open All Channels
seplocked Features and Ideas Discussion
blankseplocked LONG range artilery/bombing - Big Blob Killer (idea/suggestion)
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: 1 [2]

Author Topic

Kagura Nikon
Minmatar
Emptiness.
Posted - 2008.04.30 10:49:00 - [31]
 

Originally by: Goumindong
Originally by: Cailais
Theres actually a suggestion very much like this one on the SHC forums - essentially suggesting Dreads as the 'artillery' ship engaging from several AU away and its got some good support. Def an idea in here.

C.




Keep in mind that in that tread[and others] we basically came to the conclusion that it absolutely could not be AoE and must be a method to kill capital ships and POS's rather than conventional fleets.


I disagree.

I still think firign BOBMS liek the SBomber ones into other systems is the way to go. They are FAR from overpowered and woudl really achieve an artilieary barrage effect

Kagura Nikon
Minmatar
Emptiness.
Posted - 2008.04.30 10:50:00 - [32]
 

Originally by: Carmizan
It would seem to me that one of the issues here is how to detect the artillery ship if it is hundreds of km away. One idea could be that when the artillery ship opens fire they appear on the your overview and then fade away. This would give a prompt for the incoming message and allow the members of the gang to get at least the name of the person firing.

The delay in the fade away could be increased with ever shot fired allowing the gang to be able to scan him down.

This would mean that the artillery ship must be in the same system.

As for the targeting ship, they could use a 'laser target designator' which would have a range of say 60km ( if the AOE is 50Km ), but has with a cyno the ship would be unable to move until after the bomb/projectile has hit. This means that if the targeting ship is destroyed then the bomb could hit anywhere in the field of battle including his own gang members, giving an element of risk in it's use. Only one target ship can be used at one time even if you have more than one artillery ship firing and if you loose you targeting ship and another ship target an area the bomb can not acquire that target once in flight.

This to me seems a good compromise and gives each gang the chance to defend their postion against this kind of assault.


not hundreds km. OTHER system. If its on same sytem than this idea will help in nothign against the simplye blob mentality of today.

And this can EASILY be solved by addign a marker in map like cyno ones.

Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2008.04.30 10:54:00 - [33]
 

A ship shooting from the other end of the system is not enough?
Titans did this once and that was nerfed as overpowered :)

For example - you can setup your own POS and shoot. Or you can sit surrounded by warp bubbles and shoot. Or inside your own blob.

Kagura Nikon
Minmatar
Emptiness.
Posted - 2008.04.30 13:30:00 - [34]
 

Originally by: Ellaine TashMurkon
A ship shooting from the other end of the system is not enough?
Titans did this once and that was nerfed as overpowered :)

For example - you can setup your own POS and shoot. Or you can sit surrounded by warp bubbles and shoot. Or inside your own blob.


Titans could not be killed because they would wipe a fleet in single shot then come back to POS. THAt is overpowered. No risk for it

Such ship could not use this tactic singe it will not be able to kill ANYTHING in a single shot. So it would need to remain long time exposed. Also easy to simply make it unable to fire and retreat to POS. Make so it NEEDS to open a cyno to fire (himself open the cyno). That makes easy to find the ships and make them vulnerable for 10 minutes.

Also it MUST be from another system otherwise it would bring nothing good into eve.


Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2008.04.30 14:00:00 - [35]
 

Titans could not be killed in battle because they had never appeared in one. Any psychically sane titan pilot sat at POS, near to POS shield, and shot. The only 2 titans killed in those times had pilots disconnected and the time. That was quite overpowered. In modern times, you need 2 titans to one-shot a BS fleet, and capital fleet still stands there to pop them.

But shooting from next system is more overpowered then titans. You can have 100 such ships sitting at a POS in a dead end system, protected with blob at entry gate and insta-pop whole fleets 10 jumps around. Thats plain insane :)

CptEav1s
Gallente
Posted - 2008.04.30 16:56:00 - [36]
 

Can't say I like the idea of another cap ship, we already have enough of those, I'd like to see an idea like this implemented when T2 tier 2 battlecruisers come out or even T2 tier 3 battleships.

