|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
175
|
Posted - 2014.04.26 00:47:00 -
[1] - Quote
Dust 514(five-one-four): needs more E-war. It rhymes, haha!
An E-War-esque equipment, the Firewall Encoder's(FE) role is to slow enemy advance by adding a layer of defense to hackable systems. The FE is a deployable piece of equipment resembling a medium, head-sized disk; additionally, the disk requires an arming time where the mercenary must stay still to enable the equipment. The Encoder disk can be placed on any hackable object and increases the hack time required to capture the device. The hack time increase only applies while the disk is active; the disk can be destroyed externally and the Firewall(hack time increase) will be disabled. If the object is hacked, the Firewall disk will be destroyed and the Firewall disabled. If the object is contested(ie: null cannons), the disk will not be destroyed. Only one Encoder disk can be deployed on a friendly device (cannot be deployed on enemy devices or neutral objects, but can be placed on contested objects); a newer disk will replace the older one. Encoder disks receive points when the linked device is hacked or contested. In addition, the disk must be placed on the resulting, hacked item, not the place being hacked (ie: the disk is placed on the null canon, not the terminal). The Encoder disk can also be attached to friendly vehicles.
Example Values: WP received for enemy hack: 15 WP received for friendly counter-hack: 30
Standard FE Hacking Time Augmentation: +30% Arming Time: 5 seconds
Advanced FE Hacking Time Augmentation: +60% Arming Time: 7 seconds
Prototype FE Hacking Time Augmentation: +100% Arming Time: 10 seconds
I was going to use that Installation...
Flashlights: Good because yes.
|
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
183
|
Posted - 2014.04.27 02:15:00 -
[2] - Quote
lithkul devant wrote:1. The arming time is to long, where you are taken out of combat and not able to do anything, 10 seconds is basically screaming "I'm a free kill, put a RE on me or shotgun my face off!" At most the arming time should be 3 seconds and that should be for the basic, for the proto it should be 1 second, in this game the better the weapon or equipment the less time it takes for a cd, longer it can be active or whatever (typically).
2. The firewall can be destroyed externally, meaning one emp gernade and it is gone, we already have people throwing these at capture points as it is to clear off RE's, so your 10s device you are trying to use is just a quick wp gain for the enemy nearly at every location it could be used.
If you wanted this item to be highly used, I would suggest it as a lay down equipment, that within a 10-30m radius all objects trying to be hacked take X% longer to hack, this way it isn't just wp bait, you can hide it, people have to look for it. This would allow for people to set up traps away from the capture point, one more obstacle in the way, and for each person that attempts a hack within your items range of influence that is denied you get +10wp. That's just my oppinion though. I can see some points you are making, so I will elaborate on my reasoning.
1. Yes, the arming time is intentionally long because counter-hacking is harder (takes longer) than hacking; similarly, hack prevention is more difficult that performing a hack. One who does not wisely use this equipment will be an easy target, but that's no different than any other piece of equipment. Typically, yes: time decreases across tiers; however, in my proposed model, the Hack delay per second is increased instead of the arming time being decreased. At standard level, there is a 6% per second hack time delay; at proto, it's 10% per second (advanced is about 8.5%/s). Reasoning-wise: if I'm going to employ a better, bigger Firewall, it will take longer to Upload, but I'll get more out of it.
2. Flux grenades already destroy all deployable equipment in one swift motion; that makes this no different (aside from being localized). The key here is that the FE must be placed on the object and not the terminal. A FE could be place anywhere on the CRU, even the top. On a null cannon, the item must be placed anywhere on the null cannon, and not the terminal where the REs are placed and where the null cannon is hacked from. Moreover, some null cannons are separate from their terminal locations.
People still would have to look for the item (if placed appropriately), but they'd also have to weigh the importance of searching and destroying the FE. Anyone who does not use a hacking module will have more difficult hacking, but those who do use hacking module and have invested in hacking skills will only see a marginal increase. Here's how I calculated each FE delay: (Hacking skill bonus at respective level + Hacking module value)*2 . At standard level: (5% + 15%)*2 = 30%. At some point, spending that extra fraction of a second hacking is better than finding and destroying this piece of equipment.
I was going to use that Installation...
Flashlights: Good because yes.
|
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
184
|
Posted - 2014.04.29 19:24:00 -
[3] - Quote
Anymore thoughts? I edited the OP to update WP:
WP received for enemy hack: +1/2 WP for hack (enemy hack CRU +50; FE user receives +25) WP received for friendly counter-hack: +40 WP received for denied/stopped hack: +10
I was going to use that Installation...
Flashlights: Good because yes.
|
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
185
|
Posted - 2014.04.30 21:28:00 -
[4] - Quote
Edited the OP with an Alternate way for the FE to function; tell me what you think. I like the Alternate idea better than the original.
I was going to use that Installation...
Flashlights: Good because yes.
|
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
188
|
Posted - 2014.05.01 19:38:00 -
[5] - Quote
agent caron wrote:Good idea dude Thank you! :)
Doubted I was the first one to discuss this; thanks for the link. An Encryption skill branch sounds awesome! I'd rather treat the FE like an active equipment rather than a deployable ones described in the link and my first draft of the FE.
There could be an awesome hacking/encrypting parity if both were to have skills, but hacking would have modules and the encrypter would have an equipment.
Having the Amarr Scout get a bonus to supplement encrypting would fit the Scout Ewar theme and be absolutely amazing; all the Scouts would have an Ewar bonus. I'm thinking the Amarr Scout bonus would be changed to +5% Encryption strength and -5% FE Arming Time per level. These bonuses combined with the FE might make the Amarr Scout pretty fearsome, especially with WPs they'd get from anyone who failed to hack an encrypted object.
I was going to use that Installation...
Flashlights: Good because yes.
|
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
196
|
Posted - 2014.05.22 19:26:00 -
[6] - Quote
bump for Amarr Scouts. I know I read in the Hotfix Alpha post that CCP wants Amarr Scouts to have a biotic efficacy bonus, but I feel this idea would be far appropriate.
I was going to use that Installation...
Flashlights: Good because yes.
|
|
|
|