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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Andy Landen
Tartarus Ventures Surely You're Joking
20
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Posted - 2012.04.26 10:48:00 -
[1] - Quote
Drone damage/hp - low slot Drone tracking and optimal - low slot Ship tractor beam - pulls piloted ships - high slot Smart bomb damage augmenter - increases smart bomb damage - low slot Cloakbomb - a very powerful smartbomb that clears all debris within 3500m and allows the ship to cloak immediately - high slot. |
Andy Landen
Tartarus Ventures Surely You're Joking
20
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Posted - 2012.04.26 18:16:00 -
[2] - Quote
Passive omni-shield resist module with stats similar to EANM. Active omni-armor in the low slot. |
Andy Landen
Tartarus Ventures Surely You're Joking
20
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Posted - 2012.04.30 00:10:00 -
[3] - Quote
Drone Control Unit II Pre-req: Adv Drone Interfacing V PG 80k CPU 8k Act time: 15s Extra drones: +2
Edit: Combat Strip Miner II Pre-req: Mining 5 PG: 15 MW CPU: 60 tf Optimal range: 20km Act time: 120s Mining amount: 360 m3 Module and structure damage amount: 360 Damage to targeted ship structure: True
The combat strip miner damages the targeted ship's modules and structure by harmonizing with the ship's shields to bypass them and acting directly on the materials from which the ship's parts were constructed. It directly mines the ore out of the target's modules and structure causing them to be damaged immediately after the strip miner's cycle or partial cycle finishes. Module damage is applied directly to the module's structure hp. It can also mine ore out of ship wrecks. |
Andy Landen
Tartarus Ventures Surely You're Joking
20
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Posted - 2012.05.02 18:12:00 -
[4] - Quote
Smartbomb II More damage and range than T1 smartbomb. May be damage specific modules of each size, just as with T1 smartbomb. May be activated while cloaked or under gate or wh cloak. Shows no animation while ship is cloaked, except on the surrounding objects receiving damage. High slot
Covert drone control unit II Drones and fighters/FB can be deployed while under cloak, including gate and wh cloak. Drones belonging to the ship with this module active will not de-cloak it. High slot
Covert passive targeting system II Ships may be targeted while cloaked. The target will not see that they are targeted. The lock is broken when the cloak is broken. High slot |
Andy Landen
Tartarus Ventures Surely You're Joking
20
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Posted - 2012.05.03 23:16:00 -
[5] - Quote
Defender II Requires Defender Missiles 5 Volume 0.010 m3 Max Velocity 8000 m/s Max flight time 15s May be launched without a target missile on the field. Orbits ship until an inbound missile appears on grid, regardless of its target, and then pursues the missile until the flight time has been reached, thereby exhausting its fuel. This defender aggressively hunts down any and all incoming missiles on the field, regardless of whether they are launched when it was deployed or whether they are "friendly or not." Missiles are determined to be inbound when their range decreases over time. |
Andy Landen
Tartarus Ventures Surely You're Joking
20
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Posted - 2012.05.04 17:55:00 -
[6] - Quote
Processor Diagnostic System II Fitting slot Medium PG Usage 1 CPU Usage 20 Armor repair rate bonus 8.5% Armor hp bonus 5% Cap Recharge Rate bonus 8.5% Cap bonus 5% CPU bonus 5%
plus the meta 0-4 line following the Power Diag System line
Remote Cloaking Device II Fitting slot High Cloaks target ship for 30s. Target decloaks as soon as he attempts to target another ship or 30s has expired. Both source and target ship may warp at any time. Max vel modifier to source ship -90% scan res bonus to source ship -50% Cycle time 30s |
Andy Landen
Tartarus Ventures Surely You're Joking
20
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Posted - 2012.05.05 00:24:00 -
[7] - Quote
CirJohn wrote:Interdiction Sphere and Mobile Warp Disruptor Variants
Atm, interdictors and mobile warp disruptors are one-trick ponies. Why not add some combat-utitly options?
Warp Disruption Probe variants Illumination probe: Acts as a target painter upon all ships within range. (long live torpedoes!!! death to battleships!!!) Revelation probe: Reveals all cloaked vessels within range. (great for disrupting cloaked fleets if you already know where to look) ...
If they just jumped through a gate or wh, it seems pretty clear to know where to look. As if jetcan spamming wasn't bad enough for covert ops, your rev probe would make cov ops almost pointless.
CirJohn wrote:Interdiction Sphere and Mobile Warp Disruptor Variants
... Sensor boost probe: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always) ...
You could just fly a Gallente command ship with the appropriate warfare link. Why have probes that do fleet boosting? Do we really want to go there? Now a sensor/overview dampening probe sounds interesting. Such a probe clears the overview (can't see anything) and clears them from the overviews of everyone else on grid sounds very cool.
Overview Dampening Probe: All ships within this bubble disappear from the overview and lose the ability to see anything else on the overview. Ships within the probe also cannot see the space around them and ships outside the probe can only see a dark bubble cloud surrounding those ships. D-scan ceases to work also. All targets are lost. |
Andy Landen
Tartarus Ventures Surely You're Joking
20
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Posted - 2012.05.05 19:17:00 -
[8] - Quote
Wasp SB-900. Activates smartbomb near target. Activation time 10s. Damage 240 HP. Area of Effect 3 km. Scales to -600 and -300 lines.
Drone Augmentor II - low slot. 10% dmg increase, 10% hp increase Drone Enhancer II - low slot. 10% optimal increase, 10% tracking increase
Smartbomb Augmenter II - increases smart bomb damage by 10% and range by 10% - low slot
Covert ops Large EMP smartbomb GÇô Operates regardless of cloak status- high slot. Area of effect 6km. CPU 80. PG 1100 MW. Covert ops Medium EMP smartbomb - Area of effect 4km. CPU 50. PG 200 MW
Shield Field Generator II - Shields are extended to a 15 km shield bubble as the only ship in that space that may be targetted. Objects within the bubble may not be targeted and may only target the ship deploying the shield field generator, which re-directs all incoming effects to the ship deploying it. The shield bubble is the shields of the ship activating the bubble. No two shield bubbles may overlap. Adds 2500 shield to the ship when activated. Activation cost 280 GJ. Activation time 5 s. CPU 160 PG 200 MW - high slot or low slot. Logistics and carriers can fit. Requires logistics 5.
Ship Assault Launcher II - when target is slower than 10 m/s and at 0m, Marines and other Militia from the cargohold deploy to the targeted ship to cause heat damage to the modules (militia) and to eject the pilot (Marines). Heat damage 20 HP. GÇô high slot.
Capital Energy Neutralizer - high slot. Activation cost 5k GJ. Activation time 30s. Energy Neutralized 6k GJ. CPU 60 PG 250k MW
Capital EM smartbomb - high slot. CPU 100 PG 150k MW. Activation time 10s. Activation cost 2k GJ. EM damage 2500 HP. Area of Effect 25 km.
Adaptive Invulnerability Amplifier II GÇô Medium slot. PG 1 CPU 30. Activation cost 0. All Shield dmg resists -20% Energized Adaptive Nano hardener II GÇô Low slot. PG 1 CPU 30. Activation cost 30. Activation time 20s. All Armor dmg resists -30%
Overview Dampening Probe/script: All ships within this bubble disappear from the overview and lose the ability to see anything else on the overview. Ships within the probe also cannot see the space around them and ships outside the probe can only see a dark bubble cloud surrounding those ships, none of them on overview and no target locks on them. For ships within thi bubble: D-scan ceases to work also. All targets are lost. Non-targeted effects like warp disruption bubbles continue to apply to the ships while within the overview bubble. |
Andy Landen
Tartarus Ventures Surely You're Joking
20
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Posted - 2012.05.06 17:09:00 -
[9] - Quote
Thomas Kreshant wrote:Capital Jump Drives to be changed to a module even for JF's (add some fitting slots) and given a spin up time, much like the new micro jump drive..
Nice 5 minute spin up time to prevent the undock/woosh I'm gone super safe travel between stations that currently exists.
There is nothing wrong with some safety in capital travel. If we were to go down that road, would you also say that subcap ships must also have a new warp module too? Would be fun though if such a module could be overheated for faster warp/jump times, where jumps worked like extended warps. Instead of the lengthy 5 min proposed, we could just require an alignment for jumps similar to warps. See my new discussion on Capital Jump drives |
Andy Landen
Tartarus Ventures Surely You're Joking
20
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Posted - 2012.05.08 18:09:00 -
[10] - Quote
Shield Frequency Modifier - medium slot. The shields resists are aligned against one specific damage type by diverting some of the resistances into one resistance, depending on the script loaded. Primary resist is increased by the sum of the other resists divided by three, and the other resists are reduced by 1/3 each; calculated after all other effects are applied.
Reply to Pink Added here:
PinkKnife wrote:Two words. Splash Damage.