Great idea for anti-blob, affect multiple targets with 1 volley but reduce damage.... kinda like "splash damage"

Cheers
- CptEav1s

Kagura Nikon
Minmatar
Emptiness.
Posted - 2008.04.30 22:52:00 - [37]
 

Originally by: Ellaine TashMurkon
Titans could not be killed in battle because they had never appeared in one. Any psychically sane titan pilot sat at POS, near to POS shield, and shot. The only 2 titans killed in those times had pilots disconnected and the time. That was quite overpowered. In modern times, you need 2 titans to one-shot a BS fleet, and capital fleet still stands there to pop them.

But shooting from next system is more overpowered then titans. You can have 100 such ships sitting at a POS in a dead end system, protected with blob at entry gate and insta-pop whole fleets 10 jumps around. Thats plain insane :)


NO because you can use your own ships of same type to fire direclty at them!

Its like real life warfare. Arti support is not OMG I WIN button. Its powerfull but you need to keep it hidden or its shreded easily.

Doc Iridium
Amarr
Viziam
Posted - 2008.05.01 05:05:00 - [38]
 

Originally by: Buckyballs
J'Mkarr Soban had a good point about range. The artillery ship should be easy to find. Say a range of no mare than 40 AU which would allow probers to find it with the standard probes (Observator Deep Space Probes) is just too much.

One option instead of an artillry ship is a ship-anchorable super artillery gun. And I mean "ship anchorable" as a ship deploying the gun will have to be "on station" with the gun the entire time or it becomes unanchored and scoopable by anyone. In order to deploy it you would need a hauler or other large hold capacity ship to act as a tender while it is up. Or maybe even a probing ship to detect "blobs" required to aim the gun.

Either way this thing would need to be easy to find and risky to deploy.


So in essence, you are thinking of a "supergun"

http://en.wikipedia.org/wiki/Supergun

They have been useful here and there through the history of war, and I could see them being an interesting antiblob effort.

I think that Kamikaze ships would be better Twisted Evil but I can see superguns having a place too.

Thorestano
Posted - 2008.05.01 05:48:00 - [39]
 

Edited by: Thorestano on 01/05/2008 05:48:57
So I gess what this shud be is a warp gun.
If this weapon is going to hit somthig in the other side of the solar system, whatever thats going to hit your target is going to travel faster then the speed of light. ships in EVE travel faster then the speed of light by useing warp. So I suggest that this wepon also have a warp speed, and the ship would have no shield or cap left after fireing(for any time that seems to fit the balence of the game) because of the power being used for creating warp for a weapon insted of itself. I think this is a logical way to think this wepon shud be like.

Pliauga
Gallente
Posted - 2008.05.01 06:58:00 - [40]
 

Originally by: Ellaine TashMurkon
Titans could not be killed in battle because they had never appeared in one. Any psychically sane titan pilot sat at POS, near to POS shield, and shot. The only 2 titans killed in those times had pilots disconnected and the time. That was quite overpowered. In modern times, you need 2 titans to one-shot a BS fleet, and capital fleet still stands there to pop them.


Titans are being used activelly in fleet battles to this day, even though they got nerfed. If you don't believe me ask around in Stain. But that's of topic.
---------
Originally by: Ellaine TashMurkon
But shooting from next system is more overpowered then titans. You can have 100 such ships sitting at a POS in a dead end system, protected with blob at entry gate and insta-pop whole fleets 10 jumps around. Thats plain insane :)


Please read the original post and post #2 carefully. I believe the mechanics that I have suggested there should easilly prevent the scenario that you put forward. Or atleast make too costly/inefective even for the bigest/richest of alliances.

