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Jathniel
G I A N T
1271
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Posted - 2014.11.19 03:10:00 -
[1] - Quote
(Part of set of equipment ideas and proposals to help balance and expand EWAR.)
Enhance the roles of hackers in the game.
A remote hacking device for long range hacks. (IR sight? Laser device? apply whatever name makes sense.)
- Hacking range is theoretically unlimited. The greater the range, the longer the hack. (e.g. hacking an enemy turret within the enemy redline from YOUR redline would take dramatically longer, than hacking from in front of their redline.)
- All hackable objects will be hackable at long range starting @ a -75% hack speed modifier.
- The hack is considered "long range" starting at 7m. Distance penalties will start accruing at 150m, at a rate of -0.5% per additional 10m, and cap at -99.5%
- Hacked objects cannot be controlled remotely. (e.g. you cannot pilot an enemy tank or turret remotely)
- Multiple allies remotely hacking an object simultaneously will make the hack go SLOWER. 3 or more will completely halt the hack. But infantry hacking on the ground will hack faster with remote aid.
- Previously mentioned TACNET Jammers, will be remotely hackable.
- Remote hacking can be buffed by Codebreaker modules. :)
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14800
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Posted - 2014.11.19 03:17:00 -
[2] - Quote
Sounds cool, not sure how practical but damn cool.
Does LoS refer to direct "hack beam" or does it go through things like people?
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Jathniel
G I A N T
1271
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Posted - 2014.11.19 03:18:00 -
[3] - Quote
True Adamance wrote:Sounds cool, not sure how practical but damn cool.
Does LoS refer to direct "hack beam" or does it go through things like people?
LoS = hack beam.
You must maintain line of sight. A person therefore standing in front of an object will block your hack attempt.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Jathniel
G I A N T
1274
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Posted - 2014.11.19 07:06:00 -
[4] - Quote
I will try to better describe how this works, what this accomplishes.
The tacnet jammers, are meant to blind all hostile suits within range; and there is nothing to stop the enemy team from throwing down their own. Mutually-assured blindness in EWAR (Chaos). Multiple jammers can be deployed in patterns, or scattered, to create vast fields of EWAR blindness. In turn, tacnet jammers can be destroyed (creating gaps in the field), or hacked (flipping an enemy field to be under your control). IF multiple tacnet jammers are within each other's radii, the entire composite interference field they create will be flipped if hacked. (Order)
As a wild card, Hack Beams can be used to hack jammers (and other objects of opportunity) from a distance, outside of the jamming field, enabling long-distance field flipping. If LoS can be maintained.
This expands EWAR, since you will have entire groups of players dedicated to either destroying or remotely maintaining control of the field, while simultaneously killing the enemy that's trying to do the same. Instead of just slayer squads, you'll have hacker squads as well.
Control of the field would be absolutely vital, since a hostile jammer neutralizes all uplinks within its range, and has a chance at flipping some of those uplinks for enemy use as well.
This puts EWAR maintenance and control in OUR hands. This makes it something that can be fought over, instead of something that exclusively belongs to Scouts and Gal Logis. This, coupled with EMP Grenades, which I proposed to work as a temporary ewar blinder, and cloak disabler, puts offensive ewar power in everyone's hands, WITHOUT taking away the advantages that Scouts and Gal logis can enjoy (low profile, broad scanning).
Can you picture what I'm describing?
Ill try to work on images to depict what I'm saying.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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korrah silain
True Illuminate
1
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Posted - 2014.11.19 09:30:00 -
[5] - Quote
Jathniel wrote:I will try to better describe how this works, what this accomplishes.
The tacnet jammers, are meant to blind all hostile suits within range; and there is nothing to stop the enemy team from throwing down their own. Mutually-assured blindness in EWAR (Chaos). Multiple jammers can be deployed in patterns, or scattered, to create vast fields of EWAR blindness. In turn, tacnet jammers can be destroyed (creating gaps in the field), or hacked (flipping an enemy field to be under your control). IF multiple tacnet jammers are within each other's radii, the entire composite interference field they create will be flipped if hacked. (Order)
As a wild card, Hack Beams can be used to hack jammers (and other objects of opportunity) from a distance, outside of the jamming field, enabling long-distance field flipping. If LoS can be maintained.
This expands EWAR, since you will have entire groups of players dedicated to either destroying or remotely maintaining control of the field, while simultaneously killing the enemy that's trying to do the same. Instead of just slayer squads, you'll have hacker squads as well.
