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blankseplocked FoF suggestion.... FoF's FOR ALL TYPES!!!
 
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HELLBOUNDMAN
Posted - 2011.08.05 17:06:00 - [1]
 

Edited by: HELLBOUNDMAN on 05/08/2011 19:57:48
First part of the suggestion.. FoF missiles no longer hit structures until all ships have been destroyed. They should have the technology in them which allows them to focus on ship signatures, not structures.

2nd - Consideration to make FoF for turrets. maybe not called FoF, but the same function.

So for lasers, the effecting piece would be the crystals, so some kind of crystal that overrides the turret's normal functions and allows it to be controlled and targeted via sig radius. Generally working the same as missiles, with reduced damage to make them essentially omni ranged.

For ammo using turrets it would actually be an automation device that's added onto the turret. Again, the device reduces damage but allows your turrets to be FoF and omni range.

The one thing to consider is the amount of damage reduction. Should be enough to make the devices the least perfered method of combat, but still effective enough to pop dampening and target jamming frigs/cruisers in order to get a lock.

Basically, the same thing as what missile pilots use, only for turrets.

Mag's
the united
Negative Ten.
Posted - 2011.08.05 17:12:00 - [2]
 

Not sure about the rest of your post, but I will talk about the first part.

Some time ago, I suggested that you could specify the target type before you fired.

Like this.

  • Load.
  • Specify target type. Ship : Structure : etc : etc
  • Fire.


They would only go for the item selected, but would still shoot FoF.

HELLBOUNDMAN
Posted - 2011.08.05 17:21:00 - [3]
 

Originally by: Mag's
Not sure about the rest of your post, but I will talk about the first part.

Some time ago, I suggested that you could specify the target type before you fired.

Like this.

  • Load.
  • Specify target type. Ship : Structure : etc : etc
  • Fire.


They would only go for the item selected, but would still shoot FoF.


This isn't a bad suggestion. however, I feel it wouldn't need to be specified since the majority of FoF users are only using them in an attempt to pop the dampening/jamming ships so that they can take them out and go back to targeting and using t2 ammo.

But, your proposal makes sense seeing as how it's automated technology and you should be able to tell it what signatures to ignore and which ones to engage, so same general purpose.

Ehranavaar
Gallente
Posted - 2011.08.05 17:23:00 - [4]
 

normally the guns on a warship are controlled by the fire direction centre and if that goes down they shift to local control which is less accurate but you are at least still firing.

they really should have that sort of thing as an innate property of ships. each hull having x capacity to discourage pests that just automatically is applied to any hostile object inside the range every few seconds. any missiles should have a chance of being destroyed crossing the last couple km to reach the ship. would need to scale up missile damage some to make that practical.

HELLBOUNDMAN
Posted - 2011.08.05 18:39:00 - [5]
 

Originally by: Ehranavaar
normally the guns on a warship are controlled by the fire direction centre and if that goes down they shift to local control which is less accurate but you are at least still firing.

they really should have that sort of thing as an innate property of ships. each hull having x capacity to discourage pests that just automatically is applied to any hostile object inside the range every few seconds. any missiles should have a chance of being destroyed crossing the last couple km to reach the ship. would need to scale up missile damage some to make that practical.


The thing about FoF is you're trading dps and target selection in order to be able to do damage while unable to target.

It's unfair that currently only missile boats can use this seeing as how missiles are the most versatile weapons in game to begin with because of their lack of an optimal or minimal range.

However, you can't just give ships the innate ability to fire while not targeting. It would have to be an additive.

With missiles you must reload your ammo in order to have FoF, but we have the choice of damage type.

If you put the tech into a crystal for lasers, then it's essentially the same thing as an FoF missile.

With ammo consuming turrets, it wouldn't work out as well because the ammo doesn't hold the technology like missiles, and doesn't alter the weapon like crystals do.
So for ammo turrets, the would have a device added to the turret itself, but continue using their current ammo.

With all FoF technology, it would be similar to the way missiles work in that
They do less dps than targeted ammo\
They're omni ranged, so able to hit anywhere from 0 to same distance as FoF missiles.
They can still be using for damage specific fitting.
Missiles and ammo turrets would still need to reload, and lasers would still use the same amount of cap
You're not able to choose the target you shoot, but pretty much hit the closest target.

Now, my first suggestion of these FoF's not hitting structures would still apply for everything, unless you go with Mag's suggestion of being able to tell them which type of targets to hit.

Basically, the reason why I make this suggestion is that a lot of missions that I've run where I've needed to use FoF's had structures that were between me and the enemy targets, so I wasn't able to use the FoF's until everything was right on top of me, so I wasn't able to focus down any dps before they were putting it all on me.

Also, because of missions like this where I at least had some method of combat with FoF's, I realized that turret pilots essentially had no means of being able to do these missions well, unless they were in a drone boat, or were forced to take out targets inside their minimal range.

P.S. turrets designed to be short range will still have FoF technology, but will not be expanded beyond a certain distance.

HELLBOUNDMAN
Posted - 2011.08.06 14:57:00 - [6]
 

bump


 

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