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Hunter Junko
WARRIORS 1NC
48
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Posted - 2013.03.06 00:36:00 -
[1] - Quote
I'd like to contribute.
"Additional features- Countermeasures*"
Not just the idea itself but different variations of said countermeasures:
Here goes:
Proposition: Ideas toward Aerial Defense.
WARNING: attempting to implement more than one countermeasure will render aerial vehicles highly unstable, due to conflicts between differences in aerial and defensive design.
Table of contents
* EM Dispersion Flares
* Direct Energy Barriers
* Active EM plating
* Nanocarbonite coating
* Kraken Defense System
* GÇ£PatsyGÇ¥ EM Signature software
EM dispersion Flares.- an effective countermeasure against swarm launchers. Each set of flares contain the exact EM signature as the dropship it is deployed from; confusing swarm rockets into attacking the flares instead of the dropship. However the technology is not perfected and some rockets will slip past this defense, enabling light dam-age.
At higher levels it can divert oneGÇÖs EM signature to another Location out of harmGÇÖs way for the pilot. The weakness-es flares contain are that of a large amount of PG required, and the high reloading time for each flare.
Directed Energy Barriers.
A defense System design to counter against rail gun-based weaponry. Once activated a certain amount of CPU is required to create an concentrated barrier similar to a spike. Once a forge or rail gun based round is detected, the Spike intercepts the oncoming round and attempts to expand the concentrated round over a large surface area. The result is that of a weaker impact, and thus reduced dropship damage. On higher levels, it can completely dissipate a forge round from a distance, so that no damage can be inflicted. in addition there are some designs that enable you to detect multiple incoming forge rounds.
Its only weakness is a short range distance; the on-board sensors cannot effectively detect a forge round at distances
less than 100 meters. In addition, the recharge rate for the D.E.B. is high, thus only permitting pilot who are flying into Risky Situations.
Active EM plating
A Countermeasure designed against Hybrid-based weapons (Blaster installations). This Defense module is effective in the fact that it counteracts the electromagnetic shell housing the superheated plasma. Once activated, a high con-centration of Electromagnetic signature is emitted from the dropship. If a hybrid round impacts, a constant EM sig-nature weakens the E.M. shell exponentially The result is the round disintegrating, venting superheated plasma at a farther distance from the dropship, protecting the pilot and his crew. The effect is passive but requires a moderate amount of PG/CPU. At higher levels, the A.E.M.P. can dissipate Hybrid rounds from a farther distance away
Nanocarbonite coating
Effective against Laser-based weaponry, This countermeasure is painted over the dropship, rendering a mild black tint against its original color. However, it is highly effective against lasers due to the fact that as a laser weapon is fired at the dropship; the coating activates, Stabilizing the directed EM radiation into levels acceptable for mild shield absorption. This is the only countermeasure that can be combined with another active countermeasure.
At higher levels, it can be used to nullify any laser damage to the armor.
Its only drawback is that it takes a long time to rebuild the Coating, as nanites have difficulty replicating the compo-site. Another drawback is that it is highly expensive, thus application of the coating is a risky venture For both the pilot and the dropship.
Kraken Defense System
The GÇ£KrakDefGÇ¥ as it is known informally is a lightly-effective countermeasure against all methods of weaponry. It is effective by suspending armored plates around the dropship using directed gravity nullification, the same technology in operating space elevators. When a round of an incoming object is discovered, the plating automatically moves to intercept the incoming rounds/rockets. Upon impact, the plating suffers damage until it is GÇ£recalledGÇ¥ into the drop-ship for repair. At higher levels the KrakDef permits the ability to deploy more armored plates . A weakness against this system is high CPU/PG requirements. Another considerable weakness Is that if the KrakDef System is de-stroyed, it must take a long time to rebuild the damaged plating.
"Patsy" Em Signature Software. (officer tier Countermeasure)
An unorthodox countermeasure developed by a crafty engineer while experimenting with covert equip-ment. This countermeasure renders your dropship a GÇ£friendlyGÇ¥ to your opponent. Only a skilled eye can determine that your dropship is an enemy, such as a sniper with a high scan precision Level. Higher versions of this software enable your dropship to be detected by allies as friendly, and by Enemies as friendly, incluing increased duration of the software package.