Control of the field would be absolutely vital, since a hostile jammer neutralizes all uplinks within its range, and has a chance at flipping some of those uplinks for enemy use as well.
This puts EWAR maintenance and control in OUR hands. This makes it something that can be fought over, instead of something that exclusively belongs to Scouts and Gal Logis. This, coupled with EMP Grenades, which I proposed to work as a temporary ewar blinder, and cloak disabler, puts offensive ewar power in everyone's hands, WITHOUT taking away the advantages that Scouts and Gal logis can enjoy (low profile, broad scanning).
Can you picture what I'm describing?
Ill try to work on images to depict what I'm saying. I believe so, and I like the idea of jammers, as well as the emp grenade (which I have expanded on in a reply in that flux thread) my only caveat is the idea of remote hacking. While "cool" I believe it begins to take away from the importance of actual infantry tactics, after all if a sniper can simply take control of a key cru while no one is looking well, there is little risk for the reward(let alone the wp from hacking snipers already do little to frighten me, let alone if they completely stop trying to kill/suppress, and just farm wps off hacking installations.) Perhaps a better idea than infinite range (and this is going back to another post about moduals flavor) we introduce a codebreaker variant that increases hacking range by a (relatively) dramatic amount at the expense of time, perhaps even allowing you to control turrets remotely, thus you still have to get within say 30 feet if you are stacking moduals, which could allow you to cozy up in nearby cover, hell maybe even allow this version to go through walls as well. I think this approach would be more balanced, and allow for more play styles.
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Meee One
Amakakeru-Ryu-no-Hirameki
1309
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Posted - 2014.11.19 09:43:00 -
[6] - Quote
Jathniel wrote:(Part of set of equipment ideas and proposals to help balance and expand EWAR.) Enhance the roles of hackers in the game. A remote hacking device for long range hacks. (IR sight? Laser device? apply whatever name makes sense.) - Hacking range is theoretically unlimited. The greater the range, the longer the hack. (e.g. hacking an enemy turret within the enemy redline from YOUR redline would take dramatically longer, than hacking from in front of their redline.) - All hackable objects will be hackable at long range starting @ a -75% hack speed modifier. - The hack is considered "long range" starting at 7m. Distance penalties will start accruing at 150m, at a rate of -0.5% per additional 10m, and cap at -99.5% - Hacked objects cannot be controlled remotely. (e.g. you cannot pilot an enemy tank or turret remotely) - Multiple allies remotely hacking an object simultaneously will make the hack go SLOWER. 3 or more will completely halt the hack. But infantry hacking on the ground will hack faster with remote aid. - Previously mentioned TACNET Jammers, will be remotely hackable. - Remote hacking can be buffed by Codebreaker modules. :) I'll agree to this right after all rep tools get 50+m range base.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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korrah silain
True Illuminate
1
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Posted - 2014.11.19 09:57:00 -
[7] - Quote
Meee One wrote:Jathniel wrote:(Part of set of equipment ideas and proposals to help balance and expand EWAR.) Enhance the roles of hackers in the game. A remote hacking device for long range hacks. (IR sight? Laser device? apply whatever name makes sense.) - Hacking range is theoretically unlimited. The greater the range, the longer the hack. (e.g. hacking an enemy turret within the enemy redline from YOUR redline would take dramatically longer, than hacking from in front of their redline.) - All hackable objects will be hackable at long range starting @ a -75% hack speed modifier. - The hack is considered "long range" starting at 7m. Distance penalties will start accruing at 150m, at a rate of -0.5% per additional 10m, and cap at -99.5% - Hacked objects cannot be controlled remotely. (e.g. you cannot pilot an enemy tank or turret remotely) - Multiple allies remotely hacking an object simultaneously will make the hack go SLOWER. 3 or more will completely halt the hack. But infantry hacking on the ground will hack faster with remote aid. - Previously mentioned TACNET Jammers, will be remotely hackable. - Remote hacking can be buffed by Codebreaker modules. :) I'll agree to this right after all rep tools get 50+m range base. While that would be...nice it is less realistic. We currently have the technology for remote hacking, where as a rep tool is sending nanobots out to repair armor, a (presumably) much more complex task, besides half a football field away is crazy for basically making heavys god. Besides how often do you have a Los THAT long and aren't being gunned down? |
Spectral Clone
Abandoned Privilege Top Men.
3161
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Posted - 2014.11.19 12:03:00 -
[8] - Quote
Please implement directional jammers, that disable equipment for a set amount of time!
