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Draco Cerberus
Hell's Gate Inc
390
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Posted - 2013.10.17 13:26:00 -
[1] - Quote
The equipment idea has come from joining battles partway through, having 1:15 clones left and seeing the team you are placed on is so close to losing that the match is unrecoverable.
After having about 2 years of similar issues I have come to realize that filling out the roster seems to matter more to Scotty than what the outcome of the battle will be for either side. You want to have reinforcements when a quarter of your team drops out of a battle but unfortunately that means that someone is going to get shafted by not being in for the full match or coming in at the very end with few if any clones left on your side, often a reason mercs will jump ship anyways.
One solution to this I can think of (not deploy able by a merc outside of the battle) would be an equipment item called the SPAWN JAMMER. This would prevent reinforcements from being able to join a battle in progress, effectively locking out reinforcements so the battle finishes faster with less attrition of clones and Isk. When a Spawn Jammer is deployed Scotty would look at the district, see that spawns were not available and move on to the next district for mercs joining matches.
Complex Spawn Jammer Details PG: 9 CPU: 37 Max Deployed: 2 Max Carried: 3 Area of Effect: 1.5 km radius Effect: Scotty turns a blind Eye, mercs in battle are still able to spawn outside the Area Of Effect but within the area is a deadzone allowing no one to spawn. Destroyable 400hp
Enhanced Spawn Jammer Details PG: 8 CPU: 27 Max Deployed: 1 Max Carried: 2 Area of Effect: 1 km radius Effect: Scotty turns a blind Eye, mercs in battle are still able to spawn outside the Area Of Effect but within the area is a deadzone allowing no one to spawn. Destroyable 200hp
Basic Spawn Jammer Details PG: 7 CPU: 22 Max Deployed: 1 Max Carried: 1 Area of Effect: 0.5 km radius Effect: Scotty turns a blind Eye, mercs in battle are still able to spawn outside the Area Of Effect but within the area is a deadzone allowing no one to spawn. Destroyable 100hp
Any comments and helpful suggestions about PG/CPU requirements or AOE effects are welcome, please stay on topic. |
Draco Cerberus
Hell's Gate Inc
391
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Posted - 2013.10.17 15:13:00 -
[2] - Quote
A few preliminary questions answered here for all to see: Q.. does this work vertically as well as horizontally? A.. Yes, with the radius determining the size of the AOE bubble
Q.. Does it block both teams or just the enemy team? A.. Both teams, the Deadzone would not allow any spawns
Q.. What is this based on? A.. Cyno Jamming technology from Eve
Q.. Does this block Uplinks as well as normal spawns? A.. Yes, Uplinks, Objective spawns, and random spawns are all blocked in the AOE |
Takron Nistrom
eHarmony Inc.
97
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Posted - 2013.10.17 15:19:00 -
[3] - Quote
It doesn't seem viable. Where would you use it? CRU? Hack it or blow it. Otherwise with spawn pads there are no ways of covering the whole map and the effect range would have to be huge to be usable and that would border on broken.
Just my .02 ISK |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1992
|
Posted - 2013.10.17 15:21:00 -
[4] - Quote
This is an awesome idea!
Dust absolutely needs more E-war and something like this could significantly alter the trend of uplink spamming. Question: Does the basic only block basic uplinks, and so on? |
Zero Roamero
NaphBlade
15
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Posted - 2013.10.17 15:23:00 -
[5] - Quote
I would prefer that CCP would allow the player to join FRESH battles (like I've been asking ). That way, we won't need all this......
But I do have one question........would this item transport you to another beginning battle in the same area or a different place entirely? Would the team that won be able to step in and help the losing team? |
Draco Cerberus
Hell's Gate Inc
391
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Posted - 2013.10.17 15:24:00 -
[6] - Quote
Takron Nistrom wrote:It doesn't seem viable. Where would you use it? CRU? Hack it or blow it. Otherwise with spawn pads there are no ways of covering the whole map and the effect range would have to be huge to be usable and that would border on broken.