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Hunter Junko
WARRIORS 1NC
50
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Posted - 2013.03.06 20:49:00 -
[2] - Quote
Vyzion Eyri wrote:Just a thought:
I was thinking perhaps remove designation WP altogether, and increase the amount of WP gained from deployment and disruption.
Gaining WP for people spawning in, I feel, will encourage a pilot to fly extremely cautiously, bordering on the point of probably being considered cowardly, until the cap for designation WP is hit, then progress to accumulate deployment or disruption WP. This shouldn't be the case. I feel now that perhaps spawning into a dropship shouldn't be rewarded. It would detract from the element of surprise and speed that are a dropships most potent weapons. Fly in, leave burning flames and dead clones, then fly out. Hard and fast. Also, I feel as if it's forcing people to spec into the Logistics dropships or buy a CRU, limiting their fitting capabilities, just for some extra points. I don't like that.
The reason I included it was because it seemed popular, but.... Warpoints from spawning, now that I think about it, doesn't exactly reward the more effective style of dropship usage.
Opinions on this?
i agree with Vry on "spawning". true it is a pilots decision to add a mobile CRU unit onto his dropship, but it is the soldiers who choose to spawn in my dropship. therefore, Acquiring WPs by this , i would feel like it would be abused. (IMO)
my opinion on acquiring WP would be to categorize the amount of WP earned per flight, depending on what the situation demands and the amount of risk it has to a pilot and his/Her dropship's survival as a contributing Factor.
low risk WP Pilot- landing and acquiring troops from the redline and then bringing them over to where the they would not be required, like at a secured area. this earns you minimal WP becasue you are not placing yourself in danger.
Gunner(s) - Any kills made with a gunner earns Minimal Disruption WP, because it is not ordered to and the gunner is "Weapons free" until ordered otherwise.
Medium risk WP Pilot- Usually deployment of your "Package" the squad you have in your ship. once you get to an area that is needed , you can usually ask the soldiers to drop there, or you "kick" them out.
i don't add pickups to medium because it would be
1. overused. and 2. if people are asking for a casual pickup, the pilot is landing in secured space; there is no risk to the pilot and vice versa. there might be situations where some sneaky bastard pops a shot off while your landing,but that might be an exception.
Gunner(s)- a gunner has to be ordered to fire on a general location in order to earn medium Disruption points.
High Risk WP *Emergency landings* Pilot and Gunner- Landing in "Hot areas" where there is a slim chance of survival for both the pilot and the dropship. this could be implemented by a request-receive method. a soldier in the thick of battle requests an emergency pickup /reinforcement for him and whats left of his squad, the pilot responds .
Picking up/deploying soldiers this way earns more WP than the rest, because you are risking your Ship which is almost four-seven times the cost of a standard grunt. you have to be compensated in as much WP for contributing to the battle on the ground.
Gunner(s)- "Paving the way" using the same request-receive mechanic. a grunt needs some supporting fire, call a pilot with gunners, highlights an area and the gunners do the rest, earning what Vryizon would call "Disruption" WP. This is high risk because you do not know if someone in that area has a forge gun a swarm launcher, or any method of AV operations. you, as a pilot is placing your trust in your gunner(s) into providing accurate fire at that general area, assisting the boots on the ground.
to Vyzion- this is my take on it but if the pilots agree with this, the i take no credit for this idea. |
Hunter Junko
WARRIORS 1NC
51
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Posted - 2013.03.11 21:39:00 -
[3] - Quote
no, there's still a lot more ideas to go around, but pilots tend to be a bit shy about it Lol.
anyways making an edit here proposed idea towards transport incentives:
A near unanimous fact with the the pilots circle is that the main role for dropships should be transport, but the main question remained:
how do we provide incentives?
