8]
/SIGNED
This is an interesting game concept that I would love to see in EVE
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Laser Wolf
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Posted - 2006.09.25 10:46:00 -
[9]
just make sure it does friendly damage too, for the AoE effects, or else people may just leave them deployed around their POSs as a "poor man's doomsday" for when they're attacked....ie, just have it target something so close that it detonates before it can be countered and wastes an entire battlegroup :)
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TomParad0x
Caldari adeptus gattacus Lotka Volterra
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Posted - 2006.09.25 12:14:00 -
[10]
/signed
This idea is great :o
Only thing i see wrong with it ( like the poster above me stated ) it being used as a poor mans doomsday. Also, you will want to make the EM one not take sheilds fully down, thats an instant win button as far as seiging an outpost / station goes ( sheilds go down and the station goes to the first person to dock ).
Other than those 2, this sounds like a really good idea.
*wants to see it go off in the middle of jita* Sig offline till i fix my domain... |
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Ellaine TashMurkon
MetaForge Knights Of the Southerncross
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Posted - 2006.09.25 13:03:00 -
[11]
Originally by: Ambiva
1 Single warhead: strike enemy POS with powerful damage [5,000,000 HP dmg lets say] 2 Single warhead: strike enemy capital ship with powerful damage [100,000 HP dmg] 3 Single warhead: tactical EMP shockwave, eliminate all shields of the objects in the area 4 Multiple warheads: to damage multiple enemy ships in a large area (similar to doomsday)
1)Lots of fun, culd change POS warfare into something more dynamic. Since Average POS will kill average incoming warhead automatically, attacker will have to deploy a dread fleet to distract POS guns and pray for lucky gun cycles ;) But with good organisation, this changes hours of siege into dramatic minutes. 2)poor capitals 3)unfair for shield tankers. But ECM burst of great power leaving everyone withing 60km ECMed for a minute or 3 wuld be great. 4)Good blobkiller too.
Generally, this weapons wuld make blobing on enemy teritory a risky business, but well organised, mobile fleets with good scouting wuld avoid doom. Quite cool indeed.
I think that it culd be limited to single system. If someone wants to use them, he can protect deployment point or set a ninja-POS.
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Archonus
Solar Wind Distant Star Alliance
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Posted - 2006.09.25 17:22:00 -
[12]
Sounds cool.. signed
-- PHP Programmer Extraordinaire -- -- Serving you since 1903 -- |
Ambiva
Ministry of War
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Posted - 2006.09.25 18:56:00 -
[13]
well, just to correct EMP shockwave ECM effects would be great, I just forgot that feature
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Major Stormer
Caldari Demon Womb Xelas Alliance
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Posted - 2006.09.25 19:14:00 -
[14]
I would alos enjoy it with Planets control+ shooting it at other planets --------------------------
AHH the Stupid forum DELETED(!) all my mod chat in my sig when i added this image :( |
Sha'blach
Amarr Imperial Shipment
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Posted - 2006.09.26 03:43:00 -
[15]
/signed ------------ Peregrinus Amarria
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Ambiva
Ministry of War
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Posted - 2006.09.27 16:57:00 -
[16]
let me elaborate some launching details
when the missile is deployed and standby, the system will allocate a "code" to it for example: 00001,
also there will be a password for launch and abort (can be set beforehand like cargos)
The ship in charge of targeting or other personnel will be given the password once needed.
The targeting ship pilot, for example, one will open an Advanced Ballistic Missile Control window (all relative pilot can also see it)
select the missile code from the list available to him once an IPBM is standby for launch, there will be a green indicators after each one
To launch, enter the password(optional) and press the button
During the cruising, the relative indicator will flash
And if the missile hit the target, there will be a sweet sound effect
I'm making a sample picture to illustrate
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Ambiva
Ministry of War
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Posted - 2006.09.29 00:36:00 -
[17]
illustration added, gonna improve it later
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Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2006.09.29 04:38:00 -
[18]
Lol, keep going :P ...