Just my .02 ISK Original numbers were quite large but upon review it was decided that not allowing anyone to spawn anywhere does break the game. Scotty still would be unable to deploy people to a mid match game if one of these were in play. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1992
|
Posted - 2013.10.17 15:25:00 -
[7] - Quote
Takron Nistrom wrote:It doesn't seem viable. Where would you use it? CRU? Hack it or blow it. Otherwise with spawn pads there are no ways of covering the whole map and the effect range would have to be huge to be usable and that would border on broken.
Just my .02 ISK
You're misunderstanding how this works. This a piece of equipment for uplink area denial. Imagine you are advancing across a bridge or something - forward troops place these as they advance to prevent defending troops on the bridge from spawning back on their uplinks at the front lines.
The point isn't to just deny the whole map but to deny tactical portions of the map.
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Draco Cerberus
Hell's Gate Inc
391
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Posted - 2013.10.17 15:25:00 -
[8] - Quote
Zero Roamero wrote:I would prefer that CCP would allow the player to join FRESH battles (like I've been asking ). That way, we won't need all this...... But I do have one question........would this item transport you to another beginning battle in the same area or a different place entirely? Would the team that won be able to step in and help the losing team? This would merely stop scotty from being able to assign you to a team where a spawn jammer were in play. Also in the AOE preventing uplinks or other spawns from working. |
General Sideboob
Ground Pounders Inc.
113
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Posted - 2013.10.17 15:46:00 -
[9] - Quote
Could be interesting. |
Draco Cerberus
Hell's Gate Inc
400
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Posted - 2013.10.17 20:07:00 -
[10] - Quote
General Sideboob wrote:Could be interesting. I think this will fill in some of the holes in our current lineup of equipment, mainly the E-war section, giving us a starting place and a great tool. |
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BARDAS
DUST University Ivy League
675
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Posted - 2013.10.17 20:15:00 -
[11] - Quote
Interesting idea, but the area of affect you have listed is waaaaaaaaay to big by 50%. |
XEROO COOL
Hellstorm Inc League of Infamy
33
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Posted - 2013.10.17 21:08:00 -
[12] - Quote
BARDAS wrote:Interesting idea, but the area of affect you have listed is waaaaaaaaay to big by 50%. All of these number are best guess at this point. I think it could change the game we have significantly. Especially PC where there are 50 drop uplinks per team active at one time. |
Azri Sarum
BurgezzE.T.F Public Disorder.
99
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Posted - 2013.10.17 23:19:00 -
[13] - Quote
I think you need to clarify your OP. The description sounded like the device would prevent players from joining the match(which would suck), but then in the details it starts to sound like a uplink/objective/cru spawn jammer(which would be awesome). |
Beforcial
REAPERS REPUBLIC
40
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Posted - 2013.10.18 06:37:00 -
[14] - Quote
Great idea! Would love to use this in battle and it would really alter each match a lot. This little thing can fix so many problems. +1 |
Beforcial
REAPERS REPUBLIC
40
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Posted - 2013.10.18 06:42:00 -
[15] - Quote
Azri Sarum wrote:I think you need to clarify your OP. The description sounded like the device would prevent players from joining the match(which would suck), but then in the details it starts to sound like a uplink/objective/cru spawn jammer(which would be awesome).
