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Ecshon Autorez
Villore Sec Ops Gallente Federation
207
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Posted - 2014.01.28 21:15:00 -
[1] - Quote
This is one of several E-war idea threads I'm in the process of typing up. They're meant to to go together, but they're different enough to give each its own thread. (and yes, one of them is a counter to this.)
SUMMARY An equipment that drastically increases your hacking speed, but must be equipped.
SKILL REQUIREMENTS Either requires 'Systems Hacking', or a separate skill that branches off from 'Systems Hacking'. (I would prefer a branch off from 'Systems Hacking' but I'm not sure what it should be called (possible names at the bottom) or what the passive bonus (if there is one) should be (possible skill bonuses below the names).) I would say it only becomes available at level 4 or 5 of 'Systems Hacking'.
ATTRIBUTES- Is not affected by hacking modules or only receives partial benefit of them
- Must be equipped to use it. (as in holding it)
- Increases hack speed for all things. (LAVs, CRUs, SDs, Objectives)
SPECIAL ATTRIBUTES- Allows the user to stand slightly farther away when hacking. (and maybe turn full 360 degrees without stopping the hack?)
- Allows the user to hack enemy equipment (not manual REs, only proximity REs for vehicles)
- Allows the user to hack enemy comms on downed players.
HACKING EQUIPMENT The hacker receives no WP for hacking equipment, instead, he gains WP from use of the equipment, just like if he had placed it himself.
(Possibly) When the player is hacking equipment an alert goes up on the screen of the player who placed the equipment (and only him, it isn't shared with his squad or team) telling him that someone is hacking his equipment and identifies where the equipment is on the Tacnet and minimap.
HACKING COMMS
The user can approach and hack a downed enemy, making that enemies squad appear on Tacnet and minimap, the same as though they had been scanned. (this vision is only shared with the hacker and his squad)
While hacking an icon appears on the minimap and on him identifying him to the enemy squad (squad of the downed player only) as the hacker, and an alert across the top of the screen notifies the squad that a member is being hacked.
While being hacked the downed player cannot be bled out (by timer) or by choosing to bleed out. The downed player can still be shot and killed by another enemy. (or friendly if FF is on)
The comms hack remains active for longer than an active scanner scan (20s seems ok, only the Duvolle Quantam Active Scanner has a longer scan duration than that (25s)) and persists through deaths.
As a stealth nerf to it the player who performs the hack should remain visible to the enemy squad for either the full duration of the scan, or partial duration (not sure which). The hacker has connected himself to the enemy comms, it only makes sense that they would also be connected to him. (and only him, his squad is still fine) Or he could have a large increase to his signature profile. (but only when being scanned by that enemy squad)
POSSIBLE NAMES (It does more than just hack comms so we can't call it 'Comms Hacker' 1. [Skill] Data Mining [Equipment] -------- ('Data Miner', but I think we can do better) 2. [Skill] Data Miner Operation [Equipment] Data Miner (I don't really like the name 'Data Miner' for the equipment, although it could be worse) 3. [Skill] Code Breaking [Equipment] Codebreaker 4. [Skill] Code Breaker Operation [Equipment] Code Breaker
For number 3 or 4 to be used the names for the current hacking modules would need to be changed since they're also called Codebreakers. Although at one point in the past I do believe that they were either called Data Miners or there was an AUR variant that used that name, so they could be switched to 'Data Miners'.
SKILL BONUSES
1. Reduced time visible after hacking comms
2. *Increased efficacy of (insert hacking tool name here) (*be very careful with this one, it could potentially give insta-hacks when level 5 and paired with other level 5 hacking related skills and modules)
3. Delay of hacking notifications to enemies by (.5?)s per level. (so at level 5 they would already have been hacking for 2.5 seconds by the time you get a notification (should this not affect mission critical hacks? ie: NULL CANNONS))
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Michael Epic
The Neutral Zone
243
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Posted - 2014.01.28 21:31:00 -
[2] - Quote
I hate to be a naysayer because I don't like it much when my ideas are naysayed...but no bro, just no. This is no bueno of an idea...plus the programming and design attributes that would have to be put into place for this I think would be a huge headache.
I applaud the effort...keep the ideas coming but I'm going to have to vote no on this one bro :( |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
303
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Posted - 2014.01.29 00:11:00 -
[3] - Quote
message from Godin: I don't think you understand what EWAR is. |
Ecshon Autorez
Villore Sec Ops Gallente Federation
207
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Posted - 2014.01.29 01:22:00 -
[4] - Quote
Roger Cordill wrote:message from Godin: I don't think you understand what EWAR is. Message to Godin: thefreedictionary.com wrote:electronic warfare n 1. (Military) the military use of electronics to prevent or reduce an enemy's effective use and to protect friendly use of electromagnetic radiation equipment
wiki.eveuniversity.org wrote:Electronic Warfare (EWAR) decreases the enemy's effectiveness in battle using electronics-based modules. It is often categorized as a "force multiplier" because, without actually doing any damage itself, electronic warfare can make a fleet several times more dangerous. E-war in EVE consists of target painting (to make tracking a target easier), Capacitor Warfare (neutralizing or stealing from an enemy ships capacitor (power reserves)), and more.