And as Kagura Nikon has suggested, the atacking fleet can also bring artilerry.
-------

And about using these artillery ships from within your own blob:

My intent was to make these so that if you put 10 of them together in one place, and then attack them with lets say 5 ships of the same class that are spread out. The 5 would win that battle, because the they would be atacking a single target(area) and therefore doing combined damage(5 ships against one efectivelly), whereas the group of 10 would be attacking 5 different targets (2 ships against one efectivelly).

This could easilly be forced, by making these ships unable to enter siege in 500 km (or any other distance, you choose) from one another.

Thnx, for the ideas, keep it coming.

Doc Iridium
Amarr
Viziam
Posted - 2008.05.01 07:08:00 - [41]
 

The thing that worries me most about the idea of out-of-system bombardment is that there really will not be much of a way to attack such an enemy, if they defending in a region that is strongly defended already.

I do like the idea of a warp cannon! But firing from offgrid should be sufficient. Perhaps the mobile warp cannon should damage everything in the same grid that it is in, as well as the grid it is firing at? I think a mobile warp cannon would make a very interesting t2 dreadnaught.

As for damage done to the target grid. Perhaps calculate base damage on the size of the ships - say the warp effect does .1 damage per m3 of assembled ship volume? A frigate would take 250 damage, a cruiser 1000 damage, battlecruisers 1500, industrials 2000 (easily survivable by t2 haulers. Most regular haulers too, if they tank up a bit), battleships would take around 10k. Would have to look at cap ships though. Freighters would definitely be in trouble, perhaps jump freighters as well.

Pliauga
Gallente
Posted - 2008.05.01 14:34:00 - [42]
 

Originally by: Doc Iridium

As for damage done to the target grid. Perhaps calculate base damage on the size of the ships - say the warp effect does .1 damage per m3 of assembled ship volume? A frigate would take 250 damage, a cruiser 1000 damage, battlecruisers 1500, industrials 2000 (easily survivable by t2 haulers. Most regular haulers too, if they tank up a bit), battleships would take around 10k. Would have to look at cap ships though. Freighters would definitely be in trouble, perhaps jump freighters as well.


I like this idea. I suggested smth. that should give a similar end result in post #9


As for your wories about attacking a heavilly defended system, well. Target designator ships could sneek in with cloaks and open retaliation artillery strikes.
But I don't think it would come to that.

Don't get me wrong. I don't want these artillery ships to be attacking targets on the other side of the galaxy. Just their imediate neighboring systems. So the type of advantage such a heavilly defened system, as you suggested, would be at best creating a DMZ around that particular system, I stress AT BEST. And it would in turn provoke small gang skirmish warfare in the DMZ, which, in my mind, is a good thing.

Keep those constructive thoughts comming.

Carmizan
DOCS RUFF RIDERS
Vanguard Imperium
Posted - 2008.05.01 15:15:00 - [43]
 

I am still a bit concerned with the artillery being in another system, but if they are in a immediate neighboring systems then hows this for an idea? The artillery ships must be stationed within 15km of the stargate of the targeted system. When the ship opens fire the stargate is activated allowing the shell to pass though to head to it's target. This has the advantage of helping the targeted gang to narrow down where these ships are as well as keeping a non capital ship within the game mechanics. This also will stop this sort of weapon platform from becoming labeled as an 'i win button'.

This still does not prevent the users of the ship from defending it. This also could mean the time delay for being able to move the ship could be reduced as the detection of it is made easier but not simple.

For example there is nothing stopping a gang from deploying these ships in two or more systems and cycling their fire or even firing them all at once after all multiple stargate activations would be confusing to anyone trying to detect artillery.

Another thought could be that this type of activation could bypass the normal stargete operation of one ship at a time meaning that the salvo could be timed with a ship passing though the gate.

Pliauga
Gallente
Posted - 2008.05.01 15:36:00 - [44]
 

Originally by: Carmizan
I am still a bit concerned with the artillery being in another system, but if they are in a immediate neighboring systems then hows this for an idea? The artillery ships must be stationed within 15km of the stargate of the targeted system. When the ship opens fire the stargate is activated allowing the shell to pass though to head to it's target. This has the advantage of helping the targeted gang to narrow down where these ships are as well as keeping a non capital ship within the game mechanics. This also will stop this sort of weapon platform from becoming labeled as an 'i win button'.