Missiles/guns/ that do AOE damage akin to bombs but on a much smaller, more manageable/targetable area.
Would be great for breaking up blobs and unbreakable logi chains.
Logi chains are only unbreakable if you don't have eWar AND you don't have alpha. In which case, I suggest you get either and try again. |
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Andy Landen
Tartarus Ventures Surely You're Joking
21
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Posted - 2012.05.09 17:06:00 -
[11] - Quote
Hyperdrive II Medium slot Enables the ship to travel at 200 AU/s when at full alignment speed. When aligned to a bookmark or object in another system, the module deactivates at the appropriate time to drop out near the destination. and thus arrive at the alignment point in the other system. Requires 10 GJ/s. Requires Navigation V |
Andy Landen
Tartarus Ventures Surely You're Joking
21
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Posted - 2012.05.12 15:20:00 -
[12] - Quote
Subsystem [Racial] Engineering - Logistical Matrix Using the same technology that can be found inside the ancient Sleeper raceGÇÖs guardian drones, this logistical matrix greatly improves the logistical performance of a Tech III vesselGÇÖs interface with logistics technology. Even though empire-based designs have achieved this effect for centuries, the way in which this system works is markedly different.
Rather than the usual tweaking of logistics formulas, this design simply doubles the range and quarters the capacitor requirements GÇô something not possible until the recent influx of fullerene polymers from which this subsystem is made. This results in a drastic increase in the range and efficiency of energy flow through logistics modules. The quicker that the surplus power can be redirected back to the core, the more that it can contribute to the overall recharge rate of the capacitor.
Subsystem Skill Bonus: 15% reduction of shield transport, remote armor, and energy transport capacitor use per level. 30% bonus to shield transport, remote armor, and energy transport range per level -10% CPU need for shield transport, -15% power need for Remote Armor Repair systems, -10% power need for Energy Transfer Arrays per level
Turret hardpoint mod: 0 + Launcher hordpoint mod: 0 + High slot mod: 1 + Medium slot mod: 2 + Low slot mod: 2 +
CPU: 680 Powergrid: 1300 Capacitor capacity: 1250 GJ Recharge time: 250 s |
Andy Landen
Tartarus Ventures Surely You're Joking
21
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Posted - 2012.05.14 13:24:00 -
[13] - Quote
Scout probe I Probe extends the ship's directional scanner range. Can jump through stargates, jump gates, jump drive wormholes, and natural wormholes, and can jump back through for retrieval. Transmits scan results to a separate section on the directional scanner when the ship's directional scanner is activated. Has the same timer as other probes. Equips to Core and combat probe launchers. Same volume as a core probe. |
Andy Landen
Tartarus Ventures Surely You're Joking
21
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Posted - 2012.05.15 03:14:00 -
[14] - Quote
Solar capacitor regeneration High slot When at zero on a star, this module captures energy directly from the star. Capacitor bonus: 2400 GJ Cycle time: 10s |
Andy Landen
Tartarus Ventures Surely You're Joking
21
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Posted - 2012.05.15 11:04:00 -
[15] - Quote
Quote:C. As noted by many other pilots, a means to defend against alpha strikes is needed. Logi can only do so much, but if the ship is at 50%hull after the alpha, then nothing can help that. This issue plagues all logistics ships in fleet battles. Alpha is the most common counter, especially to carrier logistics, where one Titan DD alpha's a 1.4 bil ISK carrier hull plus fittings. All other logistics counters have been rendered impotent, including ECM, and Remote Sensor Dampeners. The fix for the logistics issue is a bit more complicated because of this. I propose:
Triage adds 4x ehp for shield, armor, and structure, allows movement as normal, AND allows friendly RR. That addresses the carrier, but we need something for subcaps too.
Logistics skill: Increases shield/armor (depending on the logistics ship) by 100% per level.
Return ECM to its former glory as an effective counter to logistics.
Trying to create a module to solve any of those problems appears ineffective and needlessly complicated compared to just fixing the problem. |
Andy Landen
Tartarus Ventures Surely You're Joking
21
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Posted - 2012.05.15 14:59:00 -
[16] - Quote
Warp Core Booster Medium Slot +2 to Warp Core strength Cycle time: 1 s Capacitor Used: 2 GJ CPU: 5 PG: 1 Counters: Bubble, Neut, More Points/Inf point
Remote Warp Core Booster Medium Slot +3 to Warp Core strength added to the target ship Optimum Range: 40 km Falloff: 60 km Cycle time: 1 s Capacitor Used: 4 GJ CPU: 15 PG: 1 Counters: Bubble, Neut, More Points/Inf point, ECM, SD |
Andy Landen
Tartarus Ventures Surely You're Joking
21
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Posted - 2012.05.15 18:17:00 -
[17] - Quote
ECM II [scripted] Medium slot Racial Strength 4.8 When loaded with a racial script, this module jams 100% toward that race and 0% toward the others. When not loaded with a script, it jams all races at 2.4 Optimum: 40 km Fall-off: 40 km CPU: 30 PG: 1 Activation cost: 30 Cycle time: 10 s By tuning more precisely to a single race's sensors, this module achieves more efficient performance in many areas for sensor jamming. |
Andy Landen
Tartarus Ventures Surely You're Joking
21
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Posted - 2012.05.15 23:39:00 -
[18] - Quote
So ... CCP ... you are reading all these ideas, .. right? Would you mind posting a link here and now to a locked thread where you are compiling the ideas and sorting them based on what you plan to develop and what you plan to ignore? It would show us that you are actually listening to us and thinking about our feedback. It would also let us know which ideas have better chances of seeing the light of day .. err, space .. than the others. |
Andy Landen
Tartarus Ventures Surely You're Joking
22
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Posted - 2012.05.16 19:20:00 -
[19] - Quote
Wow, post after post of: 1) Reduce my signature so my BS can be as small as a cruiser, 2) Decloak all cloaky ships, 3) Change the directional scanner results, and 4) Bubble for webs, for shields, and for cloaks. #1 is good for a specialized ship .. maybe Black Ops? #2 and $3 are both bad ideas entirely. #4 is good.
In response, 1) Fact, your BS is big for a reason. If you want an "SR-71" style ship, a large plane which looks like a bird on radar, then ask for a new ship class which does that. 2) Whatever limitation you put on decloaky modules, it has the same effect of rendering cloaky ships impotent. The cloak is their main bonus and weapon. Can you imagine a module which makes an entire ship's guns go offline permanently for an entire battle? Then don't seek anti-cloaky modules. 3) You want to hide from directional scanner? Then cloak up, man. Dscan is the last line of defense against gankers, and it is useless if you cannot depend on the accuracy of the results. 4) Web bubbles sound fine. Shield bubbles, too. Cloak bubbles sound good if the ship that can use it is Black ops, and it also is cloaked .. But then again, that only matters if you have non-cloaky ships with you. Would be nice if you could see the other ships a little in space to make moving around a little more practical than constant bumpage, and being able to orbit the Black Ops to stay within the cloak field. Cool idea. |
Andy Landen
Tartarus Ventures Surely You're Joking
22
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Posted - 2012.05.17 00:45:00 -
[20] - Quote
Interdiction Nullifier I Electronics Superiority rig Renders the ship immune to warp bubbles.
Interdiction Nullifier II Electronics Superiority rig Renders the ship immune to warp bubbles, and warp disruption field generator infinite point script (not regular points).
Warp Core Solidifier I Electronics Superiority rig Increases the warp core strength by +1
Warp Core Solidifier II Electronics Superiority rig Increases the warp core strength by +2 |
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Andy Landen
Tartarus Ventures Surely You're Joking
22
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Posted - 2012.05.17 06:22:00 -
[21] - Quote
Alx Warlord wrote:Factional Subsystem? wasn't T3 overpower already? not at all. But faction subs seem like they would be prohibitively expensive .. 1 bil per, maybe? |
Andy Landen
Tartarus Ventures Surely You're Joking
23
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Posted - 2012.05.18 18:12:00 -
[22] - Quote
Improved Cyno Cloak Allows the ship to cloak both itself and the cyno it is generating. The cyno disappears from the overview.
Covert Smartbomb II A covert smartbomb may be activated under any kind of cloak, and damages wrecks and debris, and even damages cloaked ships within range. High slot 15 HP damage to each damage type (60 HP total) Cycle time 1s Area of Effect: 4000 m |
Andy Landen
Tartarus Ventures Surely You're Joking
24
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Posted - 2012.05.19 23:17:00 -
[23] - Quote
Carrier Docking Module High Slot Fits only to carrier class While the module is active, pilots may dock inside the carrier up to the volume limit of the ship's ship maintenance bay and repairs the ship's shields over time. Docked ships travel with the carrier when it jumps or warps, but not when it docks in a station. When the module goes offline, or the carrier docks or logs off or DCs, all docked ships are undocked back into space within 2500 m of the carrier. This does not apply to un-piloted ships stored in the hangar array.
