|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Draco Cerberus
Hell's Gate Inc
390
|
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
|
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 |
Draco Cerberus
Hell's Gate Inc
391
|
Posted - 2013.10.17 15:24:00 -
[3] - 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. |
Draco Cerberus
Hell's Gate Inc
391
|
Posted - 2013.10.17 15:25:00 -
[4] - 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. |
Draco Cerberus
Hell's Gate Inc
400
|
Posted - 2013.10.17 20:07:00 -
[5] - 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. |
Draco Cerberus
Hell's Gate Inc
403
|
Posted - 2013.10.18 12:45:00 -
[6] - 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. |
Draco Cerberus
Hell's Gate Inc
406
|
Posted - 2013.10.18 13:04:00 -
[7] - 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.
|
Draco Cerberus
Hell's Gate Inc
410
|
Posted - 2013.10.18 22:58:00 -
[8] - 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. |
Draco Cerberus
Hell's Gate Inc
415
|
Posted - 2013.10.20 16:24:00 -
[9] - Quote
Galvan Nized wrote:Ideas similar to this have been proposed in the past and it's a solid idea. I think OP's goal is better achieved with more competent matchmaking but the idea is great for E-War.
I've always pictured a jammer that lengthens spawn timer on uplinks, CRU etc not just killing ability to spawn. Maybe like 2x,3x,5x as long for STD,ADV, PRO. I think the ranges proposed are too large but I like being able to combat uplink spam without destroying their usefulness entirely.
But a variant with a very tight range that locks an area down would be cool. Used more to lock down OBJs and CRUs rather than uplinks (because you probably close enough it's just easier to destroy them). This requires an active defense rather than merely the "spawn defense." Imagine overwhelming an OBJ and hacking without worrying about that lucky spawner who ends up right behind you. Do you have the link? I disagree with you about lengthening spawn timers with a module like this. The main reason to have this is to Jam, not to slowly let them spawn. Why not describe in another thread your idea for a module that will lengthen spawn timers, don't forget E-War Addition in the titile. |
Draco Cerberus
Hell's Gate Inc
421
|
Posted - 2013.10.21 13:56:00 -
[10] - Quote
The Robot Devil wrote:If you have it blocking all uplinks except covert op uplinks. Create a special operations uplink that only special operation scouts can use, the uplink would only spawn 6 mercs but would work anywhere.
Make a special operations scout suit with a bonus that allows spec op uplinks. If we can ever get things worked out we can get down to actual suit specializations that perform one role well. I like the idea of the Covert Ops Uplink, should be able to be used with any Covert Ops Drop Suit as the Covert Cynosural Field Generator works with more than one ship, so should the uplink. Squad in a Box would be so much fun using these. |
|
Draco Cerberus
Hell's Gate Inc
421
|
Posted - 2013.10.21 14:25:00 -
[11] - Quote
Draco Cerberus wrote: 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.
Lanius Pulvis wrote: I don't mean to discourage someone who has obviously put a lot of thought into their suggestion, but...Scotty doesn't deploy you on the map, he locates battles you would fit in...that's it. So in order to jam all links on the map, a team would have to block the spawns in their own red-line, including their MCC. Why would a team not want reinforcements? The only practical application would seem to be defensive, not match-making related. I like the idea of a portable jammer, but this could get just as out of hand as droplink spamming unless really restricted, either with extremely high pg and cpu or limit of 1 carried and active, perhaps a combination of both. If a fix to poor match-making is what you seek, this would not fix the issue. It's a great idea nonetheless +1 for the effort.
I have already taken spam into consideration, max mercs in battle are 16 per side, with a total of 3 different jammers each only able to have one active it works out to 96 total jammers able to be deployed between 2 teams. Uplinks are a whole other matter, with a total of (rough guess) 640 uplinks being able to be deployed at any given point in time in a match from militia to proto. The uplinks are a far bigger issue and may be causing game lag when there are large numbers in place around the map. If everyone is trying to lock onto them due to an orbital well placed or just mass death it would stand to reason that the number of people all looking for that same information in the game would cause a Lag Spike.
Generally a team does want reinforcements. I on the other hand don't like my time to be wasted spawning into a match where the MCC has lost more than 50% of it's shield on either side. I am a mercenary and this is not a wise move Isk VS Risk to join a match at that late point in the game. Even being able to make 1000+ WP in the remaining time, the Isk payout at the end of match is far less (even at the top of the KB) than for a fresh match and far less than that even if you are deployed in an Ambush that has a similar amount of clones depleted from one side or the other. We are rewarded based on time in match as well as WP so in the end the battles that you are reinforcing a failing team or a winning team will generally cost more isk to fight and win or lose than a battle in which your team loses with 10 members missing but you are in the match from beginning to end and at the top of the KB in both cases. |
Draco Cerberus
Hell's Gate Inc
497
|
Posted - 2013.10.25 21:29:00 -
[12] - Quote
XEROO COOL wrote:bump for a dev response. I like dev responses too, bumping the bump.
One Universe...with friendly fire and Open World Game Play for all!
|
Draco Cerberus
Hell's Gate Inc
497
|
Posted - 2013.11.14 01:51:00 -
[13] - Quote
This piece of equipment would be really cool to see on the battle field.
One Universe...with friendly fire and Open World Game Play for all!
|
Draco Cerberus
Hell's Gate Inc
517
|
Posted - 2013.11.19 14:49:00 -
[14] - Quote
Bumping, please add E-war.
One Universe...with friendly fire and Open World Game Play for all!
|
Draco Cerberus
Hell's Gate Inc
524
|
Posted - 2013.11.20 22:16:00 -
[15] - Quote
Tired of spamming that scanner because you know there has got to be one more uplink somewhere close to you but you just can't find it to destroy it? Spam no more with the Mr Jammer 514! Comes in 3 schmexy flavors of Basic, Advanced and Proto and can solve that little issue of the drop uplink just out of reach! Dial CCP Wolfman to order yours today!
Thank-you for visiting the Dust Shopping Network...
One Universe...with friendly fire and Open World Game Play for all!
|
Draco Cerberus
Hell's Gate Inc
530
|
Posted - 2013.11.24 19:18:00 -
[16] - Quote
E-war is one of the missing pieces to the ground battles going on in New Eden. Please support this and other E-war threads for the chance to get some.
One Universe...with friendly fire and Open World Game Play for all!
|
|
|
|