This is different from how I imagined it should work, but it sounds valid. I like it, Thnx.

J'Mkarr Soban
Posted - 2008.05.01 22:14:00 - [45]
 

Never other systems, for the reasons I've mentioned.

I'd also like to clarify something everyone here seems to be confused about. A system is made of of a huge number of 250km x 250km x 250km cubes, each of which is referred to as a grid. This is the reason for the 250km maximum targetting range, and also why in certain missions complications can arise as you cross these grid boundaries. Everything in a grid shows in the overview, if there are the filters there to show it.

This weapon system would exist outside of the target grid.

Also, this is distinctly anti-blob as a blob is not a large number of ships in close proximity, it's a large number of ships in the same grid, as described above. Firstly by having these ships outside of the main battle grid, it takes a pilot from being there. Secondly, and as a direct negation of the claim that these weapons cannot be AOE, they must be able to damage alot of ships in close proximity. Although I said that a blob doesn't necessarily need to be in close proximity, all ships generally, and naturally, form cohesive, tight groups - the sniper wing, the close combat wing etc. Thus it is important at least to create greater diversity and tactics on the battlefield to have AOE damage, so that this type of 'surround them and shoot' philosophy is avoided.

Just to clarify. Very Happy

David Flavius
Gallente
Posted - 2008.05.02 01:07:00 - [46]
 

i like the idea of it from a system RIGHT NEXT DOOR heres an idea make it so after several shots the warp signature from firing or what not lets the enemy arty fire on the area your arty is without a becon. i do it all the time in RTS with long range arty, i see where their arty is from and direct my arty to wipe out the area, no spotters or anything its a bit hit or miss but arty is slow to move, so i usually get them to move which means they cnat fire while they are repacking,moving and redeploying Twisted Evil but by then i have scouts or what not scoring the general area to find them since i know where the arty operating from and if you want to get the arty back to work quickly you would move it has short a distance has possible.

Pliauga
Gallente
Posted - 2008.05.02 07:09:00 - [47]
 

Originally by: J'Mkarr Soban
Never other systems, for the reasons I've mentioned.


I think the reasons that you have mentioned have been rebutled several times in this thread. Well, maybe except that:
Quote:
How will someone detect which system it's coming from (from the storyline perspective)? They'd have to analyse the warp tunnel, which can't be done if the first thing the enemy is aware of is the appearance of the shell in the first place, by which time the warp tunnel has collapsed.


As I have stated in the original post:
Quote:
When the salvo had been fired, it doesn't instantly strike, there is a significant delay(10 - 45 seconds). It comes in as if going through warp (as it technically will be). And all the people within the bombarded area will get an instant notice ("INCOMING BOMBARDMENT"), thus giving the chance to scatter.


If the final idea would follow these lines, it would be easilly possible to come up with a viable storyline that explains how the bombarded fleet instantly know where the shots are coming from (even from other systems). For balancnig, detecting the system where the arty is coming from might take several incoming shots(but that's minutae). I could write a storyline explanation right here, but that is not the purpose of this thread (honestly I could).
---

Now, you might be wondering, why am I pushing this "FROM ANOTHER SYSTEM" thing so hard. The reason - Because I think it is esential to be an efective tool for solving lag problems.
Let me explain how and why:

Even if you disperse a blob from a single grid (thnx for that blob/grid explanation) you still have 1000 (or any other lag inducing number) ships in a single system. And every single system (as far as I know) is processed by a single server. If you put the artillery ship in the same system you might spread the blob, but you will still have enormous lag simply because of the number of ships in the same system (A.K.A. Jita syndrome). So there must be a reason for all those ships to disperse along several other systems. Which is what my idea is proposing.

I hope I have explained this clearly enough.

