Modules... Modules Everywhere (Interceptors)

Well, it didn’t really belong in Puny’s thread either, since it wasn’t virus related. Anyway, it was a variation on the chain lightning idea, but based on a stacking DOT instead of burst damage. It’s pretty derivative of other ideas in the thread really:

 

Role: Prolly Covops

Active Module: Better Get Out Of That Blob

Range: 2000m

Cooldown: 90s

Places a damage-over-time on the target that deals 200 thermal damage x the duration of the effect x the number of friendly ships within 1500m (not including the target) to the target and all friendly ships within 1500m for 15 seconds. The effect ends when no ships are within 1500m.

 

So unless they do something about it, 2 ships will take 24k damage over 15s, 3 ships will take 48k each, 4 ships will each take 72k, and so on. As you can see once it gets to 4+ ships you’ll find this pretty damn hard to just outheal unless that’s literally all you’re doing, and you really have to get rid of it. On the bright side, fixing it isn’t hard, and provided you do it quickly thanks to the fact that it starts small it doesn’t do much damage, which prevents it from gibbing interceptors, who should be able to get away in a few ticks, but it does force the target to get away from his allies for a bit.

Well, it didn’t really belong in Puny’s thread either, since it wasn’t virus related. Anyway, it was a variation on the chain lightning idea, but based on a stacking DOT instead of burst damage. It’s pretty derivative of other ideas in the thread really:

 

Role: Prolly Covops

Active Module: Better Get Out Of That Blob

Range: 2000m

Cooldown: 90s

Places a damage-over-time on the target that deals 200 thermal damage x the duration of the effect x the number of friendly ships within 1500m (not including the target) to the target and all friendly ships within 1500m for 15 seconds. The effect ends when no ships are within 1500m.

 

So unless they do something about it, 2 ships will take 24k damage over 15s, 3 ships will take 48k each, 4 ships will each take 72k, and so on. As you can see once it gets to 4+ ships you’ll find this pretty damn hard to just outheal unless that’s literally all you’re doing, and you really have to get rid of it. On the bright side, fixing it isn’t hard, and provided you do it quickly thanks to the fact that it starts small it doesn’t do much damage, which prevents it from gibbing interceptors, who should be able to get away in a few ticks, but it does force the target to get away from his allies for a bit.

Don’t make it Cov Ops. Cov Ops has enough overpowered modules.

Since my ideas been brought up regarding the whole virus module shizzle, consider the following:

 

Time/values are subjective, it doesn’t have to be 4 seconds and the damage doesn’t have to double. This was the idea at the time, as negligible damage will not disperse frigate balls.

I believe pvp needs at least 1 team based debuff removing utility. I had an idea for this that would enable frigates to remove their debuff without traveling very far, I mentioned it in the post I believe. (Carwash)

I was assuming an average of 570m/s on t3 interceptors for my “calculations” (hehe pfftsh, guesstimations ;)) not 400m/s

I’m taking into consideration that in t3 you should have a decent stack of thermal res. (I’m not sure whether I should be taking this under consideration or not…)

It’s a rough idea. It’s intended to only make frigates think. Faster pilots should run it off before they even notice it. 

 

If you like the idea but not the numbers, please feel free to change it to suit the game mechanics.

 

Minesweeper missile is a great idea, albeit simple, which provokes the thought “perhaps the devs already considered it?”.

I believe it would be more suitable on fighters, though, as minefields are an effective way to prevent (or slow down) interceptors from solo capping beacons. It also makes sense to me that interceptors should be at the most risk to minefields. Also let’s say if a frigate with heavy guns drops mines to counter interceptors, instead of forcing the inty’s to reconsider where they are flying, they will pop a missile and resume gibbing.

Also don’t you think it would be a bit OP destroying all minefields? I would say 2 ticks from a field & 2 proximity mines max per missile, or something. 

 

Ultrasonic pulse is a cool idea, I can see this coming in handy on detonation especially, and perhaps vs frigballs if the shunt was significant enough. (Hell, if ECM special mod became a virus, devs could recycle cacoon visual fx for this)

 

I’m not sure about timer drones, seems like an anti-loner-wolf module. ALTHOUGH, it could make things interesting on detonation, then again it could make things suck. My guess is that it would raise the incentive to warp to enemy beacons, for plants, as an engineer.

 

Virus-wise… Well, the reason I came up with an idea that travelling a certain distance would remove the virus was that it doesn’t dictate ‘where’ you need to fly, it just dictates that you need to fly and cannot sit in one place for too long.

Problems that I can see arising with a virus that forces players to travel away from one another is a couple:

Silliness; players flying out into open space to get away from their team mates, dying horribly as they have no cover. 

I think the biggest problem though is how predictable it would make the game for pre-made teams.

ECM pilot tells squad/corp who to target on TS

ECM pilot debuffs target

Squad waits for reaction from target

Target flies away from team.