It's both, it would block Scotty from throwing you in a match that has 3 bars left in Blue/Red MCC armor. The matches that are almost over. I hate those and it's just a big waste of time. |
Godin Thekiller
Hellstorm Inc League of Infamy
1199
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Posted - 2013.10.18 06:52:00 -
[16] - Quote
Make it a smaller radius, around 100m is better imo. Also, give Caldari Scouts a bonus towards this (as well as any other type of jammer), And I'm in. |
Draco Cerberus
Hell's Gate Inc
403
|
Posted - 2013.10.18 12:45:00 -
[17] - Quote
Azri Sarum wrote:I think you need to clarify your OP. The description sounded like the device would prevent players from joining the match(which would suck), but then in the details it starts to sound like a uplink/objective/cru spawn jammer(which would be awesome). No clarification necessary, it does both. A cyno jammer prevents a pilot from generating a Cyno field in Eve which a pilot can lock onto and jump to like a system gate. A system gate will still allow a player into the system but then the player needs to take whatever route is available normally rather than hotdropping into the system.
This device works much the same way, if the match is in progress Scotty can't lock onto the match to deploy you. On the other hand if you are on the match you are only prevented from spawning on the location where the AOE is in effect. |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
373
|
Posted - 2013.10.18 12:52:00 -
[18] - Quote
Beforcial wrote:Azri Sarum wrote:I think you need to clarify your OP. The description sounded like the device would prevent players from joining the match(which would suck), but then in the details it starts to sound like a uplink/objective/cru spawn jammer(which would be awesome). It's both, it would block Scotty from throwing you in a match that has 3 bars left in Blue/Red MCC armor. The matches that are almost over. I hate those and it's just a big waste of time. Actually, I think that if our lovely Aurora announcer (I'm calling her that, deal with it ) says "MCC damage critical" (not shield critical, armor critical) or for Ambush matches, "Clone reserves critical" then the match becomes locked out from joining it.
Actually, I think imma head over to the Feedback/Requests section now... *scrolls up to navigate there... and realizes...*
****! |
Vulpes Dolosus
Neanderthal Nation Public Disorder.
117
|
Posted - 2013.10.18 12:56:00 -
[19] - Quote
Love the idea, but I think preventing all spawns is a little OP. I'd rather see the device lengthen the timer on spawns. |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
373
|
Posted - 2013.10.18 13:03:00 -
[20] - Quote
On a more positive note, imagine it as a module you can put on a dropship!
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Draco Cerberus
Hell's Gate Inc
406
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Posted - 2013.10.18 13:04:00 -
[21] - Quote
Vulpes Dolosus wrote:Love the idea, but I think preventing all spawns is a little OP. I'd rather see the device lengthen the timer on spawns. It only prevents spawns within the AOE, so with a scanner sized range it does not prevent all spawns, only all deployments from MQ, preventing Scotty from placing you in a battle already underway. When the device is killed, the effect is terminated. How many times have you spawned into a match to find your team down to 10 clones and the other team at 100+ clones. Basically the unwinable short match that won't even pay for you to spawn in anything other than a BPO suit? This situation has happened to me hundreds, possibly thousands of time over a two year period. Nothing has changed with the matchmaker that has lessened the number of late joins. This may help and it may not, if the enemy destroys your jammer then fresh spawns from MQ will come.
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XEROO COOL
Hellstorm Inc League of Infamy
35
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Posted - 2013.10.18 14:57:00 -
[22] - Quote
Godin Thekiller wrote:Make it a smaller radius, around 100m is better imo. Also, give Caldari Scouts a bonus towards this (as well as any other type of jammer), And I'm in. Caldari scum. LOL
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XEROO COOL
Hellstorm Inc League of Infamy
35
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Posted - 2013.10.18 15:00:00 -
[23] - Quote
Kaze Eyrou wrote:Beforcial wrote:Azri Sarum wrote:I think you need to clarify your OP. The description sounded like the device would prevent players from joining the match(which would suck), but then in the details it starts to sound like a uplink/objective/cru spawn jammer(which would be awesome). It's both, it would block Scotty from throwing you in a match that has 3 bars left in Blue/Red MCC armor. The matches that are almost over. I hate those and it's just a big waste of time. Actually, I think that if our lovely Aurora announcer (I'm calling her that, deal with it ) says "MCC damage critical" (not shield critical, armor critical) or for Ambush matches, "Clone reserves critical" then the match becomes locked out from joining it. Actually, I think imma head over to the Feedback/Requests section now...*scrolls up to navigate there... and realizes...* ****! EDIT: Done.Back on topic: I think this would be interesting to see.... but I would hate to see it block out objective spawns.... MCC spawn.... eeeehhh... maybe.... However, I see another problem... Or rather it's the same problem, but instead of Uplinks, they are now replaced by Spawn Jammers... Easy fix... make only one deployable in an area at a time. If another one is thrown out in the AOE of the first one... it destroys itself and is lost forever.