Sm/Med/Lg Drone Enhancer High slot 25% bonus to drone hp +5/+10/+25 bandwidth and m3 to the drone bay, respectively |
Andy Landen
Tartarus Ventures Surely You're Joking
24
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Posted - 2012.05.20 23:02:00 -
[24] - Quote
Grenn Putubi wrote:It's been a while since Drones have been a serious force in EVE. They're usually considered a backup weapon or a weaker main weapon that's only viable with backup from normal weapons like turrets and missiles. I'd like to recommend that we remedy this by introducing new Drone Control Units or a module that will provide a 99% reduction in CPU and Powergrid usage of Drone Control Units that could be fit in low or mid slots to allow ships to equip the Control Units in the hi slots.
I'd much prefer to see a new collection of Drone Control Units rated small, medium, large and Capital class to make increased drone deployment a viable option for more than just Carriers, rather than a module that provides the 99% reduction since that would only reduce the fitting requirements of the current Drone Control Unit to a point where Battleships could make use of them to any worthwhile extent.
If adding small, medium, large control units it may be nice to have them add drone bay m3 and bandwidth as well as increasing the number of drones you can control. Small control units could add 5m3/5bandwidth, mediums could add 10m3/10bandwidth, and large units could add 25m3/25bandwidth. That way ships that normally aren't 'drone boats' could make good use of them as well.
Please like my post. It was basically this idea.
Also, the another poster, why would anyone want to fly your "secretive module?" I only saw big penalties to using it. |
Andy Landen
Tartarus Ventures Surely You're Joking
25
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Posted - 2012.05.21 00:00:00 -
[25] - Quote
Grenn Putubi wrote:Andy Landen wrote:Carrier Docking Module Sm/Med/Lg Drone Enhancer High slot 25% bonus to drone hp +5/+10/+25 bandwidth and m3 to the drone bay, respectively +1 active drones Fitting requirements vary to scale with ship sizes for frig, cruiser, and battleship hulls respectively. Pretty much exactly what I posted, but the bonus to drone HP is pretty OP when you consider you're going to be fitting more than 1 of these at a time so I can't really support that part of it.
If you fit multiple Drone Enhancers, then you are obviously sacrificing traditional weapons systems to be a drone boat. The HP bonus merely helps your drones survive a little longer, being your primary weapon system anyway. Even with that bonus, I imagine that sleepers or players can still chew through them fairly quickly.
Of course, if you disagree then let's just allow the players turrets and launcher to be directly targeted. That way all weapons systems are balanced in their ability to be destroyed. There goes another CN HM launcher! What does a full rack of 6 CN HM launchers cost these days? Might as well level the playing field in this way to keep things from getting OP, wouldn't you agree? |
Andy Landen
Tartarus Ventures Surely You're Joking
25
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Posted - 2012.05.21 01:25:00 -
[26] - Quote
Grenn Putubi wrote: I see you're point, but 25% per unit is just way too much. You'd end up wtih drones having more hp than some ships.
I'd consider a 5% bonus far more reasonable, you could even roll in damage/mining/repair amounts at 5% as well and keep it at a good spot.
To make it more interesting I'd recommend making the bonuses linked to the Advanced Drone Interfacing skill so the modules would look more like this:
Small Drone Control Unit: Gives you one extra drone. You need Advanced Drone Interfacing to use this module. It gives you the ability to fit one drone control unit per level. +1% to Drone Hitpoints and Damage, Mining, and Repair amounts per level of Advance Drone Interfacing. Provides +5m3 Drone Capacity and 5 Mbit/sec Drone Bandwidth to the equipped ship.
The Medium and Large Drone Control Units would be the same except for the Drone Capacity and Drone Bandwidth which would be 10m3/10MBit/sec and 25m3/25MBit/sec respectively.
Great idea! I must admit that I like the way Advanced drone skill was integrated into the DCU hp/dmg bonus. You should keep in mind that when asking for what you want, the tradition is to ask for more so that what is agreed upon is closer to what you originally want. I would change your 1% to at least 4%. I would also remove the dmg bonus, as dmg modules are usually found in the low slots, and it gives more room for the other bonuses and agrees more with the original capital DCU, which I think should also give hp, m3, and MB/s bonuses. |
Andy Landen
Tartarus Ventures Surely You're Joking
25
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Posted - 2012.05.21 04:58:00 -
[27] - Quote
Grenn Putubi wrote:As for the damage bonuses, remember that these modules are replacing your normal weapons in favor of drones that can be shot down. ... And the Carrier Drone Control Units I wouldn't expect them to change at all. Carriers are already extremely powerful and have the ability to use Fighters and Fighter Bombers and the original Drone Control Units and Carrier ship bonuses were designed with this in mind. I'd probably restrict the use of the new Small, Medium, and Large Drone Control Units to non-capital class ships, or at the very least non-carrier class ships. I'm not sure how much use you'd get out of them fitted to a Dreadnaught but I'd rather not find out :)
Firstly, you forget that the drone hp bonus was aimed at slowing the process of them getting shot down. I say drone hp over dps, and you say the opposite.
Then you say the carrier is OP, and I disagree. Your dps bonus would make them more powerful, I agree, but my hp bonus would not make them much more powerful. Do not fear the capital ship merely because it is bigger than the toys you are used to playing with. |
Andy Landen
Tartarus Ventures Surely You're Joking
25
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Posted - 2012.05.21 13:10:00 -
[28] - Quote
Grenn Putubi wrote:it'd be stupid to shoot the drones, just focus down the pilot instead unless you've got some sort of aoe to burn the drones down Focusing on the pilot is the standard tactic against drone boats anyways. The only time that drones are targeted is with a smartbombing BS, typically against carriers and only if your logistics can't tank the dps of the drones.
Hobgoblin ...................shield..armor..structure base........... 67.......144.....355 skills+Domi..126.....270......666 +125%........284.....608......1465 * Domi still has same EHP and dps.
* With Adv Drone Interface maxed to 5
Time dilation module High slot 30 km bubble slows time within the bubble so that time inside the bubble progresses at 100 times slower than the speed outside the bubble.
I almost half kidding with this last proposal, but it could be VERY interesting. LOL. |
Andy Landen
Tartarus Ventures Surely You're Joking
25
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Posted - 2012.05.22 00:01:00 -
[29] - Quote
Grenn Putubi wrote:Andy Landen wrote: Hobgoblin ...................shield..armor..structure base........... 67.......144.....355 skills+Domi..126.....270......666 +125%........284.....608......1465 * Domi still has same EHP and dps.
* With Adv Drone Interface maxed to 5
I believe you've just made my point for me. That Hobgoblin now has more health than most T1 Frigs, heck is has as much structure as some cruisers. Yet it's still got next to no sig radius and still moves 1km/s or more. Do the math for a Medium or Heavy drone....they end up tougher than most BCs. Heck, do the math for a Sentry and it'll be as tough as some BS. They may put out the same dps, but you've just made them combat juggernauts able to tank damage that ships wouldn't be able to withstand. As you've said yourself, focusing the pilot is already a standard tactic. Give the drones 125% bonus hp and even a smartbombing BS wouldn't be able to kill them in any sort of useful time period. Give that bonus to Carrier drones and fighters/bombers and you'd really mess up game balance and turn drones into a no brainer primary weapon choice for most pilots. I don't want drones to be the only choice, but I do want them to be a viable one :)
Glad I could help. Please consider that you are likely comparing the drone to the ship hulls/unfit. On the battlefield, fit properly, a player's ship will be much stronger. Ijust fit a T1 Atron with 2 400mm plates and got 294 shield, 1655 armor, 313 structure plus room to fit normal pvp stuff too. So, about the same, but keep in mind this is with the domi's bonuses in effect. Average ship's drones would be weaker. PS, you would be surprised what smartbombing BS can do, but still, attacking a fully skilled player flying a domi is a much better tactic than attacking his drones. PSS, people like turrets because instant damage >> delayed damage from drones moving/missiles flying. I guess that only leaves the question of whether people will choose sentries over turrets. If the dps remains unchanged, then the only issue is drone ehp, which so far has NOT been a deciding factor. I imagine that the +1 to drones may effect the choice, but given that any other ship can also +1 their drones, the drone damage should increase equally across all ships, assuming their is no drone damage boost from the module.
