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blankseplocked Wildcat propulsion modules (Light the fuse and pray!)
 
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Vaerla Myshtana
Gallente
ScIdama
Endless Renaissance
Posted - 2010.10.06 13:21:00 - [1]
 

I was thinking about how people in RL stick all sorts of random one-shot hardware on their vehicles to make them go really fast for a short period of time. That lead me to the notion of capsuleers strapping solid rocket boosters (or fusion bombs) on their ships and letting them rip in a pinch.

Of course, such devices in RL are horrendously dangerous, so I figure that the EVE equivalent should have similar drawbacks- namely they'd damage the user and have only one charge.

My idea is to create a set of "Wildcat" modules in 5MN, 50MN, and 500MN sizes. When activated, they would damage the user and accelerate the ship to MWD speeds in a single second. The user would not be able to stop his ship, change direction, or slow down until the module cycle finished, at which point the speed would drop just as if an Afterburner or MWD was turned off. Of course, if he hit anything, the direction would change randomly, but he'd still keep going like a bat out of hell.

I figure that the Wildcat should inflict damage across all damage types and the total damage should be about equal to the 2/3 the average shield strength for the intended ship class. The powergrid, CPU, and cap usage would probably be minimal- just enough to keep people from, for instance, putting 500MN Wildcats on their Rifters.

The charges should be big enough that people can't carry a bunch of them, and the Wildcats should only hold one charge at a time. That means that they can't be used for sustained flight instead of Afterburners or MWDs, only for a short burst of speed when you REALLY need it.

In terms of the items needed, I figure that we'd need something like:

Skills:
Wildcat Operation (Pre-Req: High-Speed Manuevering III)

Frigate Modules:
5MN Wildcat I
5MN Wildcat II
'Joyride' Deflagrating Fusion Torch - Meta
Small Syndicate Smugglers' Wildcat - Faction

Cruiser Modules:
50MN Wildcat I
50MN Wildcat II
Uncontrolled Evasive Fusion Torch - Meta
Medium Syndicate Smugglers' Wildcat - Faction

Battleship Modules:
500MN Wildcat I
500MN Wildcat II
Emergency Delta-V Fusion Torch - Meta
Large Syndicate Smugglers' Wildcat - Faction

Wildcat Charges:
Small Wildcat Core I
Small Wildcat Core II
Small Syndicate Wildcat Charge - Faction
Medium Wildcat Core I
Medium Wildcat Core II
Medium Syndicate Wildcat Charge - Faction
Large Wildcat Core I
Large Wildcat Core II
Large Syndicate Wildcat Charge - Faction

Thoughts?

Nuts Nougat
SniggWaffe
FREE KARTTOON NOW
Posted - 2010.10.06 13:45:00 - [2]
 

Any thoughts? You're missing the 50GN modules for my naglfar. That is all.

Portmanteau
Gallente
CTRL-Q
Posted - 2010.10.06 15:13:00 - [3]
 

basically a get out of pvp free module, so no

Camios
Minmatar
Sebiestor Tribe
Posted - 2010.10.06 15:44:00 - [4]
 

Quote:
they would damage the user and accelerate the ship to MWD speeds in a single second


Well they look a bit like an overloaded MWD with nanofibers.
It's OP in the sense that now people need to fit nanofbers(inertia stabs) to accelerate faster, while your thing just ignore inertia.

Moreover, it's not so different from what we have already in game. You have the ability to overload your MWD and get a 10x boost instead of a normal x7 boost (with acceleration control IV), for more than 20 seconds (if you are very unlucky).

Once I proposed a thing called the "microjumpdrive", that is MWD scripted with the ability of teleporting you by some km to get near your target (blasterships would have had some benefit from it). It was affected by several limitations (you could not microjump when warp disrupted or when in bubble in order to escape from PVP), and it turned out that the mechanic would have needed to be quite complicated to be balanced.
But Actually, it was not really different from an overloaded MWD, and it didn't take into consideration inertia and mass without making it even more complicated), and because of that it was a bit unneeded feature.

Relicc
Caldari
Aideron Robotics
Posted - 2010.10.06 17:53:00 - [5]
 

Ha, I really like the idea, but it does come across as a get out of pvp free card.

Vaerla Myshtana
Gallente
ScIdama
Endless Renaissance
Posted - 2010.10.06 22:25:00 - [6]
 

I hear you on the get out PVP free card thing.  That is certainly not my intent, indeed I expect that some people would use it to get INTO range of other ships.  What I wanted was a single-shot speed demon module that people would only use if really brave or really desperate.  

As far as an escape tactic, because of the limited duration and reload time, it might give someone a chance to escape, but if they don't get away, they've just inflicted a boatload of damage on themselves.  Of course, if the attackers have already gotten through their shield, those hp are coming off of armor or even hull!

I also never intended that the Wildcats should ignore things like inertia, only that they engage faster and run shorter than MWDs and Afterburners.  I'm sorry if I was unclear with that one second comment.  I meant that as an example, not a fixed time.

In terms of the overloaded MWD comment, that is certainly valid.  Of course, MWDs do not function under numerous conditions.  Bubbles, for instance, should not be "I win" buttons for gankers.  Weapons always experience a give and take of development.

The Wildcat is a logical response to things like Warp Scramblers and bubbles, in that they give a brave pilot a fighting chance to escape.  That said, there are still plenty of ship fits that could catch up and tackle him unless he's lucky and skilled.

Of course, if the tackle has one too, all bets are off...

Krispy Dingo
Minmatar
The Night Crew
Posted - 2010.10.06 23:30:00 - [7]
 

Sounds like a fun idea, but it should have no cycle time, just instantly you accelerate rapidly to x * max velocity and then inertia carries you back to sublight speeds, no charges, use it and it breaks (but can be fixed in station), and cannot be used in conjunction with any other speed mods until you have hit your normal max velocity.