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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Jathniel
G I A N T
1276
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Posted - 2014.11.19 18:19:00 -
[9] - Quote
korrah silain wrote: I believe so, and I like the idea of jammers, as well as the emp grenade (which I have expanded on in a reply in that flux thread) my only caveat is the idea of remote hacking. While "cool" I believe it begins to take away from the importance of actual infantry tactics, after all if a sniper can simply take control of a key cru while no one is looking well, there is little risk for the reward(let alone the wp from hacking snipers already do little to frighten me, let alone if they completely stop trying to kill/suppress, and just farm wps off hacking installations.) Perhaps a better idea than infinite range (and this is going back to another post about moduals flavor) we introduce a codebreaker variant that increases hacking range by a (relatively) dramatic amount at the expense of time, perhaps even allowing you to control turrets remotely, thus you still have to get within say 30 feet if you are stacking moduals, which could allow you to cozy up in nearby cover, hell maybe even allow this version to go through walls as well. I think this approach would be more balanced, and allow for more play styles.
I understand your concern.
My desire actually IS to see some people that are doing nothing but dedicated hacking during a match. The penalty for multiple remote hacks on a single object, prevents long-range lightning hacks, and is a logical deterrent to too many remote hackers on a team. It also is a tactic meant to deliberately bypass alpha infantry, that simply cannot be overcome with ground force tactics.
If a hacker can hack a fairly distant CRU in a good amount of time, as his team gets redlined, he could save the match. If he hacks that CRU, and hacks a couple of blaster turrets that blueberries on the ground can use to mow down an approaching assault force, then that hacker just turned the match around.
Technically, he can hack from the redline, and he can hack lettered objectives so long as he has LoS on the actual terminal, but the range hack speed penalties are so harsh that redline hacking would be impractical. The enemy will know when you're trying to hack, and can simply run through your hack beam to interfere with your hack.
LoS hack beams, will expose the hacker to sniper fire. The range penalties will ensure that they are not deep in the redline, so they will be susceptible to stealth units. And at a -75% hack speed penalty BASE, this will ensure that different objects are not flipping too fast too often (e.g. we hack a CRU, 2 people spawn, it gets hacked again, 2 people spawn, hacked again, repeat).
Spectral Clone wrote: Please implement directional jammers, that disable equipment for a set amount of time!
I cannot agree with this. The jammers are meant to throw off scanners and uplinks, NOT REs or nanotech. Flux grenades would be useless in that case, and the jammers would be OP. If they are directional, that would eliminate the two-edged sword system that I'm gunning for. The intent IS to create a gameplay system that is powerful, but can backfire.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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korrah silain
True Illuminate
3
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Posted - 2014.11.19 18:26:00 -
[10] - Quote
Jathniel wrote:korrah silain wrote: I believe so, and I like the idea of jammers, as well as the emp grenade (which I have expanded on in a reply in that flux thread) my only caveat is the idea of remote hacking. While "cool" I believe it begins to take away from the importance of actual infantry tactics, after all if a sniper can simply take control of a key cru while no one is looking well, there is little risk for the reward(let alone the wp from hacking snipers already do little to frighten me, let alone if they completely stop trying to kill/suppress, and just farm wps off hacking installations.) Perhaps a better idea than infinite range (and this is going back to another post about moduals flavor) we introduce a codebreaker variant that increases hacking range by a (relatively) dramatic amount at the expense of time, perhaps even allowing you to control turrets remotely, thus you still have to get within say 30 feet if you are stacking moduals, which could allow you to cozy up in nearby cover, hell maybe even allow this version to go through walls as well. I think this approach would be more balanced, and allow for more play styles.
I understand your concern. My desire actually IS to see some people that are doing nothing but dedicated hacking during a match. The penalty for multiple remote hacks on a single object, prevents long-range lightning hacks, and is a logical deterrent to too many remote hackers on a team. It also is a tactic meant to deliberately bypass alpha infantry, that simply cannot be overcome with ground force tactics. If a hacker can hack a fairly distant CRU in a good amount of time, as his team gets redlined, he could save the match. If he hacks that CRU, and hacks a couple of blaster turrets that blueberries on the ground can use to mow down an approaching assault force, then that hacker just turned the match around. Technically, he can hack from the redline, and he can hack lettered objectives so long as he has LoS on the actual terminal, but the range hack speed penalties are so harsh that redline hacking would be impractical. The enemy will know when you're trying to hack, and can simply run through your hack beam to interfere with your hack. LoS hack beams, will expose the hacker to sniper fire. The range penalties will ensure that they are not deep in the redline, so they will be susceptible to stealth units. And at a -75% hack speed penalty BASE, this will ensure that different objects are not flipping too fast too often (e.g. we hack a CRU, 2 people spawn, it gets hacked again, 2 people spawn, hacked again, repeat). Spectral Clone wrote: Please implement directional jammers, that disable equipment for a set amount of time!