So all in all, I see no issue. The SM/Med/Lg/Cap Drone Control Unit, as I outlined it earlier, seems like a great idea. We even have TiDi to handle fleet battles with increased drone numbers, so everything should work out well with the DCU module. |
Andy Landen
Tartarus Ventures Surely You're Joking
27
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Posted - 2012.05.23 02:07:00 -
[30] - Quote
Looks like CCP has their first picks already: 1) Armor Adaptive Hardener I - Low slot. Armor Hardener that adjusts its resistance based on the damage received. Only one can be fitted. Just the tech I version now, but others will follow if this turns out well. 2) Extrinsic Damage Amplifier I & II - Low slot. A damage amplifier module for drones. 3) Small/Medium/Large/X-Large Ancillary Shield Booster I. Mid slot. A shield booster that gives a good boost, but has a very high capacitor need. Can use Cap Boosters as charge to negate the severe capacitor need. Only tech I version for now. 4) MagSheath Target Breaker I - Mid slot. A module that has a chance of breaking the lock of ships targeting you, the chance increases the more ships target you at one time. Also breaks your locks. Reduces scan resolution significantly as a downside. Only one can be fitted at a time and the can not be fitted to capital ships. 5) Small/Medium/Large Overclocking Processor Unit I & II - A rig that increases the CPU output of your ship, at a cost of reduced shield recharge rate. 6) Light & Medium Web Drones - Light and medium versions of stasis webifying drones. 7) Capacitor Battery edits - All capacitor batteries now also provide a defense against Energy Vampires (Nos) and Energy Neutralizer (Neut) effects. A portion of the effect is reflected back on the aggressor.
Do shield users get anything like #1? #2, #5, and #6 both seem like a good call. #7 is interesting. Works fitted on caps? #3 is like, "what? I guess.. someone wants players to leave the extenders.." What if ECM bursts had a cousin? That would be #4.
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Andy Landen
Tartarus Ventures Surely You're Joking
27
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Posted - 2012.05.24 01:40:00 -
[31] - Quote
Sending enough heat to another ship to overheat its systems seems like quite a feat, and it stands to reason that whatever level of heat was sent to the target ship, more heat was generated on the source ship just to create and send it over.
But I have been waiting a long time to see the suns have size and see players be able to enter them at least to some degree. Sufficient proximity to the core of sufficiently hot stars should generate heat damage, but may provide a degree of protection against dscan/combat scans.
On that note, it would be great to approach a black hole and then see time dilate for the player trapped or too close to the black hole. Can you imagine a Titan hiding near the event horizon of a black hole and getting caught and then ripped to pieces by it? Real cool. Biggest ship in the game is no match for the blackhole. Should have black holes is kspace as well as in wh systems with the same named anomaly. |
Andy Landen
Tartarus Ventures Surely You're Joking
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Posted - 2012.05.25 10:55:00 -
[32] - Quote
Salvaging improvement Add a skill that increases the quality and quantity of the salvage and/or improves the T2 salvager to salvage more and better than the T1 version. Add a savaging range bonus to the Noctis.
Magnetometric drone Add a tractor and salvage drone. This drone could be a sentry drone that tractors a wreck to its location and then savages it when in range. Or it could be a regular moving drone which also loots the wreck and then returns to the ship to drop off salvage and loot like a mining drone.
Loot drone This drone flies out to all wrecks and cans, grabs the stuff inside, and then returns to the ship. If there is room in the cargohold, the drone transfers the loot from its own hold to the ship's, otherwise it simply drops the loot in a nearby jetcan. Then it travels to the next wreck or can. |
Andy Landen
Tartarus Ventures Surely You're Joking
30
|
Posted - 2012.05.26 03:04:00 -
[33] - Quote
Structure Unanchoring module Medium slot This module unanchors a fully repped tower in anchored status. Cycle time: 600 s |
Andy Landen
Tartarus Ventures Surely You're Joking
30
|
Posted - 2012.05.26 21:44:00 -
[34] - Quote
Sm/Md/Lg Astrometric Pinpointing Upgrade Calibration cost: 100 Scan deviation reduction: 10%
Reduces the maximum scan deviation. T2 version reduces it by 15% Fits to Core probe launcher with the same volume as the core scanner probe.
Wormhole scanner probe Does not include even basic circuitry to scan down signatures beyond wormholes, let alone ships, drones, or structures. Scans down only wormholes and anomalies. Max velocity: 4,000 m/s Warp Speed Multiplier: 5.5 x Base scan Range: 0.25 Base Sensor Strength: 40 points Base maximum deviation: 0.125 AU
Should also include the Sisters line with appropriate scaling, of course. Scan range Increment factor: 2x |
Andy Landen
Tartarus Ventures Surely You're Joking
32
|
Posted - 2012.05.28 03:05:00 -
[35] - Quote
Astrometric Jammer Medium slot An active module which emits signals intended to confuse scan probes searching for locks within the area. Each module decreases the signature and decreases the percentage lock on any object/target located with 1/4 AU of the module. Requires Astrometrics V |
Andy Landen
Tartarus Ventures Surely You're Joking
34
|
Posted - 2012.05.30 04:24:00 -
[36] - Quote
Step 1: Name the thing that you desperately want. Step 2: Throw on as many bad things as you can so as to convince people that your idea is okay. Step 3: Ignore how ugly the monster that you threw together looks and cross your fingers.
PS: For everyone that pushes the cloak disruptor module, remember that there are other ways to deal with cloakies besides simply rendering their technology impotent. Put some thought into allowing and enhancing cloaky technology. Facts:
- You don't like neuts in your system.
- Cynos really exacerbate the problem by allowing an unlimited force to land on you in seconds because of that cloaky.
- Cloakies have no defense/counter to jetcan spams.
- Cloakies can freely penetrate hostile space with little difficulty.
Killing cloakie tech doesn't solve most of those issues. System defensive systems for sov holders and their friends by standings addresses all but the second point with hurting cloakie tech. Cyno jamming module (high slot) addresses the second point by preventing non-blue cynos. A system-wide audible alarm for all non-blue cynos (lit by non-blue characters) during the duration of their activated status. This addresses point 2. A cyno delay of 10 seconds in non-blue space after decloaking for regular cynos addresses point 2. Ability to build defense arrays at gates and stations with sovereignty, including the ability to anchor a decloaking array to a pos only in those locations. All of these things address your concerns and improve the value of sovereignty, making it much more worth fighting for. |
Andy Landen
Tartarus Ventures Surely You're Joking
35
|
Posted - 2012.06.01 18:11:00 -
[37] - Quote
Transport drones Cargohold: 1,000 m3 Can be stored in and used by Orca, Rorqual, Freighter, and Jump Freighter. When activated on a jet can, wreck, or secured container, it transfers the contents to the cargohold of the ship. When ordered to return and orbit, it transports the contents of the ship's cargohold to the nearest station in the player's hangar and warps back to the ship until the ship's cargohold is empty. When ordered to return to the drone bay, it warps to the ship's location and then returns to the drone bay, emptying anything it has into the ship's cargohold or into a jetcan in space.
Those ship's of course need to have a drone bay and the bandwidth to use them and only that type of drones. |
Andy Landen
Tartarus Ventures Surely You're Joking
35
|
Posted - 2012.06.02 23:24:00 -
[38] - Quote
Esceem wrote:Guru7 wrote:Parking Lock (yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)
A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.
This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.
To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.
Weakness: uses up a mid-slot, or maybe its even a rig? I like the idea. Just imo this should be a standard feature of any ship anyway - without needing any module. I mean we can already anchor containers in space and lock them with passwords. So I see no reason why this should not work with a spaceship. You know that the hulk can just immediately lock the Orca and thereby prevent anyone from boarding it right? Even still, I am supporting replacing that feature with a module-less, standard password locking feature for all ships. That lock should be good for all ships stored in ship maintenance arrays so that no one can board them.
These locked ships should be allowed to be scooped up into a carrier's ship maintenance hangar fully fit and then be repackaged in a station to remove the lock. Perhaps also have the lock disengage after the ship has been taken into structure unless anyone sees a problem with that. The lock disengages if the ship has been free floating in space without being boarded for over 30 days.
It works something like this: While aboard a ship, a player sets the lock by right[clicking the ship in space or in the station hangar and selecting lock. The player must then enter a password. The player does not have to enter the password for the character setting the password, but all other characters must enter the password in order to board it.
PS: Would also like to see an option for unanchoring a pos requiring a password and automatically unanchoring after 30 days of the shield being down. |
Andy Landen
Exploring Eagles
35
|
Posted - 2012.06.10 02:19:00 -
[39] - Quote
Anti-warp disruption probe - Fits to interdictors only. Cancels the effects of any warp disruption bubbles by cancelling the disruption field with an inverse phase field. Anti-warp disruption field generator - Fits to HICS only. Cancels the effects of any warp disruption bubbles by cancelling the disruption field with an inverse phase field. Anti-warp disruption field generator script - This script may be loaded into the Anti-warp disruption field generator. It cancels the effects of any targeted warp disruption modules activated against the targeted ship by increasing its warp core strength to infinity. This means that it also cancels the effects of all scripted warp disruption field generators activated against the targeted ship. Mobile Large Anti-warp disruptor - These anchorable devices are similar to Mobile Large Warp disruptors, except that all non-targeted AoE warp disruption is cancelled within the bubble generated by this devices by cancelling the disruption field with an inverse phase field. |
Andy Landen
Exploring Eagles
35
|
Posted - 2012.06.11 00:31:00 -
[40] - Quote
Varg Krugar wrote:Andy Landen wrote:Astrometric Memory Buffer - A medium slot module. This module stores the scan results for up to 10 additional signatures which have not been scanned to 100%, including last scanned location data, sig ID, type and name data, and signal strength data. Signatures which are ignored are purged from the memory buffer to make room for other signatures. oooh shiny. making the game display the last x results for the same sig would be very handy. i'm against ad-hoc counterbubbling to run away. but i do like the idea of an anchorable anti-warp bubble.