-------

Originally by: David Flavius
...


That would be interesting. This could evolve into a tactic where several arty ships scatter throughout a system, then each of them fire a few shots and redeploy, to avoid retaliatory arty strikes. I like it

Keep those ideas/sugestions/discusions coming people.

konflikti
Posted - 2008.05.02 09:24:00 - [48]
 

Edited by: konflikti on 02/05/2008 09:30:27
Great idea, couple of thoughts on that...

If the ammo were not AoE it would be nice to be used in say such way that you need cov ops or similar on the near vincity of the target that provides the targeting info for the artillery ship. Locking to target would take increasingly more time if the targets signature radius was smaller ( to prevent shooting small ships and making it easier to shoot capitals) and would be impossible to target POS (or from POS) because the forcefield they employ screws up the warp-core on the artillery shell.

I also approve of shooting from the next system, because you'll never have enough time to shoot if you're in the same system, namely because of local and even one good cov ops being able to get the blob on you very very fast.

J'Mkarr Soban
Posted - 2008.05.02 10:28:00 - [49]
 

In modern warfare the first point you are aware of an artillery strike is the explosion - or at the very least the whine of the shell, but by that point it's too late to do anything useful apart from duck and cover. If you can detect that there is an artillery strike coming in through warp, then logically you'd be able to detect when anything else is coming in through warp, which is a possibility, but would require a specific module imo (although it would be hideously imbalanced for gate camps - too easy to get any and all prey that isn't coming in via the gate).

--------

When a blob breaks up, it's very very good. The problem is that if there are 300 people in a grid, that's 300^299 potential calculations that need to be carried out and then transmitted, which is an awfully big number. Taking it on a smaller level, take 10 people in a grid. Taking 1 person out results in a 57% reduction in load. From 9 to 8 people, that's a 52% reduction. From 8 to 7 people it's a 44% reduction. So you can see that the more people there are in the grid, taking even one out has larger and larger reductions on performance.

---------

Each node can handle one or more system - at present, and something they are working on (from what I've read), is changing the atomicity of the nodes from system level to something smaller - grid or whatever. Plus, as far as I'm aware they can't dynamically alter the load on each node, so you can't guarantee that one node is one system, even if it's heavily used. This negates the argument for using it outside of system - it could be (and most likely is) still on the same node. If it's on the same node but a different system then yes, there will be some reduction in the overhead, but nothing on the scale of even getting 1 pilot out of the blob onto another grid.

---------

There is only one possible storyline way I can think of to fire into other systems, and it should be extremely difficult - using Hacking to syphon off some of the power from a gate, and then divert that destination of that gate to a different point within the system the gate is pointing to (other than the other gate it's supposed to link to). That automatically restricts it to the neighbouring systems. That covers the storyline aspect, and gives more tactical options, but still doesn't have as big an impact on lag. Or, as I said before, tie it into a jump skill and require a large amount of fuel to do such a trick - but then it would absolutely have to use cyno points to do so.

---------

I can see where you're coming from with your thinking of outside systems, but it would be overpowered, difficult to implement, all for no real benefit. At least you're thinking outside the box and have some real idea of the issues at hand, unlike alot of other suggestions that crop up in this forum! Kudos.

Pliauga
Gallente
Posted - 2008.05.04 15:32:00 - [50]
 

Lol, J'Mkarr Soban, looks like we are highjacking this thread for our personal public convo.

Oh well, here we go.
-----
I fully agree with your arguments on the subject of performance gain from removing a "single person from grid" vs. "single person from system".

But this is where that "warning notice a brief period before the arty actually hits" comes in (I'll explain how that could be possible in this particular situation but nowhere else in game, l8r in this reply).

If the warning comes 15 seconds before the bomb hits, small ships could scatter (therefore removing people from grid), but then anything bigger than a BC would get the hit. The ships that remain on the grid after the arty strike, have the choice to decide either to wait for another strike or shove their tails between their legs and call it a day.