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Godin Thekiller
Hellstorm Inc League of Infamy
1203
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Posted - 2013.10.18 17:19:00 -
[24] - Quote
XEROO COOL wrote:Godin Thekiller wrote:Make it a smaller radius, around 100m is better imo. Also, give Caldari Scouts a bonus towards this (as well as any other type of jammer), And I'm in. Caldari scum. LOL
Even though I hate them, I have to admit, they are devious bastards when it comes to jammers. |
Talos Vagheitan
King Slayers
93
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Posted - 2013.10.18 17:29:00 -
[25] - Quote
I like the concept.
It would be annoying though if these became very common, and made it so that you are constantly spawning back at the default spawn point. And Also, what if somebody sits on the MCC and deploys one, and deploys one at the ground spawn as well... The player would be unable to spawn at all.
I like how it blocks both teams' uplinks though, creating sort of a 'no mans land' with each teams spawns resting on the other side of it. Gameplay-wise this could actually work out pretty well. |
XEROO COOL
Hellstorm Inc League of Infamy
38
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Posted - 2013.10.18 19:07:00 -
[26] - Quote
Talos Vagheitan wrote:I like the concept.
It would be annoying though if these became very common, and made it so that you are constantly spawning back at the default spawn point. And Also, what if somebody sits on the MCC and deploys one, and deploys one at the ground spawn as well... The player would be unable to spawn at all.
I like how it blocks both teams' uplinks though, creating sort of a 'no mans land' with each teams spawns resting on the other side of it. Gameplay-wise this could actually work out pretty well. I think it would only work with drop uplinks and maybe CRU... not sure on the CRU. The team beginning spawns would never be affected...
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SILENTSAM 69
SONS of LEGION RISE of LEGION
571
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Posted - 2013.10.18 19:21:00 -
[27] - Quote
All I saw was the title, and I had to stop and say this is a great idea.
Then I saw the detail you went into and really hope we can see this one day. Good way to add to e-war. |
zibathy numbertwo
Nox Aeterna Security
210
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Posted - 2013.10.18 21:30:00 -
[28] - Quote
It shouldn't affect CRUs. I know that if it did, I would just drop one on every CRU (on top of it with the help of a dropship so nobody could see it and thus get at it) just for lols. Also it wouldn't make sense, seeing as CRUs have physical clones. Drop uplinks are purely electronics. You can stop electronics with jamming but you can't stop flesh and sinew. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2007
|
Posted - 2013.10.18 22:45:00 -
[29] - Quote
zibathy numbertwo wrote:It shouldn't affect CRUs. I know that if it did, I would just drop one on every CRU (on top of it with the help of a dropship so nobody could see it and thus get at it) just for lols. Also it wouldn't make sense, seeing as CRUs have physical clones. Drop uplinks are purely electronics. You can stop electronics with jamming but you can't stop flesh and sinew. Good point. |
Draco Cerberus
Hell's Gate Inc
410
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Posted - 2013.10.18 22:58:00 -
[30] - Quote
The CRUs still need to connect to the TAC Net for you to spawn at it. My thoughts on the subject is that it blocks Tac Net communication between the uplinks and your clone. CRUs can also be destroyed and in this respect it would affect CRUs much less than destroying one would. A simple well placed Flux grenade would destroy the Jammer thus making the CRU usable. This is still a work in progress. |
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