You know, a module which saves the previous scan locations of the same signature using different display colors sounds interesting, though different than my ideas.
The "counter bubbling" would increase the tactics considerations and would not necessarily grant escape to the fleet. An anti- warp disruption bubble would counter bubbles, but not targeted points. Ships utilizing targeted points would hold their ships. HICS would load scripts to "cut" through the anti- warp disruption bubble. HICS on the other side may load anti- scripts to free those ships. HICs would be high on the hit list for both fleets AND HICs would have to remain on the field with all that pressure until they were able to free all the ships that they wanted to free. If the logi's stayed to cover them, they would have to cover the logi's exit BEFORE they could leave themselves. With the logi gone from the field, they would be very vulnerable and dead. Tactics on both sides could get really fun! |
|
Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.11 23:27:00 -
[41] - Quote
Alx Warlord wrote: Siege bomb -100% flight speed +400% Explosion Damage explodes in 30s only usable with bomb launchers T2
Interesting bomb ideas, but have you stopped to think about how the -100% flight speed on the last bomb would render it immobile. Best case scenario is that it is on a timer and that you are able to clear the area before it goes off, otherwise it gets you too. |
Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.14 20:13:00 -
[42] - Quote
Jake Shepherd wrote:Ghost Probes/ Beacon
You would deploy the like moon probes at a location then they would recreate a false scan result with probe and d-scan of ship class deployed from or at random and only lasts a short time unless scooped to cargo hold For all of you that want to mess with dscan, don't. K, so that is not an order, but seriously, the only thing that undermining dscan results does is make dscan worthless because it cannot be trusted. Eve is not about making things worthless, but about making things balanced. This means that each part of Eve must retain value and operate in a consistent manner which the players can count on. Can you imagine what would happen to the market if half of the orders were fake? It would trash the Eve economy.
Plus, probes are supposed to scan for things. Not imitate things. |
Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.16 01:23:00 -
[43] - Quote
Extra large shield transfer, remote armor repairer, energy transfer, and remote hull repairer. Logi BS with similar bonuses as Logi cruisers. |
Andy Landen
Exploring Eagles
41
|
Posted - 2012.06.22 22:54:00 -
[44] - Quote
Systems Stealth Enhancer rig - Calibration 200 - 100% reduction to the CPU need of the Covert Ops cloaking device. Electronics Superiority rig |
Andy Landen
Exploring Eagles
48
|
Posted - 2012.06.25 00:43:00 -
[45] - Quote
Stealth Systems Enhancer rig - Calibration 200 - 99% reduction to the CPU need of the Covert Ops cloaking device. - Electronics Superiority Rigs Stealth Jump Drive rig - Calibration 100 - Gives the ability to jump through a Covert Jump Portal Generator - Electronics Superiority Rigs Stealth Signature Absorber rig - Calibration 150 - Reduces the ship's signature radius by 10% - Astronautic Rigs Black Ops Cloaking Device - High slot - Fits to Black Ops ships and allows them to warp while cloaked. No penalties to scan resolution or speed. |
Andy Landen
Exploring Eagles
52
|
Posted - 2012.06.25 12:23:00 -
[46] - Quote
Cardano Firesnake wrote:Andy Landen wrote:Stealth Systems Enhancer rig - Calibration 200 - 99% reduction to the CPU need of the Covert Ops cloaking device. - Electronics Superiority Rigs Stealth Jump Drive rig - Calibration 100 - Gives the ability to jump through a Covert Jump Portal Generator - Electronics Superiority Rigs Stealth Signature Absorber rig - Calibration 150 - Reduces the ship's signature radius by 10% - Astronautic Rigs Black Ops Cloaking Device - High slot - Fits to Black Ops ships and allows them to warp while cloaked. No penalties to scan resolution or speed. Scan Absorption Paint - low slot module - Reduces sig radius by 10% - passive module Scan Suppression System - medium slot module - Reduces sig radius by 20% - active module (same cap needs as ECCM medium slot modules) Oh yes lets make a game where nobody can find nobody and where no weapon can hit... I would love to fly a Covert Ops Harbinger with a cruiser signature ;-) Perharps, the T2 covert ops would become useless, but nevermind.
Dude, when there are things worth doing uncloaked and things worth fighting for, you'll get your fights. Stop being such a worry wart. |
Andy Landen
Exploring Eagles
52
|
Posted - 2012.06.27 03:00:00 -
[47] - Quote
Shivanthar wrote:I had a feeling that this was suggested before, but anyway, how about marine frigates?
Marine Frigate, Base stats H:300, A:200, S:200, signature: 29 m2. 1 high slots 2 med slots 1 low slots Marine Bay Capacity: 10 marines (upgradable with skills) cpu and powergrid is low for an afterburner or mwd.
Role Bonuses: - Can attach to any cruiser or bigger ship with its strong magnets. - Can equip Hull Penetration Laser
Attach bonuses: - %15 to 75 decreased agility to attached ship - Speed penalty to Cruisers: %75, Battlecruisers: %60, Battleships: %45, capitals: %30, supercaps: %15 - Target ship will unable to use warp systems of "any" kind, including mwd. - Only one marine frigate attachment per target is possible. - Marine frigate cannot be shot by guns of any kind. Only drones/fighters will be able to shoot after attachment.
High Slot Item: Hull Penetration Laser I - Charge: Marines - Can only target cruiser class or bigger ships. - Can only target ships which host frigate attached succesfully. - When activated, starts penetrating hull of attached ship. Depending on ship size, penetration time is varied between 2 min - 10 min. - After penetration, marines will be sent from marine bay, overtake time is [target ship crew / marine count] minutes. - Marines are consumed during the process.
After successful overtake, target ship's player will be ejected from the ship and unable to board back again next 15 minutes.
This frigate is useless and very fragile by itself. It needs very strong fleet communication in order to survive and overtake.
I don't know if anywhere else have uses for this, but finally, "passengers" will mean something and maybe there will be a passenger bay which player can bring marines into it to defend against this frigate. If you have more soldiers, marine frigate will fail to overtake your ship. How many soldiers you can board will depend on your soldier management skills (a new skill?)
Is this another opening for DUST 514? Should probably have a requirement that the target ship be moving no faster than 5 m/s because attaching to a ship at high speed is extremely dangerous. There is always the issue of getting through the shields when even a carrier hitting a frig while dropping out of warp cannot get through its shields to cause hull damage.
That said, I disagree about the warp/MWD disabling and about the limit on number of frigate attachments limitation. The Marines should cause ship damage in the form of heat damage and structure damage as the fight progresses. In addition to the frigate attaching to the ship, drones could carry the Marines to the target ship and attach themselves to it, and then return to pickup another Marine. Light carries 1, medium 2, and heavy drone carries 3 Marines. |
Andy Landen
Exploring Eagles
53
|
Posted - 2012.06.29 12:19:00 -
[48] - Quote
Temptri wrote:How about a module that disrupts your targets fleet members ability to warp in at zero. basically obscuring your targets exact position. Fleet members warping in would still get on grid but at random ranges which vary based on the skill level of the pilot using this warp in prevention module. Warping to zero is still possible by getting an additional, "non jammed" fleet member on scene. I think you are talking about making the warp to 0 on a scan result become warp to X, no? Sounds kind of funy when you say "disrupts your targets fleet members ability to warp in at zero" as if fleeting up should affect the warp .. |
Andy Landen
Exploring Eagles
53
|
Posted - 2012.07.02 22:41:00 -
[49] - Quote
Hyperdrive - medium slot - puts the ship into hyperspace headed to a system within 15.5 ly (with JDC to 5). The module must be set to a target solar system or target cyno field via right-click menu. While activated, the ship will automatically align to the solar system set and enter hyperspace as soon as it reached sufficient speed. Same skill requirements are required as for using a capital ship jump drive. The ship would travel at 0.038 ly per second. And since it would be travelling into hyperdrive space, it would be immune to bubbles, warp disruptors, and scrams, but other ships could follow it through the hyperspace tunnel until it jumped out of hyperspace and closed the tunnel entrance. As soon as the module deactivated, it would stop consuming cap (which could be neuted by other ships traveling near it in hyperspace) and a 2 hour countdown timer would begin before the module could be activated again, leaving it potentially stranded between systems for a very long time. |
Andy Landen
Exploring Eagles
53
|
Posted - 2012.07.03 12:59:00 -
[50] - Quote
CCP New module database hacker - medium slot - this module hacks into the CCP New module evaluation database to reveal CCP's current thoughts, evaluations, and feedback on all the new modules submitted here. This module even extrapolates the amount of interest and work expected on each module in the next 6 months to one year. Unfortunately, it makes no guarantee on the extrapolation as it may seem to indicate very strong interest and excitement only to find all the interest disappear after a month. |
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Andy Landen
Exploring Eagles
54
|
Posted - 2012.07.10 03:52:00 -
[51] - Quote
From: http://stargate.wikia.com/wiki/Hyperdrive, "It is estimated that the Prometheus' Asgard hyperdrive is capable of speeds around 803.52 trillion miles per hour, or about 136 light-years per hour, or about a kilo-parsec per day." The ship would have to align to the point set in the hyperdrive before it could enter hyperspace.
