Temias Mercurial
Knights Of Ender RISE of LEGION
127
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Posted - 2014.07.26 00:37:00 -
[1] - Quote
Thought of this as a possible way to make the Amarr Scout unique, and the master of mindgames. Starting out at level 1, the Amarr Scout can have 2 decoys displayed on the enemy tacnet, and upon each level, 1 decoy is added to be displayed, to a total of 6 decoys at level 5.
Another addition to this decoy idea is to have a passive invisible (not displayed) cooldown and duration for decoys. As levels increase, the amount of time they are displayed is increased, and the amount of time for the cooldown is reduced.
By default, the duration for the decoys will be 10 seconds, and the cooldown will be 15 seconds. As levels increase, the duration will go up by 2.5 seconds, and the cooldown will be reduced by 1 second, for a total of a 20 second duration and 10 second cooldown.
If decoys were ever to be displayed on your own tacnet, I'd prefer that they would be displayed as a different symbol or color such as yellow, which stands out from the usual map colors. My only concern is that seeing your own decoys may lead to problems of exploitation or overpowered-ness.
If modules were to ever be added for this, I'd rather they only add to the duration and cooldown of the decoy display time, and only display a default of 2 decoys that could never be increased in number, and if they were to be equiped to the Amarr Scout, the modules would not add 2 more decoys.
Thoughts?
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Rizlax Yazzax
Molon Labe. General Tso's Alliance
380
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Posted - 2014.07.26 13:09:00 -
[2] - Quote
An interesting idea but I personally think it isn't feasible.
I'm going to assume the decoys are tied to range.
A single Lvl5 Amarr Scout comes across a squad, gifting them all with 5 additional signals. Fair enough, 6v1 not a huge advantage. If they are being followed by their own squad, everyone can see the enemy thanks to precision, yet the enemy squad now has 11 signals coming in for 6 players. This vastly skews the odds in a "balanced" engagement.
What if two or more Amarr Scouts are travelling together? It would be incredibly easy to blind the enemy with large amounts of false signals, while being able to watch their every move, at the same time relaying that info to the squad.
Perhaps giving the bonus a fixed range on all tiers and tying it to scan precision would be more reasonable. However as Amarr are gaining strong scans it won't be hard to beat other suits' profiles, especially in an Ewar fit. Edit: Could make it so the decoys only show to enemies that can pick you up on Tacnet. If you want to utilise decoys, you need to sacrifice some dampening.
It could be a good mechanic don't get me wrong, but I don't see how it can be integrated without an Ewar rework.
Afterthought: How about Minmatar instead of Amarr? It would benefit their low HP, hit and run tactics. |