a few ideas, but since im running out of time here in the internet in the library ima make em quick so forgive me for any typos:
Maps- all the maps we have have both teams fighting in a technical stalemate sort of scenario. well thats kinda unrealistic due to the fact that no "Real Battlefield" would ever be begin in a stalemate, al least according to the terms of modern warfare. there should be more maps where the terrain should render an lav or an HAV immobile due to geographical reasons. the most well known example i can remember was the hedgerows after the D-Day invasion in WW2. tanks despite their size cant maneuver through the hedgerows without painting themselves a bigger target for german ambushes on the other side.
fast forward to the lore on EVE a tank comes upon a geographical obstacle that cant be bypassed. a dropship is within the vicinity and the pilot requests a pick up. the dropship pilot responds and latches the tank onto its belly. this could be a juicy target for you fat Forge gunners, but since the Dropship and the tank are now one (For the duration of the transport) the tank's shields can be temporarily used by the pilot to protect his precious cargo. or his armor repair units can fix the damage the dropship will sustain until the intended destination. i can see this as an opportunity to acquire a lot of warpoints to contribute to the squad.
thats it for now, will continue the next time i'm available. Safe hunting |
Hunter Junko
WARRIORS 1NC
51
|
Posted - 2013.03.22 03:02:00 -
[4] - Quote
you all know about the damage control unit item right? well i though up of a module similar to it by name, here goes:
Hunter wrote:"Condor's" Emergency Nanite- Capacitor Damage Control unit Developed by a Union of Pilots after countless dropships lost by Anti Vehicle operatives, the Emergency N-C Damage Control unit is a hardware-Software Package was designed in the event a dropship would be shot down.
the Union of Pilots who designed it focused on the limiters on the Nanite production systems, for reproducing armor, and the Reserve Shield capacitors located in the rear f the dropship in times of emergency. the fundamental Design behind the ENCDCU lies in these limiters. upon activation, the ENCDCU overrides the limiters, allowing for near instant shield and Armor replenishment. however, the charge time for the ENCDCU is long, making it a difficult gamble for both of the Pilot and the troops in his command. Higher-end models allow for lowered charging time.
because this particular module was designed by a union, the cost for obtaining a blueprint is relatively low, as well as CPU/PG requirements.
Situations where this module is effective: in the event of a dropship's health is zero. the pilot must activate the module before his Dropship crashes to the ground/ is destroyed.
Effect: allows for up to half of his dropship's armor and shields to be replenished after a lengthy charging up period. Any troops that defend the dropship from being attacked further receive +150 WP upon successful emergency repairs made by the dropship's pilot. cool-down for WPs in this situation are approx. 5 minutes. |
Hunter Junko
Bojo's School of the Trades
61
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Posted - 2013.04.04 05:25:00 -
[5] - Quote
Shameless bump |
Hunter Junko
Bojo's School of the Trades
80
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Posted - 2013.05.04 05:57:00 -
[6] - Quote
Another countermeasure towards missile-based weaponry
Laser Point Defenses
derived from Amarrian defense technology. the L.P.D. or "God's hand" defensive system are a set of automated turrets assigned to dropship hard-points. lined with a series of crystals of various frequencies and equipped with an advanced tracking software, the LPD when activated, provides a near 360 degree layer of protection, intercepting and disabling missiles by overheating the electronics inside the projectiles, the most common are the EM guided rockets from swarm launchers.
once a rocket enters the turrets field of view, the tracking program interfaces with a pilots TAC-NET, alerting them of the incoming danger. from there it is the pilots decision of the next course of action. if activated, the tracking program automatically begins powering up, and a lo-powered, hi visibility laser paints the target for easier tracking. when the warm-up cycle is complete, the LPD fires a hi-powered laser onto the missile, destroying its systems and rendering it ineffective.
because this system is self managable with its own reserve of power, the LPD can be used with another countermeasure, only if meeting the strict CPU requirements needed.
another weakness of this defense system, is that of moderate warm-up cycles and a moderate activation time. higher end models decrease this side effect. also, the offensive capabilites of the dropship are traded for an increase of defense strength.
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Hunter Junko
Vherokior Combat Logistics Minmatar Republic
128
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Posted - 2013.08.20 23:10:00 -
[7] - Quote
Bumping back a thread worth noting |
Hunter Junko
Zanzibar Concept
129
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Posted - 2013.08.21 07:46:00 -
[8] - Quote
KalOfTheRathi wrote:I run as a Logi a large percentage of the time. Which does color my thinking but the idea that DS pilots would get 600-1200 WP for transporting anyone that simply gets in their DS is ... exploit heaven.