Hyperdrive
A hyperdrive module would be a medium slot module or an astronautical rig that can only be activated after a destination is set (through the in-game map) to any celestial object, outpost, station, or sov structure in any system within its range of 15 AU. Every cycle/5 seconds, the module consumes 100 GJ capacitor or 40 of any available isotope if the capacitor drops below 33%. The rig would consume the entire amount of either cap or isotopes for the entire distance once the ship entered hyperspace, even if the ship dropped out of hyperspace early. Thus the rig limits the distance to the fuel available at the start in either cap or isotopes, which ever fuel is set by right-click. 25 CPU and 1 PG. Travel speed is 2.4 ly/min (25 seconds per light year). Travel in hyperspace would have warp animations similar to an intra-system warp. Insufficient fuel and capacitor, or simply Ctrl-Space drops the ship out of hyperspace between systems. The module would not activate again until after a 2-hour cool-down timer. The hyperdrive would not be affected by any cyno-jamming.
Cyno-jamming modules or scripts for a HIC, a cyno-jamming pos module not requiring sov, and a cyno-jamming sov upgrade in the IHUB.
New interstellar probes that can scan down ships stranded between systems after they have left hyperspace to provide a point to which a hyperdrive can lock. Fleetmates can enter hyperspace and travel to each other if the travel takes them out of their current system. |
Andy Landen
Born Crazy Kadeshians
57
|
Posted - 2012.08.07 01:28:00 -
[52] - Quote
I want BS-sized eWar modules with much greater strength than regular eWar. PG requirements could make smaller ships struggle to fit them. Even adding new BS with eWar bonuses beyond the Scorpion (meh) and Widow (BO).
Warp module allows a ship to engage warp without being aligned or locked onto any target. With sufficient speed the ship merely enters warp in the direction of travel once the module is engaged. No, I don't care about deep safes or issues with probing such ships. |
Andy Landen
Born Crazy Kadeshians
57
|
Posted - 2012.08.08 12:18:00 -
[53] - Quote
Sphit Ker wrote:I want cap booster charges to recharge themselves over time. Maybe give the cap booster module a way to function in reverse, putting capacitor energy back into empty charges? While charging booster charges, the same amount of GJ as the charge carries is taken from the ship's capacitor every cycle. Ships recharge cap booster charges depending on the strength of their capacitor. Could be a mini-profession in recharging booster charges. |
Andy Landen
Born Crazy Kadeshians
59
|
Posted - 2012.08.10 17:19:00 -
[54] - Quote
Bloodpetal wrote:
1. Signature Radius Reduction module (Active)
2. New Minmatar EWAR to Replace Target Painting racial EWAR:
Defensive Resistance Disruption - A projected effect which reduces defensive systems resistances on shield/armor. Scriptable for 1 damage type.
First idea is interesting. But the second idea allows the aggressor to substantially weaken the part of a ship's tank which is most vulnerable to the type of damage that they intend to inflict. No one can know the type of damage to expect in pvp, and so ship's are omni-tanked, but one can know what type of damage that they will inflict, especially if they are all minmatar pilots aiming at the weakest resist of their enemies ships even further weakened by this module. Big ouch. Anyone want to advocate a base shield and armor hitpoint neutralizing module next? |
Andy Landen
Born Crazy Kadeshians
59
|
Posted - 2012.08.16 18:50:00 -
[55] - Quote
Remote Shield Extender module - Medium slot - Can only be fit by logistics ships and carriers - A ship extends its shields to also cover a target ship. All damage is equally split between the target ship and the extending ship before considering resists to each ship in the chain. Each ship's resists filter out their share of the damage before being applied to their shields. Once the shields of a ship reach 0%, the module deactivates and damage is applied to armor.
If ship's A, B, and C activate the RSE on ship D, then damage to D is shared with A, B, and C (damage divided by 4) until A, B, or C 's shields reach 0%, at which time damage will not be shared with that ship because it has no shields to extend and the module must deactivate. 1200 damage to D yields 300 damage to each ship A-D, minus each ship's respective resists.
Anything that kills the lock or the activation of the module (cap), counters this module. Any alpha great enough to equal the primary's structure EHP + armor EHP + shield EHP * n (where n is the number of ships extending their shields to it) will alpha the primary plus inflicted some damage on the extending ships as well. |
Andy Landen
Born Crazy Kadeshians
59
|
Posted - 2012.08.21 12:27:00 -
[56] - Quote
Remote Sensor Manipulation module - medium slot - boosts or damps sensors of remote ship based on loaded script (same as already available for the respective modules). Affected by ship bonuses of celestes, lachesis, and arazu. |
Andy Landen
Born Crazy Kadeshians
59
|
Posted - 2012.08.21 18:31:00 -
[57] - Quote
Lili Lu wrote:Is there a reason you left out skills? The game could always use more skills (speaking as one of the over 100m sp crew).
CCP has tried to nerf ecm twice already and at the same time you rebuffed ecm boats to compensate. I do not think you can succeed at nerfing it, and logis do need to fear and compensate for ewar anyway, whether ecm or damps. Simultaneously the game could always use new skills. Presently there are skills to increase lock range and lock speed, tracking range and tracking speed, but there are not skills to reduce signature or increase sensor strength.
I propose that you consider introducing sensor integrity skills (e.g. ladar sensor integrity, etc.) and a skill for a very slight decrease in signature radius. The sensor integrity skills do not have to be very much percentage. Just so long as they provide some slight relief against getting jammed it would help even the playing field v other ewar and ewar boats.
As long as the sig skill does not wipe out the increase that will come from improved painting boat percentage it would be a good addition to the game.
As for the eccm skills they would help 1. reduce the rage against and op'd ness of ecm, and 2. increase the relative utility in fitting an eccm module. This indirect nerf to ecm boats is probaly the best way to address that ongoing problem.
Simultaneously, please consider altering the eccm modules themselves. Possibly make them a combo of a small whole number bonus and a percentage bonus on top. This might make these modules worth fitting on BCs and below.
Has anyone mentioned ECCM rigs yet? We should have skills which increase the effectiveness of ECCM and ECM modules. I mention ECM modules, because the only skill I can recall affecting them are ones which reduce cap use, and increase optimum range. Rigs and low slot modules increase ECM strength but I can't recall any skills which do. To be honest, I think we should combine PECCM with ECM all into one RECM (Remote ECM, for standardized naming conventions) module with scripts. The scripts will be: type PECCM or type ECM, where type could be multi or grav/ladar/radar/etc. (forgot the last one). The scripts affect the stats of the module. The ship bonuses for falcon, rook, BB, scorp, etc. apply to this module. Same idea for combining RSB with RSD (previous thread) using scripts and ship bonuses applying to this new module. There could be capital versions for use on a new ewar captial. New skills for that one too. |
Andy Landen
Born Crazy Kadeshians
59
|
Posted - 2012.09.04 22:40:00 -
[58] - Quote
Look what you got yourself into, CCP. At least a few of these ideas here are good, but so many of them make my stomach turn. A capital suicide module so that I can give and kill cap? Doesn't even make sense. Mini-AoE DDs? How about a lesson on why existing DDs are bad enough, let alone a history on the problems with the AoE version. Gates surrounded not just by hundreds of jetcan trash for decloaking cloakies, but by hundreds of mines? OMG. Capital rigs? As if large rigs are not pricey enough. Suicide modules? It's called Concord. Wow, I feel for the guy that has to weed through all that crap. |
Andy Landen
Born Crazy Kadeshians
61
|
Posted - 2012.09.18 07:46:00 -
[59] - Quote
Directional Scanner Probe This probe reports to your ship whatever appears on its dscan and whatever is listed on its Local channel. The drone will move to any stargate, planet, station, or bookmark in any system, using the stargates to arrive at its destination system. It also extends the range of the onboard scanner. It is launched from either a core probe launcher or an extended probe launcher and operates very similarly to any other probe. A skill can be added to increase the system range from the ship's current system. The skill, Directional Scanner Probe range, increases the range that the corresponding probe can be sent out from the ship's current system by one. At level 5, the probe can be sent out 5 systems/jumps away. Increasing the range beyond that number by jumping away from the probe at max range disconnects the probe.
