Bold Pilot log entry #33
Time after time I run into a heated debate. When it comes to ECM in EVE, various arguments get flung around, people start to rage about it, some like it, some not. Well, I'm not going into those arguments. I don't care. What I do care about however, is the possibility, the complexity, and the experience. Basically, in the current EVE environment (yes, I dared say that even though it was months since I last logged in, bite me?) there are a few factors, that should be taken into consideration before looking at a valid career or specialization. Let's see.
- Does it require long enough training to have dedicated skill plans to it?
- Does it have enough impact on the game?
- Does it allow for complex line of experience, action, consequence?
So, how about the the training? That's a yes. You have a specific branch of ships and a bunch of support skills that add up to maybe about a year of training, as well as specialized fits and equipment. So training wise, people do appreciate a dedicated jammer pilot.
As impact goes, definitely yes. It is one of the most effective force multipliers in small to medium-scale combat.
As for action, consequence, experience, this is something that really should be worked on in my opinion. We here have a game mechanic that eliminates the targeted ships ability to target another ships. In other MMO terms, this is a disable. However, EVE is not other MMO. So, if I had to point out what exactly the problem with the current mechanic is, I'd point out the fact, that IF it succeeds on you, you get to stare at the screen for ten seconds and not be able to do anything about it. Other forms of electronic warfare have multiple countermeasures, resulting in a host of viable fits that eliminate one form or other. But what can you do if you don't want to get jammed? Sacrifice a slot. It MAYBE helps, but it is SURE to not give any other benefit. You probably already see where I'm going with this.You have specialized ships and fits for and against it, everything else gets jammed or gets shot down by more optimized ships.
Right now we have a mechanic that, in my opinion is not like the EVE we love. With an ECM ship, since its usually fragile, and is almost always a primary target, the pilot sits back, essentially away from the engagement, with either little, or extreme risk depending on the situation. People on the receiving end are also in a similar situation, they either cannot, or can fully contribute to a battle.
What could we then, do? Well I have a few ideas that I think work better when applied together, but some could be optional as well.
- Reduce ECM module optimal range in a way that all ship bonuses and support skills applied, it falls just outside the range of a tech II warp disruptor.
- Make it so, that within optimal, the ECM has a 100% chance of landing, and in the falloff range, chance of success should drastically drop, just as with tracking disruption.
- Successful ECM should not strip a ship's ability to target, just reduce the number of targets it can have, for example by two per appropriate skill level. More ECM on the same target, less free target slots. Alternatively, it could drop all targets, but initiating a lock should be possible right after the ECM lands.
- Furthermore, all active modules, that do not cause damage, repair local damage, add resists or capacitor locally could be interrupted by the ECM. This probably could have a major effect on logistics ships, but, for this to happen the jammer would have to be within optimal range.
- Probably adjust the specialized ECM ships to be a little more maneuverable, and to be able to take more damage before crumbling.
- Add the benefit of one more target slot for ECCM.
The desired result of this is to move the ECM ships inside the engagement, to have them trade greater risk of being shot at for the benefit of being able to reduce the effectiveness of the enemy fleet by a degree that's probably more in line with the other forms of electronic warfare. The additional benefit of disrupting module cycles (on some fits it is important to have your modules split in a good timing) could also be an interesting mechanic that could help spice things up a little more.
Sessym out.
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