A team of six, with a DS sitting on the ground, ensures that the DS pilot will get the maximum WP. With proper placement no threat will be possible. Now, put two of them close to each other. Just run between them and the squad has 1200-2400 WP. Toss down some Hives, have everybody shoot their weapons when moving between the two and top of the leader boards, orbital strikes are just the beginnings of the rewards. It would be a great solution for Squad AFK. Squad chat, joking, running, shooting with an occasional OB as a gift. The Squad Leader would be able to top the leader boards with commissions and good results from the OBs.
I am beginning to see why DS WP rewards are a problem for the designers of this game. As a programmer the level of complexity for these proposal has already gone beyond difficult to create a solution for them ... as proposed.
to counter your arguement: some of our WP concepts are made only as the idea, not by the numbers. as someone who is actively flying these "Metal Caskets" and as someone who has made my contributions to this thread, i can offer only my honest opinion:
"WP's, when implemented, should only be awarded in the sense that troops deployed from said Dropship are actively killing enemies, taking objectives and supporting their team within x amount of time they are given."
this means, once their boots hit the ground, the timer is ticking. when it runs out, it runs out; no deployment WP anymore for the pilots, except for his/her gunners. will there be a cooling phase? most likely, but as said before: its the idea that counts
random merc wrote:'now what if they hop out, do their thing and hop back in? wouldn't that be the same exploit?'
good question; under some circumstances, yes that would be exploiting. but this is a coordinated effort between the pilot and his cargo, using what they have to the best of their ability, and in essence what the game is about. plus, it'll be unlikely they'd want to try something like this again, unless their pilot is crazy and the cargo crazier , with the enemy knowing Dropships are there and pulling out the Cheap toys
plus this is simply ideas, suggestions and propositions. whatever numbers they decide to implement is their specialty, so relax a little. if things seem off, or things are out of hand/ not what we proposed, then we'll take action.
@ Alena: given the countermeasures, look in the OP, there are links for countermeasures voiced by different pilots. 'sides, there are more than one way to take down a DS, and it aint swarm launchers. as a pilot i'd have to be wary of missile launchers, Railguns, forge rounds, and Blaster installations. plus the occaisonal AV nade and the upcoming laser installations, when they arrive D:
nonetheless it is a good point you've made (at least for me) not sure what the others would say |
Hunter Junko
Zanzibar Concept
131
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Posted - 2013.08.22 01:30:00 -
[9] - Quote
KalOfTheRathi wrote:]Thanks for clearing that up.
However, as a programmer I am saying this has a bucket of bugs just waiting to be coded. The current network/server architecture routinely loses track of who is doing what to whom so adding the requirement to Track Elapsed Time is a concern for an old coder like myself.
So, to clarify what I am saying here is this is Not Easy Coding 101. Conceptually I would say it is, but given the current condition of the code base ... not so much. If this was running on a PC than the answer would be different.
I Do like your ideas and updating the fact that WP amounts are just working numbers is appreciated.
Before they throttled WP for Logi functions I was consistently in the top 3-5. Personally I believe they throttled it too much but that is how they usually react. Overreaction is their first response, which is why Mobile CRUs give no WP today. well, at least a decent conversation can be made :D
but a question: if you can input the code nessecary to make it happen, how would you go about accomplishing it? |
Hunter Junko
Zanzibar Concept
192
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Posted - 2013.10.12 11:04:00 -
[10] - Quote
Bumping for The pilots |
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Hunter Junko
Zanzibar Concept
192
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Posted - 2013.10.12 22:50:00 -
[11] - Quote
Vyzion Eyri wrote:
And Xaviah, I'll be linking your suggestion for first person view to my original post, 'cause I'm a believer of flying in first person view. So much more immersive, and if all the functionality you get from third-person was present in first-person, with added features like the ones you mentioned, I'd stay in first person permanently.
fastest way to nerdgasm:
imagine a Dropship cockpit with the oculus rift >:] |
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