(BB30) Jammin’

“With the Winter expansion possibly being named ‘Crucible’, it certainly is a melting pot of refinements and tweaks aimed at making the EVE experience smoother and more wholesome. If the developers suddenly found themselves some spare resources and approached you for an additional feature to include before release, what single concept would you pitch them and how would you implement it?

For bonus points, the one thing lacking from this “patchwork” of iterations is a cohesive storyline to package “The Crucible” together. How could this expansion be marketed to potential new customers?”

I never do this. Seriously, never. When I write a post I write it once, re-read and re-write sections, add a few bits, spellcheck and publish, every time.

Except this time. I have had a few attempts at this one, tried a number of ideas and ended up canning the whole thing every time. Because the ideas had more holes in them than a fishing net.

This time I think I’ve got something interesting. Probably bollocks, but let’s have a try anyhoo:

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The FC is fairly happy tonight, we’ve had a good run so far. No losses and six kills – not bad for a small gang roam. He’s asked us if we want to do a quick trot through some null sec systems and we all said yes, sometimes a quick trot into null can spice things up a bit.

So we’re just two jumps in and we warp to the next gate, pipe systems for four jumps, then into a three way system and five jumps out the other side to get back into low sec. Very quiet here at the moment, nobody around.

Hang on, the scout reports a Hurricane in the next system, he’s on his way to check it out now, Cane is apparently in a belt – hope he’s ratting …

Yep! He was ratting, the scout’s got point on him and we’re jumping into the system now!

Warping to the belt now … hope I get there in time to get on the … oops! local spike!

Damn, it’s a trap and FC has told us to head back to the gate, scout has disengaged and is in warp already … I’m in the belt now, four reds just landing on grid but 100 clicks away, HA! Seeya!

In warp to the gate … I’ve landed with the FC right at the gate on zero … he says jump on contact, jumping now … oh noes, lag! Hang on, this isn’t lag … what’s that weird looking ship at 100 off gate? … why the hell is the gate  glowing red?

YOU FAIL TO JUMP BECAUSE SOMETHING IS PREVENTING THE STARGATE FROM OPERATING.

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This could really put the null sec cat in the proverbial microwave. Imagine a ship that could carry a module that can  jam a stargate.

For a certain length of time, obviously. Probably at a large cost too, I would think. No offensive weapons except the gate jammer, but a capital sized ship with a capital size tank and a jamming range that means it is safely away from the fleet that has just got bottled up, said fleet  likely to be a bit put out at the thought of the pursuing fleets impending arrival.

Imagine the tactical situations this could present though. No more endless gate games with ships jumping in and out doing some kind of maniacal barn dance. Perhaps the gate jammer could have a decloak bonus to targeting time, like bombers do. You arrive at a gate which looks completely harmless and suddenly … oh noes!

Chasing a fleet down a pipe and just wish the pipe became a dead end? Got a red fleet in your sov area and would like to close the front and rear doors and give them a good ol’ down home welcome from y’all?

I’m no good with all the technical details and that stuff, it makes my brain hurt. However, I think that would definitely be a cool thing to add in some form or another. Of course, there is the added possibility that jamming the gate would kill local transmissions for the same period of time that the gate is offline too, that would definitely cause some Eve style mayhem.

As would the possibility that the same ship could carry a cyno jammer instead of a gate jammer.

Hmmmm ……..

It’s all in the mind, you know.

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6 responses to “(BB30) Jammin’

  1. I’d recommend it changing from being a gate jammer to a person jammer – that way it would be something feasible for lowsec which I think is the one thing not being improved in this new expansion

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  2. That kinda reminds me of that Gooder Eve Project by Rixx over at Eveoganda. However, I kinda wonder if you are on to something with this, though maybe instead of preventing people from leaving, you could prevent people from entering for say 5 to 10 minutes at a huge fuel/cap/whatever cost. That would require a bit more strategy to both sides of a conflict.

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  3. Pingback: Blog Banter 30 – Crucible Revised « 2nd Anomaly From the Left

  4. What an excellent idea – but easily abused by gate campers! I would suggest to try and balance it a little, that it only works if the gate hasn’t been activated for at least, say, 90 sesconds, maybe even a bit longer. That allows someone to still use the mechanism to jump into a camp, wait out their timer, and then crash back through the gate.

    You would also obviously only allow it to effect the outbound travel, so people could still jump into the system via that gate, just not out. (Without destroying the ship locking it down.) Othewise people would just hole themselves up in sections of 0.0 that no one can get into.

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