PS: +1 to Emission Suppression. Every other EWar module has a counter to it, and TP should be no exception. |
Andy Landen
Born Crazy Kadeshians
62
|
Posted - 2012.09.18 17:50:00 -
[60] - Quote
Robau wrote:Webifier Probe
Deployed from a Webifier Sphere Launcher fitted to a Battleship, this probe reduces any ships speed within its area of effect.
Webifier Range: 20km
Speed Reduction: 60%
Webifier Bubble duration: 180s
The effect cannot be stacked.
Seems like more for the interdictor role. I do like the idea of HIB - Heavy Interdictor BS. Adds to Tierification and natural career progression. Maybe allows the fitting of a module which infinitely both webs and disrupts a target or a bubble. Only saying infinite because the HIC has infinite on the point, but maybe infinite is too OP .. maybe it is just with the feature of being able to apply to Supers. |
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Andy Landen
Born Crazy Kadeshians
62
|
Posted - 2012.09.18 17:53:00 -
[61] - Quote
whaynethepain wrote:Andy Landen wrote:Directional Scanner Probe This probe reports to your ship whatever appears on its dscan and whatever is listed on its Local channel. The drone will move to any stargate, planet, station, or bookmark in any system, using the stargates to arrive at its destination system. It also extends the range of the onboard scanner. It is launched from either a core probe launcher or an extended probe launcher and operates very similarly to any other probe. A skill can be added to increase the system range from the ship's current system. The skill, Directional Scanner Probe range, increases the range that the corresponding probe can be sent out from the ship's current system by one. At level 5, the probe can be sent out 5 systems/jumps away. Increasing the range beyond that number by jumping away from the probe at max range disconnects the probe.
PS: +1 to Emission Suppression. Every other EWar module has a counter to it, and TP should be no exception. I tell you what, launching a probe through a gate to d-scan the other side, would revolutionise the game. It's only a d-scan probe, but the info it yealds would be invaluable to some. Hey Stargate did it ALL the time. It was called a MALP. or a Kino. or a drone, etc. etc. I only add the idea of reporting local too because if the camp is all cloaked, you would see the population (hey these guys are neut/red, uh oh), and plus, any probe that is in system would surely and easily have access to local if in known space and not if in wh space. This probe should be able to enter whs with the appropriate bm and order, but local would of course not be available. |
Andy Landen
Born Crazy
62
|
Posted - 2012.09.22 17:05:00 -
[62] - Quote
Drone Control Unit II, which requires Adv. Drone Interfacing level 5, to give a 10% bonus to hp and dps of drones while active. |
Andy Landen
Born Crazy
62
|
Posted - 2012.09.23 14:30:00 -
[63] - Quote
CCP SoniClover wrote:Loius Woo wrote:CCP, is anyone still paying attention to this thread?
Can we get a little feedback? Its a two way street. Yeah, I'm still here I hop in here every few days and look over the latest additions. I add interesting ideas to an excel sheet, so they don't get lost. Mind using Google spreadsheets and publishing the link to make it public and include CCP feedback? |
Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.24 16:33:00 -
[64] - Quote
Remote Sensor Dampener base stats: -3 remote sensor strength (all types/races) -15% remote target range -15% remote target scan res 10s duration 36 GJ activation 30 Optimal 60 Falloff 42 CPU 1 PG Each script multiplies their stat by x2 and the others by x0.
Sensor Booster: +30% target range +30% scan res +100% sensor strength (all types/races). Again, each script multiplies their stat by x2 and the others by x0.
These are intended to combine ECM and Sensor technologies together, thus replacing the existing separate technologies into a simplified and unified system to make their use simpler. The first is the RSD with ECM added. This adds versatility and simplification of the existing system. The second is SB with sensor strength boost added. This allows pilots to cover their sensor strength against ECM without feeling like a slot is wasted when ECM is not present.
As the sensor dampeners reduce the sensor strength (after sensor boosts are calculated) by x points for each module, the target ship loses its ability to lock as its sensor strength passes 0.
It may be possible to combine the similar effects of scan resolution and sensor strength stats into a single sensor strength stat so that as the sensor strength approaches 0, the lock times become longer until at 0 locks are no longer possible. I know that frigs tend to have high scan res and low sensor strengths and BS, etc. have low scan res and high sensor strength, but to be honest, it seems like larger ships have stronger sensors and ought to lock faster and frigates slow, so the current sensor strength values for the various ships ought to prevail. But it is still possible to combine the stats and simply compare the sensor strength against the ship's class value for the lock time. |
Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.27 11:47:00 -
[65] - Quote
Cyno Jammer - fits to a high slot of any ship and jams both regular and covert cyno generators in the current system. CPU and PG, cycle time and cost is similar to a cyno generator. No fuel requirements because as a counter, it needs to be balanced. If a cyno generator only needs one cycle of fuel to be effective then the cyno jammer should need at most one cycle of fuel to be effective, but would have to run potentially up to 138 cycles each day to be effective. The cyno jammer creates a system-wide warpable target on every player's overview. The player operating the cyno jammer can NOT leave the ship, dock, warp away, move, cloak, etc. the same as for a cyno generator. Players would have to defend the player jamming the system with remote repair, etc. Combat recon would get bonuses to using the cyno jammer: half the cycle time, can move, and if it needs fuel, then -80% fuel costs (still can neither warp, nor cloak, nor dock).
It shouldn't require sovereignty to be able to counter a cyno generator, which does not require sovereignty. While players can cyno jam a system, they first have to have sovereignty and second have to control a pos. So currently, the counter to a cheap T1 frig with a cheap and easily trained T1 cloak and cyno generator is a massive investment in control of sovereignty, and in a pos. This is very unbalanced. If a frigate can fit a cyno jammer with the same training as a cyno generator, then balance can be restored. Now the cyno generator has a direct counter and afk cloakies are not OP because alliances can manage the unprobable threat. Invading forces also have a pvp target. |
Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.27 16:17:00 -
[66] - Quote
Smelly PirateSaint wrote:I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers. |
Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.28 14:18:00 -
[67] - Quote
Smelly PirateSaint wrote:Andy Landen wrote:Smelly PirateSaint wrote:I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers. Now imagine that the same rules apply to the module that apply to Smartbombs - "This module cannot be activated within range of a Stargate" Your argument has just been rendered invalid. My argument is only resolved IF you are proposing the following smartbomb-like attributes/mechanics: The Decloaking Smartbomb does not work within 25 km of a stargate (15 km radius plus 10 km align and warp out space), has an AoE of 5 km (same as large T1 smartbomb). You might even add that it renders the pilot's ship immobile and unable to warp, dock, or eject for 20 s (cycle time). It would only decloak at the start of each cycle. |
Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.30 00:41:00 -
[68] - Quote
Smartbomb drones sound great. These drones are basically a mobile smartbomb. They keep away from each other so as not to have your drones get popped by them. Maybe too complicated in the programming.
Warp Disruptor drones too. These simply add a point to the target. Small -2 scram. Medium -1 disrupt. Heavy -1 disrupt and -x% web. |
Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.30 03:03:00 -
[69] - Quote
Catalina Cruz Madeveda wrote:Cloaking probes for use with covert ops capable ships. To scan they need to decloak or possibly could scan while cloaked. Either way, these would be great in wormholes to minimize chances for being detected.
No kidding. And what exactly is the counter for that? At least now, a diligent group can scan dscan every few seconds by manually clicking the scan button and can sit on all known whs/gates/etc. With that, not even the tedious dscan clicks can counter the threat. |
Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.10.01 17:21:00 -
[70] - Quote
A google spreadsheet would make it much easier for people to see if there ideas have been suggested, especially if it was organized by type of idea. Then we wouldn't see the same ideas reposted for the nth billionth time. Share it with the public and let people know where CCP stands with each idea. Maybe give each a rating and a development stage indicator. Let's get on it already, CCP. |
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Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.10.15 21:16:00 -
[71] - Quote
HRCIII wrote:Suggestion: A new module for carriers / supercarriers / rorqals
Description: Bubble shield (like the POS) module for carriers / rorqals
Mechanics: Simple, when active it immobilizes the carrier, burns strontium while running, and provides 80% of the shields as a 10km bubble shield with exactly the same protective capabilities as a POS.
