Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Angelic Resolution
Arcanum Defence Forces
|
Posted - 2007.01.31 16:11:00 -
[1]
Edited by: Angelic Resolution on 31/01/2007 16:20:57 I had no idea what to name this thread. So that'll do it. Just a bunch of ideas to help CCP unscrew this massively screwed situation. Try to keep it flame free. Constructive criticism welcome.
Sovreignty - Refineries get a 15% increase to yield (This includes ice mining - makes it 115%) Helps to increase production, allowing for better defense. Also helps offense.
- 20% reduction in POS fuel consumption Speaks for itself really.
- Deployable sentry weapons can be deployed through the system and tied into the grid of POS's. Ergo the more POS's you have, the more guns you can deploy. Something on the line of 5 for small, 10 for medium, 15 for large. Note: Sensor damps, web + scramble sentries need to be added for this to work. You're thinking.. 5 POS's = 75 guns. Dead end system.. no one is getting through that. Wrong. Max of 10 guns on any gate. This means you have to seriously think about what's more importent to you. Getting the ship dead instantly (6 medium weapons, web, scram and 2 painters) or just 10 webbers and scramblers. Deffinately makes sniping a little bit easier for the defender.
Also means that when that outpost does go up, you can place defense around it. Again, this is limited. To 20 (Yes TWENTY) guns. Why? Outposts cost a rather large amount of ISK and they are generally a target for camping. Remeber.. these guns are hooked into a POS. So it's up to the attacking fleet: Camp the outpost or kill the POS.
Moons have a maximum of 4 deployable guns where a POS is not present. If a POS is present a maximum of 8 is allowed. They are placed OUTSIDE of the shields as they are foreign objects to the POS.
Special treat: If the POS is taken down and the enemy erects a new POS of the SAME size, it takes custody of the guns. This means they are your friends and your enemies. Also makes you fight for a system that much harder knowing that if you wait to long, your system can be turned against you. This does not require Sov. Could be a very bad idea. Unsure hehe.
- 10% bonus to armor, shield and hull hp to ALLIANCE members - 5% bonus to ALL resists (Does not stack with other resists, tis a straight 5% increase) - Reload time of weapons, cap recharge, dmg modifier all gain 2% - 15% bonus to capital ship weapon damage Defensive bonuses. Should make attacking a system a lot harder, esp logistics wise. Will make battles longer as attacking fleets will have to come more prepared.
- Increase production rate of all production structures by 15% (Be in time; assembly or yield; moon harvestor) - Decrease mineral costs of all construction by 10% Again, this will help the defenders in the long run by creating ships, ammo, mods etc. faster allowing them to sport a greater defense of their home system. Also means that whilst they're not at war they can stock pile ships or ISK for the long haul wars that might pop up. - Allows for deployment of tachyon field detection SENSOR (Detect cloaked ships within 2.5 AU's of a POS) - Allows for deployment of tachyon field detection ARRAY (Requires 4 TFD Sensors. Detected cloaked ships in an entire system) Oh noes! Your cloak won't save you. Gives the defender the advantage by allowing them to detect cloak vessels and take them out. Also allows the defenders to scout out their oppositution and of course deploy surprise attacks against other their enemies (Did you know the -30% scan res only applies when the mod is online ;)).
These are just some ideas. Would deffinately make 0.0 systems a fair bit harder to take.
|
Angelic Resolution
Arcanum Defence Forces
|
Posted - 2007.01.31 16:25:00 -
[2]
Reserved
|
Angelic Resolution
Arcanum Defence Forces
|
Posted - 2007.02.01 14:30:00 -
[3]
Something I forgot to add:
- Cargo Transffer Array Ability to transffer cargo from a freighter to a corp hangar. It'd need a limit of 200k though as to make it annoying (read draw back) to transfer full loads.
|
Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.02 11:01:00 -
[4]
Its already much easier to defend than it is to assault. Soverignty defense should protect from roving gangs/single ships more, and larger assaults less.
Changes that give defenders wholesale bonuses[like 2% rof/dmg/cap and 15% cap weapon damage]make defending against a fleet even easier than it already is.
similarly with detecting cloaked ships. ---------------------------------------- Thou Shalt "Pew Pew" |
Angelic Resolution
Arcanum Defence Forces
|
Posted - 2007.02.02 11:25:00 -
[5]
I know of no way of detecting cloaked ships with probes. Do you? Unless they brought in some mod without telling anyone. Also this would stop the roaming gangs rather harshly. Am not worried about a fleet attacking a system that part is pretty easy to go against. Let's face it a fleet won't worry about gate defences but they do add stratergy to it. Take out the sentry gun POS and put your own up and then the defending fleet has to out think the opposition.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |