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Roy Ventus
Axis of Chaos
1206
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Posted - 2014.03.03 18:47:00 -
[1] - Quote
For those that don't know, Ewar stands for Electronic-Warfare. It's the use of devices and modules to decrease the enemy's effectiveness in battle.
Some of the eWar devices and modules we have right now include: Profile Dampener Modules Passive Scan Range Amplifier Modules Passive Scan Strength Modules Active Scanners Active Cloak(Come 1.8)
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I'm here to offer some ideas for new Ewar gear. I'm just passing CCP some ideas, even if they believe these aren't effective or actually too effective. Also would like to hear from the playerbase as well.
--- Note: Some of the names are horrible but they're the best I could do...
- Scanning Needle - The Scanning Needle is a device used on enemy soldiers to track their unit. The user would have to go up to a downed enemy, before they bleedout of course, and inject the needle into their body much like a nanite injector. This device however, will pick up the enemy's squad actively on the Tacnet for a brief amount of time. Any squad members who have a lower profile than the needle's precision, won't be picked up. The variants would come in flavors similar to the current scanner. Duration and precision are the main differences. The CPU/PG shouldn't be too much of an issue due to having to get up close to the enemy to use the device. It's used by mobile units to track and eliminate threats whereas the scanner is better off for scanning at a distance.
- EMP Grenade - Once thrown, in a certain area the Tacnet doesn't pick up any signals along with minor damage to electronic equipment, including shields, in the small wake of the grenade's pulse. Isn't recommended unless used for escape or setting up a swift hit and run.
- Jamming Disc - A small, yet rather noticeable disc shaped device that sends out constant jamming signals in a small area to disrupt the Tacnet. The effect of the jamming works on both the hostiles and the allied team, making jamming discs a double sword. The Jamming Disc comes in two varieties, one variety that jams the tacnet and the other that jams the communications on the tacnet, essentially blocking the individual from accessing communication channels. All Jamming Discs have a short lifespan before they implode on themselves. They also have a rather low HP base for equipment. All of these qualities make Jamming Discs perfect for lone-wolves looking to disrupt communications for the enemy team or for their team, if they're awoxing.
- Decoy Device - A deployable, one time use device that creates a "fake" profile on the tacnet. This is used as a decoy for military operations. There's only two variants. One variant only allows for one fake profile to be created but has a rather long time of use, the other allows for 3 fake profiles to be made but have a very short lifespan, in comparison to it's sister-variation.
- Active Camo - A mobile device that allows for the user to alter their profile to blend in with the enemy team. It essentially changes you from red to blue for the enemy team. It doesn't change your name, your profile data, or your vehicle's color, or your deployable equipment's color so the enemy may still perceive you as a threat if they do not recognize you or see your vehicle and deployable equipment. There's no variant for the Active Camo, but each Active Camo has a time limit in which it has to cooldown. With an Active Camo, there's less of a need for Profile Dampening as you're more than likely going to be using the AC to get out of sticky situations.
- Flash Bang Grenade- More complicated than past versions, the Flash Bang Grenade emits a bright blinding light while also disrupting the enemy dropsuit's audio input and visuals. Essentially, while also creating the blinding light, the grenade lets out a magnetic wave that makes it harder to hear background sound effects and also harder to distinguish enemy from friend as your reticule doesn't light up along with the inability to see chevrons.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Dustbunny Durrr
ReD or DeaD
124
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Posted - 2014.03.03 19:12:00 -
[2] - Quote
1: Interesting concept, but we want people to squad up in pub matches, as it helps create community and community retains players. Having equipment that penalizes players for being in a squad would make sure anyone not "up to par" (blueberries etc) won't be invited to your squad as they truly become a hinderance.
2: Seems legit.
3: You already have idiots teammates. You now want those idiot teammates to poorly place equipment that you can't destroy (due to either FF being off, or FF restrictions (FW negative points and standings loss)) that will harm you? Yeah, I think not.
4: Seems legit. Although there needs to be a way to counter this (perhaps a scan will reveal that the decoys aren't real, and therefore removes them from your HUD/radar).
5: I get it, but seems to fill the same role as cloaking devices, which will be here in 1.8.
6: FBs sound good, but we may want to limit these to say 1 rather than the traditional 3, and we have to be careful not to make them overly powerful (effect needs to go away after 2-3 seconds) less nobody will use a heavy with a close range weapon. |
Roy Ventus
Axis of Chaos
1208
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Posted - 2014.03.03 20:09:00 -
[3] - Quote
Dustbunny Durrr wrote:1: Interesting concept, but we want people to squad up in pub matches, as it helps create community and community retains players. Having equipment that penalizes players for being in a squad would make sure anyone not "up to par" (blueberries etc) won't be invited to your squad as they truly become a hinderance.
2: Seems legit.
3: You already have idiots teammates. You now want those idiot teammates to poorly place equipment that you can't destroy (due to either FF being off, or FF restrictions (FW negative points and standings loss)) that will harm you? Yeah, I think not.
4: Seems legit. Although there needs to be a way to counter this (perhaps a scan will reveal that the decoys aren't real, and therefore removes them from your HUD/radar).
5: I get it, but seems to fill the same role as cloaking devices, which will be here in 1.8.
6: FBs sound good, but we may want to limit these to say 1 rather than the traditional 3, and we have to be careful not to make them overly powerful (effect needs to go away after 2-3 seconds) less nobody will use a heavy with a close range weapon.
1. Yeah, that's I imagined would be the issue with the design I stated. If we could limit it to FW, PC, or general Null-Sec it would be decent. And if not that, we can simply make it so that the precision is very low in comparison to the scanner.
2. I imagined it would be the most "okay" one on the list.
3. Was worried about this the most. I wanted to say, a jammer that would only jam the enemy team but I don't know how well that fits in lore or if it's even possible.
4. Ehh. I don't really want a lot of counters for this. If you could simply scan it away with an active scanner, it would be useless. The decoy is actually best used when you have the enemy constantly scanning you. Really, if you wanted it gone you can destroy it. There's also the fact that players will eventually realize that certain profiles on the tacnet are actually fake.
5. Not to sound like I'm attacking you, but I don't think you do get it. Cloaks will be for running past the enemy to get to an area, sneaking around, breaching areas while at the expense of still being pretty visible up close. Camo is for being up close and personal with the enemy, penetrating their formations from the inside, and damn near "spying." In CQC, a cloak will still shine red on your reticule and those light refraction will definitely make you a threat.
Essentially, the cloak will let the enemy know there's a threat in his presence, but they can't see them while the camo will not tell the enemy's there's a threat in their presence but they can obviously "see you." The cloak will make players examine their environment while the camo will make players examine their ranks. You can imagine that it will get way more heavy in FW and PC.
6. Yeah I agree. Allowance of two with a high fitting cost as well as a short duration period. Give it a small amount of time where the players must take advantage.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Dustbunny Durrr
ReD or DeaD
126
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Posted - 2014.03.04 00:40:00 -
[4] - Quote
Roy Ventus wrote:
1. Yeah, that's I imagined would be the issue with the design I stated. If we could limit it to FW, PC, or general Null-Sec it would be decent. And if not that, we can simply make it so that the precision is very low in comparison to the scanner.
2. I imagined it would be the most "okay" one on the list.
3. Was worried about this the most. I wanted to say, a jammer that would only jam the enemy team but I don't know how well that fits in lore or if it's even possible.
4. Ehh. I don't really want a lot of counters for this. If you could simply scan it away with an active scanner, it would be useless. The decoy is actually best used when you have the enemy constantly scanning you. Really, if you wanted it gone you can destroy it. There's also the fact that players will eventually realize that certain profiles on the tacnet are actually fake.
5. Not to sound like I'm attacking you, but I don't think you do get it. Cloaks will be for running past the enemy to get to an area, sneaking around, breaching areas while at the expense of still being pretty visible up close. Camo is for being up close and personal with the enemy, penetrating their formations from the inside, and damn near "spying." In CQC, a cloak will still shine red on your reticule and those light refraction will definitely make you a threat.
Essentially, the cloak will let the enemy know there's a threat in his presence, but they can't see them while the camo will not tell the enemy's there's a threat in their presence but they can obviously "see you." The cloak will make players examine their environment while the camo will make players examine their ranks. You can imagine that it will get way more heavy in FW and PC.
6. Yeah I agree. Allowance of two with a high fitting cost as well as a short duration period. Give it a small amount of time where the players must take advantage.
1: I would limit it to PC or future matches similar to PC (where it is corp on corp, and there exists a hierarchy of approval for who can play in the match. Then I would consider it fine and would encourage teammates to either pickup or kill their wounded.
3: You can make up all kinds of ideas to get around lore. (IE: It jams a certain frequency that the opponents radar uses but yours does not, etc.)
4: Well, making them destroyable is a counter, and I would be fine with that.
5: No worries about any personal attacks. I think it would be wise to first see where we stand with the final version of the cloak. IMO, the cloak seems like a game changer, and this would potentially go even further in confusing the enemy. Might be something to revisit after 1.8
6: Yes. Also, it should affect everyone in range, not just hostiles, so that you cant have your guys run in there, flash the enemy, while your teammates can see. Also, how would this affect vehicles? Would they be blinded but not deaf, or would the magnetics affect their electronics as well? |
deepfried salad gilliam
Sanguine Knights
456
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Posted - 2014.03.04 03:56:00 -
[5] - Quote
micro stasis field generator carry 1 at mlt, 2 at std, and 3 at adv and pro
essentially it slows everything in its field weapons rof, projectile speed, vehicles, infantry, and turn speed too.
im assuming that the effect should be between 33-55% slower in its radius
comes in 3 variants
timed arming place it down and it starts activaton process, about 4 seconds this variant has the longest active time, range, and moderate strength effect
trip mine when someone gets close it activates this variant has the least range, active time and strength of effect
remote detonate just like re decent time range and strongest effect
Proud Christian
add p2p already!
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Joel II X
Dah Gods O Bacon
1415
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Posted - 2014.03.04 06:00:00 -
[6] - Quote
I like the EMP and the doppelganger idea.
There should also be a hacking module where you could hack enemy equipment. Here's the catch, though: it won't make it turn to your side. It'll be usable by both teams. You know, like the AUR hacked equipment? |
Roy Ventus
Axis of Chaos
1218
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Posted - 2014.03.04 07:37:00 -
[7] - Quote
Joel II X wrote:I like the EMP and the doppelganger idea.
There should also be a hacking module where you could hack enemy equipment. Here's the catch, though: it won't make it turn to your side. It'll be usable by both teams. You know, like the AUR hacked equipment?
o,o Don't really follow?
It's usable by both sides?
And the AUR hacked equipment allowed for such a thing?
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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ALPHA DECRIPTER
Dragon-Empire
794
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Posted - 2014.03.04 10:56:00 -
[8] - Quote
Roy Ventus wrote:Joel II X wrote:I like the EMP and the doppelganger idea.
There should also be a hacking module where you could hack enemy equipment. Here's the catch, though: it won't make it turn to your side. It'll be usable by both teams. You know, like the AUR hacked equipment? o,o Don't really follow? It's usable by both sides? And the AUR hacked equipment allowed for such a thing?
I think he means hacking something like a hive makes it kinda neutral so anyone that enters it's range will be restocked.
As for the whole AUR hacked equipment thing...eh, idk I never really looked into it.
Scout Tactician
Dance puppets, DANCE!
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Hagintora
Chatelain Rapid Response Gallente Federation
278
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Posted - 2014.03.04 11:40:00 -
[9] - Quote
Racial Active Scanner variants:
Minmatar: Pulse Scanner. Sends out a 360 degree pulse around the user, with a range of 25-50 meters (or somewhere in there). Like the Gallente Active Scanner it's good for squads on the move, and it's limited range is made up for in its radius.
Caldari: Sensor Node. Like the Minmatar Pulse Scanner, the Sensor Node gives a 360 degree scan of an area, but it is a stationary piece of deployable equipment. The Sensor Node allows mercs to keep watch on a designated area while moving their forces to other high value targets. 20-40 meter range, but with a much lower precision, as befitting the Caldari.
Amarr: Laser Sensor. Like the Caldari Sensor Node, the Laser Sensor is a piece of deployable equipment. When activated, the Laser Sensor sends out a visible laser in a 60 degree arc, and relays the telemetry of enemies who enter its field. Like the Remote Explosives, the Laser Sensor is "sticky" and can be deployed on walls or ceilings. Perfect for the use of defending locations from attack, and allowing Amarran forces to focus on "purifying" their enemies. |
Roy Ventus
Axis of Chaos
1218
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Posted - 2014.03.04 14:19:00 -
[10] - Quote
Hagintora wrote:Racial Active Scanner variants:
Minmatar: Pulse Scanner. Sends out a 360 degree pulse around the user, with a range of 25-50 meters (or somewhere in there). Like the Gallente Active Scanner it's good for squads on the move, and it's limited range is made up for in its radius.
Caldari: Sensor Node. Like the Minmatar Pulse Scanner, the Sensor Node gives a 360 degree scan of an area, but it is a stationary piece of deployable equipment. The Sensor Node allows mercs to keep watch on a designated area while moving their forces to other high value targets. 20-40 meter range, but with a much lower precision, as befitting the Caldari.
Amarr: Laser Sensor. Like the Caldari Sensor Node, the Laser Sensor is a piece of deployable equipment. When activated, the Laser Sensor sends out a visible laser in a 60 degree arc, and relays the telemetry of enemies who enter its field. Like the Remote Explosives, the Laser Sensor is "sticky" and can be deployed on walls or ceilings. Perfect for the use of defending locations from attack, and allowing Amarran forces to focus on "purifying" their enemies.
Think the Minmatar should have something that allows for them to track enemies like they're hunting. Something that focuses on one enemy at a time but for a very long time.
I like the Caldari and Amarr ideas. Would make sense lore wise. The Caldari equipment would be ready to go.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Hagintora
Chatelain Rapid Response Gallente Federation
278
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Posted - 2014.03.04 14:50:00 -
[11] - Quote
Roy Ventus wrote:Think the Minmatar should have something that allows for them to track enemies like they're hunting. Something that focuses on one enemy at a time but for a very long time.
I like the Caldari and Amarr ideas. Would make sense lore wise. The Caldari equipment would be ready to go.
That's why I made it a 360 pulse and shortened the range. It mimics a hunting style of gameplay without having them be forced to see their target first. You could also have it be active for a longer period of time, essentially like the old shared squad vision mechanic, but it then it would go into cooldown. |
Roy Ventus
Axis of Chaos
1220
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Posted - 2014.03.04 15:12:00 -
[12] - Quote
Hagintora wrote:Roy Ventus wrote:Think the Minmatar should have something that allows for them to track enemies like they're hunting. Something that focuses on one enemy at a time but for a very long time.
I like the Caldari and Amarr ideas. Would make sense lore wise. The Caldari equipment would be ready to go. That's why I made it a 360 pulse and shortened the range. It mimics a hunting style of gameplay without having them be forced to see their target first. You could also have it be active for a longer period of time, essentially like the old shared squad vision mechanic, but it then it would go into cooldown.
The more I think about it, the more it peaks my interest. Now I'm thinking of a equipment like MGS3's Active Sonar.
Active Sonar
Pulse based with static representations of profiles on your tacnet. One version being a more rapid version, with less precision while the other version has a longer cooldown but way better precision.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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