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blankseplocked [proposal] super damage control module for indy ships,
 
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Hundo Kay
Posted - 2010.01.30 01:23:00 - [1]
 

In an effort to reward active industrial players and haulers, and provide a moderate level of protection that would balance game play versus gankers and attacks, and make escorts more valuable, I propose a new module that functions as a super damage control module, titled the "Armadillo" module.

The Armadillo module would have a 99.9% cpu bonus for Industrial ships requiring level 4 industrial skills (Mammoth, Inty IV, Inty V), all transport class ships, mining barges and exhumers to limit their use to industrial ships.

The module would function as follows. Upon activation it would drain the capacitor to provide 99% omni resistance for all shields, armor and structure. This "shell" would last for 30 seconds. During the time the module is active the ship is rendered totally immobile (basically balled up in the shell). Upon emerging from the "shell" the ship's capacitor would be "damaged" so that it is maxed out at 5% level (or as much as would be needed to jump only 1AU) for a period of 5 minutes. This would prevent multiple uses within the 5 minute period.

What this module would accomplish is to at least give Indy ships a chance at some defenses. It does not make the ships better so passive players do not receive any benefit. By using a low slot industrialist must choose to sacrifice yield or cargo to use the module. By providing only a small window of protection it will not drastically effect the solo miners and haulers in low and null sec. What it will do is provide a small level of protection in High Sec for the cavalry to arrive, be it Friendlies or Concord. But the biggest thing it will do is make combat escorts way more valuable. If the paper mache ships knew they could protect themselves for 30 seconds that would give time for combat escorts in fleet to actually have a chance to prevent their destruction versus only being able to avenge it. Also, it would require suicide gankers to fly ships capable of tanking Concord for short durations, or use larger fleets, effectively increasing the size and cost of ships they would need.

tl,dr

new Armadillo module, or super damage control
requires low slot and limited to certain industrial ships
30 seconds of 99% omni resistances
5 minute "cooldown" with wrecked capacitor to prevent repeated use
Brings combat escorts into play, and only rewards active players


Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2010.01.30 01:58:00 - [2]
 

As long as there's a -90% agility penalty and the module costs as much as an Orca, sure, whatever.

Grarr Dexx
Amarr
Kumovi
The G0dfathers
Posted - 2010.01.30 02:17:00 - [3]
 

Try blockade runners once in a while. Otherwise, don't haul a large amount of valuable stuff in a 100k isk cardboard bax with engines.

Insa Rexion
Minmatar
Fumar Puede Matar
Posted - 2010.01.30 12:03:00 - [4]
 

Originally by: Hundo Kay
In an effort to reward active industrial players and haulers, and provide a moderate level of protection that would balance game play versus gankers and attacks, and make escorts more valuable, I propose a new module that functions as a super damage control module, titled the "Armadillo" module.

The Armadillo module would have a 99.9% cpu bonus for Industrial ships requiring level 4 industrial skills (Mammoth, Inty IV, Inty V), all transport class ships, mining barges and exhumers to limit their use to industrial ships.

The module would function as follows. Upon activation it would drain the capacitor to provide 99% omni resistance for all shields, armor and structure. This "shell" would last for 30 seconds. During the time the module is active the ship is rendered totally immobile (basically balled up in the shell). Upon emerging from the "shell" the ship's capacitor would be "damaged" so that it is maxed out at 5% level (or as much as would be needed to jump only 1AU) for a period of 5 minutes. This would prevent multiple uses within the 5 minute period.

What this module would accomplish is to at least give Indy ships a chance at some defenses. It does not make the ships better so passive players do not receive any benefit. By using a low slot industrialist must choose to sacrifice yield or cargo to use the module. By providing only a small window of protection it will not drastically effect the solo miners and haulers in low and null sec. What it will do is provide a small level of protection in High Sec for the cavalry to arrive, be it Friendlies or Concord. But the biggest thing it will do is make combat escorts way more valuable. If the paper mache ships knew they could protect themselves for 30 seconds that would give time for combat escorts in fleet to actually have a chance to prevent their destruction versus only being able to avenge it. Also, it would require suicide gankers to fly ships capable of tanking Concord for short durations, or use larger fleets, effectively increasing the size and cost of ships they would need.

tl,dr

new Armadillo module, or super damage control
requires low slot and limited to certain industrial ships
30 seconds of 99% omni resistances
5 minute "cooldown" with wrecked capacitor to prevent repeated use
Brings combat escorts into play, and only rewards active players




wouldn't do any good at all, gankers would just send a pre attacker in to get you to activate mod and point/gank you properly 30 secs later.


wagashi
Posted - 2010.01.30 12:38:00 - [5]
 

Edited by: wagashi on 30/01/2010 12:40:49
this would only stop high sec ganking, and I'm a big fan of high sec ganking.

EDIT

Wait why dont you slap on some shield extenders and some hardeners. Maybe get all screwy and put a rack of ECM or sensor dampeners in the Mids.