So all this would be beneficial even if the blobing fleet chooses not to retaliate.
-----
And if the arty is in the same system as the blob, the entire blobing fleet can just move from the curent grid to the grid where the arty ship is (after they scan it down). And the blobing scenario could continue, only this time it would be an even bigger blob, at least by one ship (the arty itself).

So if the artillery is in the same system the only defence it has is the stelth element. And although that does open a whole new area of strategic possibilities I think we have stealth bombers for that type of game. Although they do need an ooomph of some sorts.
(hope I didn't get too caried away up there.)

----------

I completelly agree with your proposal that if fired from another system the bombs would require jump fuel (probably alot, not to speak of cap). And I think that in general the firing mechanic would take it's footing from the ship cyno jumping mechanic.

Now I would like to write down a few scenarios (storyline type) of how I see all this possible. I'm going to let my imagination go wild here, so please don't take the following too seriously.
-----
Well, (takes a deep breath) here we go:

Initial situation - We have two large fleets sluging it out in a fleet battle when one of the sides notices that things are not going their way and decides to deploy artillery.

Target designator ships -
option A. A small/agile ship aproaches the location that the pilot thinks should be good for bombing and activates an "artillery strike designator cyno pulse generator" (come up with your own name, but notice the word pulse). Activating the arty cyno can have various efects on the ship (can be used for balancing issues). And afterwords the ship gets out of harms way.

option B. A stealth bomber launches a very special type of cruise missile, which is in efect an arty cyno beacon atached to a cruise missile propulsion system. After getting to 1 - 15 km of it's target the arty cyno cruise missile stops and emits the arty cyno pulse.

option C. A force reacon ship picks out a nice spot for arty bombing and taget paints it with a special painter. Then the onboard computer systems calculate the cosmological coordinates of the painted area, and emit a mutated arty cyno signal (this one doesn't have to be a pulse, couse the emitter can actually be out of harms way). Anything that locks onto this signal, will get the false coordinates, somewhere close to the location that the painter has designated (actuall proximity could depend on a set of skills).

Pliauga
Gallente
Posted - 2008.05.04 16:36:00 - [51]
 

The arty ship, the cyno pulse and the bomb -

The arty ship is sitting quietlly in a system close by, waiting for an arty cyno pulse. The bomb is loaded into the launcher, his cap is above 95% (number can change for balancing), and his cargo bay is full of jump fuell.
He notices the pulse, and locks it (If the designators are options A or C they could have to remain imobile untill the arty ship locks and fires, skill dependancy, and teamwork required).

(The bomb delivery is not cyno jumping 2.0, it's actually cyno jumping 0.5. All these efects were known long ago, it's just that nobody thaught to use this cataclysmic and hardly predictable event as a weapon.)

-----

Once the arty ship locks to the cyno pulse, it doesn't need the pulse to last long. It sustains a very unstable jump portal by the brute force of it's own capacitor energy and enormous amounts of jump fuell.
This jump portal is very unstable and would shread any ship that would try to go through it. The bomb however doesn't need to survive this passage.
The bomb enters the portal protected by the shields of the arty ship. When the portal closes behind it, the shields protecting the bomb fail, and the unstable tunnel itself starts grinding the bomb into oblivion. Changing it into something completelly different. A mass of high energy particles, complimented by the destructive force of the bomb itself. All grinded into pure energy, yet unable to disipate into the void, as the exit point of the portal is still maintaned by the arty ship.
The passage takes much longer as it is very unstable and might take a detour or too while on it's way to the exit point.
When the bomb actually exits the portal, all that energy that was accumulated from the portal and the bomb itslef starts to rapidly disipate into open space (AKA big BOOM!!!). This makes the artillery strike cause less damage, but gives it much more active range, as the portal is so unstable that it might fracture and generate several exit points.

(Now you might think, why not just launch a big chunk of trit through such a portal, instead of an expensive bomb. The answer - because the destructive capacity of the bomb is needed to initiate chain reactions that cause the destructive efect at exit point.)