Squad squashes the target

Rinse repeat

Win match

Loot debris

 

I see no problem with it being anti-healing instead of damage though. It would in fact make more sense than assuming all T3 players are stacking thermal resistance. 

 

Btw Sabre01, check out my Carwash mod idea n feel free to include it in your “…ywhere (Frigates)” topic if/when you do it. I think it’s a brilliant idea, not to toot my own horn :slight_smile:

(At the bottom)

[http://forum.star-conflict.com/index.php?/topic/20112-engineer-frigs-idea-for-passive-modules-support-structures/#entry204031](< base_url >/index.php?/topic/20112-engineer-frigs-idea-for-passive-modules-support-structures/#entry204031)

 

Peace

people adapt. idea behind an aoe / dot virus is to act as a deterrent. which is why i believe coupling the effect to an existing F ability is more elegant than creating another active module.

Since my ideas been brought up regarding the whole virus module shizzle, consider the following:

 

Time/values are subjective, it doesn’t have to be 4 seconds and the damage doesn’t have to double. This was the idea at the time, as negligible damage will not disperse frigate balls.

I believe pvp needs at least 1 team based debuff removing utility. I had an idea for this that would enable frigates to remove their debuff without traveling very far, I mentioned it in the post I believe. (Carwash)

I was assuming an average of 570m/s on t3 interceptors for my “calculations” (hehe pfftsh, guesstimations ;)) not 400m/s

I’m taking into consideration that in t3 you should have a decent stack of thermal res. (I’m not sure whether I should be taking this under consideration or not…)

It’s a rough idea. It’s intended to only make frigates think. Faster pilots should run it off before they even notice it. 

 

If you like the idea but not the numbers, please feel free to change it to suit the game mechanics.

 

Minesweeper missile is a great idea, albeit simple, which provokes the thought “perhaps the devs already considered it?”.

I believe it would be more suitable on fighters, though, as minefields are an effective way to prevent (or slow down) interceptors from solo capping beacons. It also makes sense to me that interceptors should be at the most risk to minefields. Also let’s say if a frigate with heavy guns drops mines to counter interceptors, instead of forcing the inty’s to reconsider where they are flying, they will pop a missile and resume gibbing.

Also don’t you think it would be a bit OP destroying all minefields? I would say 2 ticks from a field & 2 proximity mines max per missile, or something. 

 

Ultrasonic pulse is a cool idea, I can see this coming in handy on detonation especially, and perhaps vs frigballs if the shunt was significant enough. (Hell, if ECM special mod became a virus, devs could recycle cacoon visual fx for this)

 

I’m not sure about timer drones, seems like an anti-loner-wolf module. ALTHOUGH, it could make things interesting on detonation, then again it could make things suck. My guess is that it would raise the incentive to warp to enemy beacons, for plants, as an engineer.

 

Virus-wise… Well, the reason I came up with an idea that travelling a certain distance would remove the virus was that it doesn’t dictate ‘where’ you need to fly, it just dictates that you need to fly and cannot sit in one place for too long.

Problems that I can see arising with a virus that forces players to travel away from one another is a couple:

Silliness; players flying out into open space to get away from their team mates, dying horribly as they have no cover. 

I think the biggest problem though is how predictable it would make the game for pre-made teams.

ECM pilot tells squad/corp who to target on TS

ECM pilot debuffs target

Squad waits for reaction from target

Target flies away from team.

Squad squashes the target

Rinse repeat

Win match

Loot debris

 

I see no problem with it being anti-healing instead of damage though. It would in fact make more sense than assuming all T3 players are stacking thermal resistance. 

 

Btw Sabre01, check out my Carwash mod idea n feel free to include it in your “…ywhere (Frigates)” topic if/when you do it. I think it’s a brilliant idea, not to toot my own horn :slight_smile:

(At the bottom)

[http://forum.star-conflict.com/index.php?/topic/20112-engineer-frigs-idea-for-passive-modules-support-structures/#entry204031](< base_url >/index.php?/topic/20112-engineer-frigs-idea-for-passive-modules-support-structures/#entry204031)

 

Peace

The Virus method would eventually turn into this:

 

Frigates stay away from one another, but still have enough range to do a frigball.

 

Which poses a problem.

 

However, as the virus does not differentiate between teams, a cunning pilot that finds themselves infected could very well infect their opponent’s team, or even their captain.

 

The timer drones could be used to kill lone wolves, but I have changed the CD to make it 15 seconds longer to prevent abuse. But even then, a ship may regenerate/have enough thermal resist to prevent being destroyed by the drones.

Also makes a great insurance policy, if you know what I mean.

people adapt. idea behind an aoe / dot virus is to act as a deterrent. which is why i believe coupling the effect to an existing F ability is more elegant than creating another active module.

I added it mainly to bring the ECM to six modules. As with all the other classes: 6 class modules for every class, which means you have to pick and choose between them.