Scanners, dampeners, and range amplifiers are considered E-war in Dust. These could all be shoved together under the heading "Scanning" which leaves us with currently only 1 means of E-war. (aside from hacking, but as it stands, that'd be a very sorry excuse for E-war, what with only skills/equipment to improve your own hack speed)
What I'm proposing is another form of E-war: you're gaining access to enemy locations by hacking their comms, you're taking their supplies and using them for yourself by hacking nanohives and your taking their forward spawns as your own by capturing drop uplinks.
Quote:--It is often categorized as a "force multiplier" because, without actually doing any damage itself, electronic warfare can make a fleet several times more dangerous.-- Gaining access to enemy locations by means of intercepting their comms, and allowing your team to hack objectives faster. I don't need to explain how knowing the enemies location can help, and faster hacking means that: 1. the enemy is prevented from spawning on the objective faster. and 2. allows the hacker to get back to shooting people faster. Neither of these immediately does damage in any way, but they do make your team more of a threat.
Quote:--the military use of electronics to prevent or reduce an enemy's effective use-- Stealing their equipment, preventing them from resupplying and forcing them to return to the battlefield at a farther spawn.
I'd say that a sneaky team with very fast hacking would be as hard, if not harder, to fight than one that's simply relying on brute force or overwhelming numbers. (would you rather fight 6 tanks and 10 infantry (mishmash of assault, logis, etc) or 16 signature/speed tanking scouts with cloaking, capable of hacking a NULL Cannon in 5s and armed with PRO CRs, RRs and Shotguns?) (Guerrilla Warfare at it's finest)
I've seen battles get turned around from team A redlining team B, to team A getting redlined by team B all because a single soldier snuck past, placed an uplink, destroyed all enemy uplinks around an objective, and hacked the objective without anyone noticing.
Now I'm going to go away for a bit because this post makes me feel like I'm being pretentious.
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
305
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Posted - 2014.01.29 01:40:00 -
[5] - Quote
Ecshon Autorez wrote:[snip.
None of these is EWAR at all. The first two are stealing assets, and the third one is spying. And the third one could be easily solved by not using the in-game comms and using team speak or some other kind of chat. Plus, I imagine that any electronics are turned off as soon as the clone is dead, and locked away from any chat for security reasons, so it wouldn't make sense to add that last one. Like I said, I think you don't understand EWAR.
Also, instead of adding these two things in, wouldn't it be easier for everyone just to add hacking equipment in, instead of complicating everything, and making codebreakers useless? (and because you know, we already have a hacking tool attached to our suit's arm). |
Ecshon Autorez
Villore Sec Ops Gallente Federation
208
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Posted - 2014.01.29 16:49:00 -
[6] - Quote
Roger Cordill wrote:Also, instead of adding these two things in, wouldn't it be easier for everyone just to add hacking equipment in, instead of complicating everything, and making codebreakers useless? (and because you know, we already have a hacking tool attached to our suit's arm). ? This is a proposal for adding hacking equipment.
Now on to your reasoning for them not being E-war. I intentionally chose those examples from EVE E-war because you can draw a parallel between them and the current/proposed E-war in Dust.
1. Target Painting: One ship target paints an enemy ship making it easier for friendly ships to target and hit. Active Scanner: One soldier scans the area to give his squad information on enemy locations, allowing them to find and kill the enemies easier, faster, safer, and more efficiently.
2. Capacitor Warfare: Either neutralizing a portion of an enemy ships capacitor, preventing them from doing anything. Or stealing from the enemy ships capacitor, allowing you to use their resources for your own. Hacking Equipment: Stealing enemy resources to use as your own.
These are both achieved through electronic means, hence my classification of them as E-war (well.. hacking is mine, I saw someone else classify scanners as E-war)
On to that tidbit about clones that are in the bleed-out state not being connected to comms... no, they're still connected. You can easily check this by joining a battle and getting killed. While waiting for a medic check to see if you can still access the team comms. (You can still see friendlies on minimap and tacnet without having to scan them. You can still talk in team and squad chat. You can see how close that medic with the nanite injector is.)
About not using in game chat: This doesn't have to do with ACTUAL comms as in communication (voice chat, text chat). This is more about leaching onto their suits background communication of where the soldier is, what direction are they facing. They don't just know where each other are, the suits have to send communication to the others for IFF and to let them know where to make them appear on minimap, tacnet, and the chevrons over their heads.
That's what your hacking into and gaining access to.
So the counter that your suggesting of people using teamspeak would only work if they also didn't make any squads in-game.
As for making codebreakers useless: No, this wouldn't make them usless. Codebreakers
- Module
- Passive bonus
Hacking Tool
- Equipment
- Must be held in hands when hacking to get bonus
Would you be willing to drop an equipment (possibly your only equipment) to just get faster hacking speed? You'd make a dedicated hacking/infiltrator fit instead of changing your main fits.
If you're going to continue posting in here could you (both Godin & the proxy) at least provide feedback on the item itself instead of getting hung up on whether or not it's correctly classified as E-war?
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