-----

As the arty ship starts creating the exit portal for the bomb, that area of space starts accuireing unusuall characteristics (visuall efects anyone?). Which can be noticable before the artilery actually hits. Or the target designator deploying the arty cyno pulse could also act as good hint for incoming arty. (bomb flight time can actually depend on target range, pilot skill and ofcourse lag - unusuall space characteristics at portal exit point caused by pew pew and random debris). Ofcourse the modern cyno jumping techniques used for ship travel have none of the forementioned shortcomings.

-----

The process of jumping a bomb into the target area through these methods causes alot of spatial fluctuations, which prevent imediate repeated strikes on the same target area (same grid) from the same system untill the fluctuations have disipated. (This way creating a blob of artillery just won't make any sense, and by adjusting the actuall rate of fire from the ship and the time it takes the fluctuations to disipate it would be possible to set a maximum efective number of arty ships in single system for a single target grid. So if you would want several arty groups atacking the same target area, you would need to possition these arty groups in several neighboring systems, which will require alot of logistical preparations)

-----

Also, while the fluctuations of the strike last (or as the portal is opening), a skilled pilot can analyze this brute force portal and determine where is the entry point. (This might take sevaral analyses of the opening portal or residual fluctuations (which can also be visible) and/or could require a dedicated ship)



Pliauga
Gallente
Posted - 2008.05.04 16:46:00 - [52]
 

Edited by: Pliauga on 04/05/2008 16:49:05
sorry for all that wall of text up there. Hope I made sense and I also hope that anybody finds it interesting.
And if anybody does like it, I could write something about possible retaliation scenarios. Curently I think it would rely heavilly on Black ops ships scouting neighboring systems for arty, while the battle rages on.

Then again, this is just my imagination going wild please don't take it too seriously. And if you think that was really bad, read all that wall of text as "BUMP"

Feel free to comment/discuss/flame, but please be constructive.

Pliauga
Gallente
Posted - 2008.05.04 16:48:00 - [53]
 

Edited by: Pliauga on 04/05/2008 16:48:51
... doulblepost, sorry.

Altaica Amur
Pan Galactic Gargle Blasters
Important Internet Spaceship League
Posted - 2008.05.04 19:21:00 - [54]
 

For some time I've thought that really the stealth bomber needed company in being able to deploy bombs something like say... a heavy bomber of the style of a B-52 or some such, cruiser or battlecruiser sized, quite fast for their size but fragile as well. Without the PG and CPU to fit much other then cruise launchers and bomb launchers they'd be able to swoop in and deploy a volume of bombs that would be able to give battleship blobs and cap blobs a scare. What would prevent them from becoming a blob of their own would be the simple mechanics of bomb deployment as a following up bomber trying to place a bomb in the same place 5 seconds later would get nailed by the first detonations. Especially the neutralizing and lock breaking bombs would enable devastating hit and run attacks upon tightly bunched blobs.

Pliauga
Gallente
Posted - 2008.05.06 15:03:00 - [55]
 

Edited by: Pliauga on 06/05/2008 15:08:04
Originally by: Altaica Amur
...


I see your point, but I think that's a topic worth a separate thread. However I see a problem with that idea. If such a ship would be implemented, it would have to be something entirelly new, otherwise it would make stealth bombers obsolette. As far as such ideas go, I liked the proposal (bottom of the post) made by Jason Edwards in this very thread.

Solomunio Kzenig
Amarr
Indicium Technologies
Hephaestus Forge Alliance
Posted - 2008.05.10 12:33:00 - [56]
 


TBH I liked the idea of Recons with Citadel launchers more, sorta heavy Stealth Bombers, but designed and bonused for taking out Cap ships.


Tobias Sjodin
Habitual Euthanasia
Pandemic Legion
Posted - 2008.05.10 13:18:00 - [57]
 

This thread has my approval.

Some very good ideas here.


Pages: 1 [2]

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only