Lino Licker
Posted - 2010.01.30 13:57:00 - [6]
 

/Support

It's either that or invalidate insurance payouts on illegal activity (what happens here in the UK - if you park on a double-yellow line and have an accident the insurance won't pay up cause you parked illegally)

As for the sending someone in to aggress beforehand point, there is one dynamic that mitigates the risk - the fact that concord has now swarmed the area, so the second wave will have more trouble.

Sounds kinda cheeky and fun, I like it!

Drake Draconis
Minmatar
Shadow Cadre
Shadow Confederation
Posted - 2010.01.30 15:56:00 - [7]
 

There's this class of indys called transport ships... I hear they are hard to crack under pressure.


Not Supported.

Mr Stark
Posted - 2010.01.30 17:23:00 - [8]
 

I will support this idea of a super tank module, if we also have a tank buster module, 1 shot with a 5 minute reload, and the shell auto alphas anything smaller than a battleship.

I reckon that would just about balance it. See what I did there?

Khalia Nestune
Mad Stacks
Posted - 2010.01.31 11:01:00 - [9]
 

Why?

Hundo Kay
Posted - 2010.01.31 14:42:00 - [10]
 

The idea is to find some way to bring combat escorts into the game.

I don't care to help the solo miner, and really is 30 seconds going to prevent gankings? No of course not, nor should it. Gankings are part of the "risk".

The issue is that the game mechanics at this point are so out of whack, that there is near zero counter to a ganking in high sec, and the loss ration is drastically out of whack (when most times the gankers make money)

I am simply trying to find a way to balance the mechanics, while also diluting the profit of the industrial ships.


Herschel Yamamoto
Agent-Orange
Nabaal Syndicate
Posted - 2010.01.31 19:42:00 - [11]
 

This idea is bad, and you should feel bad.

Larkonis TrassIer
State Breast Inspectorate
Posted - 2010.01.31 20:22:00 - [12]
 

Originally by: Hundo Kay
The idea is to find some way to bring combat escorts into the game.

I don't care to help the solo miner, and really is 30 seconds going to prevent gankings? No of course not, nor should it. Gankings are part of the "risk".

The issue is that the game mechanics at this point are so out of whack, that there is near zero counter to a ganking in high sec, and the loss ration is drastically out of whack (when most times the gankers make money)

I am simply trying to find a way to balance the mechanics, while also diluting the profit of the industrial ships.




There is a counter to suicide ganking, all you need to do to prevent it in most cases is engage that module that you always have present but few people activate.

Your brain.

XXSketchxx
Gallente
Remote Soviet Industries
Posted - 2010.01.31 20:33:00 - [13]
 

Would be cool for freighters, a built-in mode.

For regular haulers/transports, definitely not. You can already tank them pretty nicely or use a blockade runner.

Flying ZombieJesus
Posted - 2010.02.03 15:02:00 - [14]
 

If you carry more than a bil in a ship that costs 100k and don't bother tanking it, then you deserve to lose it.

Ships can survive the jita gank. I've seen a badger II survive two tempests volleying it.

You just have to tank it out well enough - transport ships are a good start.

Whining on the forums to give you a super resist mod is a bad start.

haav0c
Posted - 2010.02.08 16:30:00 - [15]
 

Originally by: Flying ZombieJesus
If you carry more than a bil in a ship that costs 100k and don't bother tanking it, then you deserve to lose it.

Ships can survive the jita gank. I've seen a badger II survive two tempests volleying it.

You just have to tank it out well enough - transport ships are a good start.

Whining on the forums to give you a super resist mod is a bad start.


I'm sorry, just wanna ask you a leeetle question here.

have you ever tried to tank a hulk? Seriously?

Assuming strip miners included, without MLUs, I can get a good 30k tank if I use faction gear. Non-faction, 24k w/ no MLUs. Including MLUs, barely 13k.

The proposed module would take up a lowslot, so let's look at one MLU. Huh, 22k. I'm a bit shaky, but is it fairly easy to alpha strike through that with 2-3 catalysts?

I find it laughable that you're pointing at haulers for your main beef. I've been burned by that exact scenario, myself. But there is no real way to protect a 160 mil ship from an essentially free catalyst. Unless you have friends. Who are bound not to defend you until you're fired upon, and even then you're usually screwed.

I can't see how you can look at hulkageddon and hulkageddon 2 and still say that miners need no real boost.

Flying ZombieJesus
Posted - 2010.02.08 17:33:00 - [16]
 

dumb hulk pilots not paying attention to local is no reason to get a "super mod" that will protect you from anything.

And yes, I've flown a hulk with a tank.

Its good for killing AF's & destroyers.

And yes, my tanked hulk would survive 5 dessies suiciding it. Wouldn't survive 5 thoraxes, however, and nor should it. You should never be 100% safe anywhere.

Gaogan
Gallente
Solar Storm
Sev3rance
Posted - 2010.02.10 20:38:00 - [17]
 

While you should not be 100% safe anywhere you also should not be able to use a pair of free ( after insurance ) smartbombing bs to kill half a dozen 180 million isk ships with no possible way to defend.


 

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