Joe Phoenix
The Commonwealth Federation
Posted - 2010.10.06 23:41:00 - [8]
 

Sounds like a fun idea, easily countered so it wouldn't break pvp, i like it (might also make orca runs for interesting :P).

King Rothgar
Autocannons Anonymous
Posted - 2010.10.07 00:44:00 - [9]
 

Funny idea but I think it would be better if they had a chance of exploding and inflicting critical damage instead of very minor but consistent damage. So for a frigate sized mod this would be 6k damage, for cruiser 25k and 125k for a BS. The chance of exploding is up for discussion but I'd place it at around 10-20%. That should make things interesting. I also think you wimped out on the stats. Given the risk of spontaneous death, I'd give them a bigger speed bonus. Make them follow normal acceleration rules but instead of the 500% mwd speed bonus, make it a 1000% bonus. It should also be immune to scrambling like AB's. If the module does explode, it should be completely destroyed (non-repairable) and have its own explosion graphic.Cool

Caldari 5
Amarr
The Element Syndicate
Blazing Angels Alliance
Posted - 2010.10.07 07:32:00 - [10]
 

This kinda reminds me of Cap Boosters vs Cap Recharges
Cause we would then have Wildcats vs AB/MWDs

I actually like the idea.

andeira
Posted - 2010.10.07 09:35:00 - [11]
 

a modue that when pressed instantly slams me into the back of my pod and at the same time making my brain slushy and escaping the destruction of my ship

I like gimme that

Ned Black
Posted - 2010.10.07 10:47:00 - [12]
 

Originally by: King Rothgar
Funny idea but I think it would be better if they had a chance of exploding and inflicting critical damage instead of very minor but consistent damage. So for a frigate sized mod this would be 6k damage, for cruiser 25k and 125k for a BS. The chance of exploding is up for discussion but I'd place it at around 10-20%. That should make things interesting. I also think you wimped out on the stats. Given the risk of spontaneous death, I'd give them a bigger speed bonus. Make them follow normal acceleration rules but instead of the 500% mwd speed bonus, make it a 1000% bonus. It should also be immune to scrambling like AB's. If the module does explode, it should be completely destroyed (non-repairable) and have its own explosion graphic.Cool


I actually like this idea. But with some modifications.

This mod propells you at extreme speeds for a short while... but every second of the burn there is a small chance that your ship cant hack it. If it doesnt then your ship is instantly destroyed, no X points of damage. Even if you have 40m EHP you simply goes pop... and your clone should have a 25% chance of ending up dead from this explosion as well.

If you survive its use then the mod itself is burned out completely requireing you to get another... this one shot usage will not keep you alive in the long run either.

This would make the mod into a last ditch GTFO attempt that may succeed, but also a chance that it will fail... miserably... Risk vs reward. You may get out unscaved, but you may just as well end up instantly dead.

Krispy Dingo
Minmatar
The Night Crew
Posted - 2010.10.07 12:39:00 - [13]
 

Dammit, I just realized what I left out last night. Only a 66% chance of working, otherwise it's just like in Empire when they tried to go into hyperdrive in the Millennium Falcon and nothing happened.

Vaerla Myshtana
Gallente
ScIdama
Endless Renaissance
Posted - 2010.10.08 13:40:00 - [14]
 

Originally by: Krispy Dingo
Dammit, I just realized what I left out last night. Only a 66% chance of working, otherwise it's just like in Empire when they tried to go into hyperdrive in the Millennium Falcon and nothing happened.


LOL! "It's not my fault..."

Miriam Letisse
Posted - 2010.10.08 15:14:00 - [15]
 

Originally by: Vaerla Myshtana
The user would not be able to stop his ship, change direction, or slow down until the module cycle finished,

Skills:
Wildcat Operation (Pre-Req: High-Speed Manuevering III)




Seems like a strange pre-requisite.

Ambaire
Amarr
Blacklight Incorporated
Broken Chains Alliance
Posted - 2010.10.09 06:22:00 - [16]
 

I think this is a great idea. Where do I buy one?

SGT FUNYOUN
Gallente
Posted - 2010.10.09 11:41:00 - [17]
 

This is only kinda a get me out of a pvp fight thing. But that would just make it more fun. Because if it only shot you out to just past the max firing radius; which is currently 250 km; say out to 300km then any pirate group or Wardec worth their salt will have some ships with these on board as well and will get good at using them to catch up to their prey that just used them too. Thus the good PVPers will be able to still keep the playing field level.

The physics of this are something to note as well. To accelerate the mass of an Iterion Mk 5 would need at least a 500 MN wildcat to get it moving fast. It would still take it a few seconds to create enough thrust to overcome the Law Of Inertia. Newton's First law States that anything in motion will stay in motion until it is stopped by an outside force and anything that is stationary tends to stay so until it is affected by an outside force. Or something like that.

Glyken Touchon
Gallente
Independent Alchemists
Posted - 2010.10.09 12:12:00 - [18]
 

I like the idea, but the problem would be that the same stats are used for acceleration as are used for agility. To restrict the ship to near straight-line flight would also mean that it would never reach the max speed unless the numbers were massive- ie 1000mn on a frigate, and cycle ends well before max speed is reached.

also, have a long reload time (5 minutes or something)

General Paul
Atomic Heroes
The G0dfathers
Posted - 2010.10.09 12:27:00 - [19]
 

rather than a entire new module why not use wildcat charges to superheat current propulsion mods.

Simply load up your favourite module with a wildcat charge and then activate and watch heat go to 100 instantly, the world shudder etc..

Just seems like it has more chance of getting into game


 

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