Join in-game mailing list 'eve bargain lottery' for news, updates and draw results on my lotteries! |
Ambiva
Ministry of War
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Posted - 2006.09.29 20:11:00 -
[19]
updated
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Ambiva
Ministry of War
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Posted - 2006.10.01 21:07:00 -
[20]
no more comment on this?
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Vonchar
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Posted - 2006.10.01 21:18:00 -
[21]
I want one...or two...mebbe three...
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Snake Charmer
Body Count Inc. Mercenary Coalition
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Posted - 2006.10.01 21:55:00 -
[22]
signed and bumped
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Sobon
Caldari Phantom Squad iPOD Alliance
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Posted - 2006.10.02 13:11:00 -
[23]
/megasigned ---------------------------------------------------
TQ Server Status: "BLACK HAWK ____" Does this mean we can expect down time in the near future? |
Sobon
Caldari Phantom Squad iPOD Alliance
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Posted - 2006.10.08 02:51:00 -
[24]
Shameless bump ---------------------------------------------------
TQ Server Status: "BLACK HAWK ____" Does this mean we can expect down time in the near future? |
BuSHiDo ZiN
GoonFleet GoonSwarm
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Posted - 2006.10.08 03:12:00 -
[25]
This idea would be incredibly awesome and have my full support if the game functioned like it's supposed to, sadly I think this will lead to even less "playing" in POS warfare. Since we can expect 30 second module lag in most large-scale pos fights (The one's where people would bring freighters/whatever would be launching these), there'd be no reasonable way for the missile to be intercepted unless the pos cycled it's guns onto it amidst the terrible lag-monster. I think pos warfare would go from the stupid lagfest decided by whoever's willing to throw the most money at it to stupid lagfest decided by a coinflip between pos guns and a missile
I also generally disagree with the ISBM because that just allows the attacker way too much safety in bombarding the crap out of the pos
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Valator Uel
Caldari Pax Minor Asylum Confederation of Independent Corporations
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Posted - 2006.10.08 14:00:00 -
[26]
Very nice illustrations!
I like the idea that it requires fleet coordination to pull this off, and not have a solo player taking out pos's with this. There also needs to be some type of defense against this, perhaps POS defender missiles (a bit bigger than they are now ofcourse ;) ). A pos should also have some kind of radar module to either a) jam the missile or b) detect incoming missiles with eta (gives the fleet a few minutes to scramble an interceptor squadron to kill it).
The only problem I see is pos's being taken down before the defending corp has had time to log on (due to timezones) etc.
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De FENS
Caldari Eastern Heritage O X I D E
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Posted - 2006.10.08 17:54:00 -
[27]
Well they are going to make POSs' upgradeable and that the upgrades can be destroyed via seige....why not just add an anti-ICBM mod upgrade
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Spoon Thumb
Crystaline Green Order of the Khanid Crown
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Posted - 2006.12.14 19:13:00 -
[28]
Looks cool, nice pictures.
Still not quite sure if this is
a) a weapon attached to a ship (in same sense a fighter has a ship from which it originally came)
b) a POS module
c) like a deployable mobile warp disruptor
?
Spoon Thumb - I can scoop ice cream with my thumbs! |
Ambiva
Artemis Incorporation Order of the Khanid Crown
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Posted - 2006.12.28 19:26:00 -
[29]
time to bump this idea i might be able to figure out more elaborations
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Leonardo Sabrioski
Caldari Xoth Inc Firmus Ixion
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Posted - 2006.12.28 22:16:00 -
[30]
One thing... how long does it take the missle to hit destination... from stage one... (firing).
And about Blob combat, if it can be deployed fast enough. Though when you see it coming at you... you should immediately either be locking it or warping away. So I see no change about "Blob" combat. But it would be pretty cool to see this in a PoS battle.
By the way where did you come up with this interesting idea? It's very interesting
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<insert threatning remark here> |
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