Interesting notes and questions: 1. Now your carrier can be used to make a safe spot and remain mostly functional. Great for small mining parties. 2. I suggest fighters should still be available as ultimately, no carrier would be any where near as strong as a real POS. 3. I suggest that when active, it will cause the ship to stay in-game even if the pilot logs, thereby being very useful to small mining parties or other roaming parties (think temp staging area). 4. Host ship should retain its ship maint bay functionality, again, acting like a little temporary POS. 5. I suggest a slow fuel burn rate, something like 4 to 8hrs on a full load. The idea is to encourage its use as a temporary mining camp or staging area. Also long cycle times, 5 mins or more would seem fitting.
Final thoughts: 1. Using this tactically may become an issue (warping in, turning it on to disperse bad guys by bubble bumping). 2. The ability of carriers or rorqals to move around thru gates out in 0.0 space would be helpful and encourage more use. (ship can fly out and 'setup' ahead of its mates)
Ships inside the field should be able to target and remote repair the carrier while still instead it, and to attack other ships outside the field but not inside the field. Non-blues would be ejected from the bubble, but remain untargetable while in the field, if undocking into the field, etc.. |
Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.10.23 01:49:00 -
[72] - Quote
Capacitor booster generator - Medium slot. This module creates capacitor booster charges. Cap Booster 800 script creates Cap Booster 800 charges IF and ONLY IF the Capacitor booster generator's reservoir has at least 800 GJ. Capacitor booster generator generates a Cap Booster by directing all but 33% of the capacitor and then all extra cap generation goes into the reservoir until it is filled completely. Size of module governs the amount of capacitor that can be stored and then put into the cap booster charge or held in reservoir after a charge is created. A cap booster plus Capacitor booster generator can have the effect of converting cap booster charges to different sizes.
Capital cap booster - for capital ship cap needs. +1500 GJ 10s cycle time. |
Andy Landen
Exploring Eagles
86
|
Posted - 2013.01.16 03:29:00 -
[73] - Quote
No one has mentioned this, but it must be said: T3 strategic cruisers without skill loss when ship is destroyed. |
Andy Landen
Exploring Eagles
88
|
Posted - 2013.01.24 21:36:00 -
[74] - Quote
Chanina wrote:A remote repair disruptor
A module that allows you to shield your enemy from receiving remote repair effects, lowering the Effect of remote reps on target by X % This would provide an alternative to alpha strike forces to overcome enemy logistics and favors local tank.
And yes, changes to cloaking mechanic/device would be great.
They are called ECM, SD, Neuts, and alpha volleys. Learn how to use them to combat logistics ships. You would be surprised how little ECCM, and SB are used on logistics. Neuts and alpha simply take coordination and numbers, respectively. Now go and play smart. |
Andy Landen
Air Red Alliance
91
|
Posted - 2013.03.21 21:49:00 -
[75] - Quote
Black Ops Cloaking Device - Allows black ops bs to warp cloaked. High slot. Black Ops Cyno generator - Allows ships with covert cloak to create a covert cyno while cloaked. High slot. Black Ops Bridge - Allows a black ops bs to create a bridge while cloaked and allows ships with covert cloak to jump through the bridge while cloaked. High slot. Ships can right-click on their own capacitor if they are close enough to the bridge in order to select the option to jump through the bridge while cloaked. The cloak remains on at the destination side of the bridge. Mobile Super Cyno Jammer: The Mobile Super Cyno Jammer is an anchorable jammer which destabilizes the wormhole created to each cyno so that ships exceeding 1800 Gg mass may not pass through it and so that it collapses after 5000 Gg has passed through it; similar in characteristics of the largest known natural wormholes. May have a stronger effect on the much weaker covert cynos. Covert Scan Probe: A Covert scan probe launcher launches covert scan probes on any ship fitted with a covert cloak and only works while the ship is cloaked. These covert probes may scan a cloaked ship, and appear on the overviews of all cloaked ships in the system. If the target decloaks, the probes continue to scan the ship due to the presence of the online covert cloak. For every minute that the target remains on a given grid, the scan signature increases in strength by 1% for that grid. If the ship warps away from a particular grid, the scan signature for that grid decreases by 1% for every minute that the target is away from that grid. If the target returns the a previous grid, then the scan signature for that grid begins to increase again until it gets to 100% stronger. The increase in the scan signature may be attributed to the residual covert cloak emmisions accumulating over time. |
Andy Landen
Air Red Alliance
91
|
Posted - 2013.03.25 04:34:00 -
[76] - Quote
Gray,
You do know that overheated faction warp disruptors on an arazu can reach well beyond 50 km, right? Also, you do know that Titan DD can reach beyond 50 km, right? Your suggestion doesn't have much of an effect, except to add skills to train and more complications to distract CCP from fixing pos and other important issues long-delayed. If anything, this effect that you suggest should be added to the existing Triage and Siege modules and have no other special visual effects. The range should be extended to at least 100 km, too. What is the range of a titan? Make it that distance +1. |
Andy Landen
Air Red Alliance
91
|
Posted - 2013.03.27 22:01:00 -
[77] - Quote
Loki Feiht wrote: Soft/hardware upgrade modules (officer navy, officer pirate, officer sleeper, officer talocon modules or rigs) - swap hardpoints ie swap mid for low - swap cpu for pg vice versa - software upgrades that enhance the range/strength of rack modules - software enhancements for drones (allowing for 'warpdrives' on integrated drones so they follow in warp)
this is just a basic idea, you could use a similar model to basically implement any type of change ship wise but these modules should cost a lot of isk and take considerable fitting requirements
on a side note would like to see the occasional faction frigate and maybe officer spawn in incursions, especially lowsec/nullsec
The ship hull defines the low-mid-high. and then ccp "balances" it. So by the ship hull, I mean the hull that CCP envisions. CPU and PG are also defined by the hull. Change these things and you change the ship hull itself. Some rigs and modules do affect CPU and PG, true, but none affect slots except in T3s, which are designed by their very nature to be modular enough to change their hull to have different slot configurations. |
Andy Landen
Air Red Alliance
92
|
Posted - 2013.03.27 23:21:00 -
[78] - Quote
Utremi Fasolasi wrote:Jommis wrote:A ship that allows sub caps to refit in space. Do you mean like the Orca ? and carriers. I think that he meant to say "A sub cap ship that allows sub caps to refit in space." |
Andy Landen
Air Red Alliance
93
|
Posted - 2013.03.28 01:53:00 -
[79] - Quote
paritybit wrote:...
Beacon Launcher - Launches locator beacons which attach themselves to the target vessel which then report the system of the target and serve as a warp-to beacon for a limited amount of time. Single-use consumable high-slot module.
Can't see this one getting abused.
Insta-lock tagger ship tags all suspected or scan confirmed high-value cargo ships in HS at gates around Jita. His gank team track the targets into low sec or null sec, or intercept and alpha it with cheap ships in a 0.5 system. No abuse there.
Better suggestion: Mobile Hostile Tracking Beacon Launcher - The sovereign owner of a system may anchor a Mobile Hostile Tracking Beacon Launcher at any gate. It instantly locks and tags all ships not blue to the system's sovereign owner with "beacons which attach themselves to the target vessel [once attached, they] then report the system of the target and serve as a warp-to beacon for a limited amount of time [even if the target is cloaked]. .."
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Andy Landen
Air Red Alliance
93
|
Posted - 2013.03.28 15:40:00 -
[80] - Quote
Fighter Sentries - Affected by all drone modules, sentry and other drone skills, Fighter skill, and carrier bonuses. Stationary, but can warp to follow target or return to carrier if more than 100-150 km away. Follow the regular sentry model for range, tracking, and damage type scaled to the Fighter equivalent. |
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Andy Landen
Air Initiative Mercenaries
117
|
Posted - 2013.04.20 12:39:00 -
[81] - Quote
Mobile cyno jammer - prevents cynos from being lit on the grid once anchored. 30s to anchor. 5s to unanchor. 100k hitpoints for shield/armor/hull. |
Andy Landen
Battlestars Ex Cinere Scriptor
126
|
Posted - 2013.07.17 15:30:00 -
[82] - Quote
DG Ale wrote:Cyno Jamming Module
- It would have a range of 3k - 5k or less.
- You have to lock the activated cyno before activating the module.
- It can be fit to any ship. ECM ships would have a range bonus. So a small fast ECM frigate would be best.
Maybe you can load scripts to either kill the cyno, delay the jump or scatter a jumping fleet over the region. Let's revise that one:
Cyno Jamming Script for Cyno Field Generator Loaded into a cyno field generator to disrupt all cyno fields within 5,000 km. Non-targeted; has the same effect on the ship as a cyno field (cannot warp, log, dock, move, etc.) and requires the same amount of liquid ozone. Kills existing cyno fields and prevents new fields within the range and frees those cyno ships from the effects of the cyno field so they can warp, dock, log, etc. "We cannot solve our problems with the same thinking we used when we created them." Albert Einstein-á |
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