I cannot agree with this. The jammers are meant to throw off scanners and uplinks, NOT REs or nanotech. Flux grenades would be useless in that case, and the jammers would be OP. If they are directional, that would eliminate the two-edged sword system that I'm gunning for. The intent IS to create a gameplay system that is powerful, but can backfire. The other reason I am advocating a moduals system to add finite range is to A)create a new play style that forces players to make a choice on a fitting B) still make them work for it for positioning. As it stands I find redline snipers to be annoying due to the lack of risk adopted, plus this may discourage scouts from tanking, which seems to be a maligned phenomenon
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Ku Shala
The Generals
1019
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Posted - 2014.11.19 20:03:00 -
[11] - Quote
module alchemy would be cool too like add 2 modules divide base stats by two example: complex profile dampener + complex kinetic catalyzer = complex kinetic profile dampener costs 30 cpu 8 pg gains -13%db and 6 % movement speed @ the cost of both modules to make 1
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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Jathniel
G I A N T
1276
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Posted - 2014.11.19 20:04:00 -
[12] - Quote
Ku Shala wrote:module alchemy would be cool too like add 2 modules divide base stats by two example: complex profile dampener + complex kinetic catalyzer = complex kinetic profile dampener costs 30 cpu 8 pg gains -13%db and 6 % movement speed @ the cost of both modules to make 1
That's a whole new can of worms right there.
I'll be consolidating the 3 threads shortly.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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korrah silain
True Illuminate
3
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Posted - 2014.11.19 20:09:00 -
[13] - Quote
Jathniel wrote:Ku Shala wrote:module alchemy would be cool too like add 2 modules divide base stats by two example: complex profile dampener + complex kinetic catalyzer = complex kinetic profile dampener costs 30 cpu 8 pg gains -13%db and 6 % movement speed @ the cost of both modules to make 1 That's a whole new can of worms right there. I'll be consolidating the 3 threads shortly. agreed, not to mention easily abused due to ease of module aquiry |
Fox Gaden
Immortal Guides
4949
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Posted - 2014.11.19 20:09:00 -
[14] - Quote
I would prefer a Hack Relay. You place it on an Objective terminal, and then can hack the terminal remotely from up to 30m away. The Hack Relay can be destroyed to stop the hack, or the hacker can be killed to stop the hack. It might be worth an equipment slot for someone who is tired of getting shot in the back.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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korrah silain
True Illuminate
3
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Posted - 2014.11.19 20:15:00 -
[15] - Quote
Fox Gaden wrote:I would prefer a Hack Relay. You place it on an Objective terminal, and then can hack the terminal remotely from up to 30m away. The Hack Relay can be destroyed to stop the hack, or the hacker can be killed to stop the hack. It might be worth an equipment slot for someone who is tired of getting shot in the back. hmm...thats actually a fairly brilliant idea, particularly if it also allowed the remote access to a turret... the main reason i was advocating for hacking moduals was to help counter tanking scouts (forcing them to make a tactical choice that may be particularly valuable, but this...well the only drawback i can see is the fact that ccp may be looking at giving scouts one equipment slot to help balance them, so if they do then it wont be used and we will still have predominantly slayer scouts, however it is an interesting idea... |
Jathniel
G I A N T
1277
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Posted - 2014.11.19 20:21:00 -
[16] - Quote
Fox Gaden wrote:I would prefer a Hack Relay. You place it on an Objective terminal, and then can hack the terminal remotely from up to 30m away. The Hack Relay can be destroyed to stop the hack, or the hacker can be killed to stop the hack. It might be worth an equipment slot for someone who is tired of getting shot in the back.
I can see a potential synergy with adding a Hack Relay to this system, but I am wary of "wall hacks" or hacking anything remotely without LoS.
30m seems reasonable, but details can be worked out.
I'm consolidating the threads now.
Perhaps the relay can be accessed remotely, where it puts you through to overview map, showing you which nodes or objects are within its range to hack, OR which relay it can connect you to. A hack speed penalty can be attributed depending on the number of relays you need to jump through.
I am STRONGLY against lightning fast remote hacks.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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