Difference SS1/2 - SS3?
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Join Date: Dec 2007
08-24-2011, 07:37 AM
Originally Posted by
A problem of the current Scramble is that it lasts very long. I think under this circumstances, temporary immunities don't work as well.
Here is another approach without using a heal or damage debuff.
Skills: Starship Operations, Starship Sensors, Starship Sensor Probes
System Cooldown: 15 Sensor Probes
Recharge: 30 seconds
Global Cooldown: 20 seconds
Scramble Sensors creates a projectile that targets an enemy in a 180° forward arc and explodes at the target's location at the time of the launch. All hostile ships within a radius X are scrambled for Y seconds.
When first scrambled, the target immediately switches its current target to a random target. While scrambled, all other contacts are treated as hostile. When the Scramble duration expires, the target is immune to a new Scramble Effect for 15 seconds (clearing all still lasting scramble effects.)
X ranges from 3-6 km, based on the following formula (capped at 6 km)
X = 2 + (Auxillary Power / 100) + RANK) km.
Y ranges from 5-10 seconds (hard capped at 10 km), based on the following formula
Y = 4 + (RANK) + (Skill Rating / 100) + (Auxillary Power / 100) seconds.
This means Scramble Sensors can be used more often, but it lasts a lot shorter. Also, the target hopping happens exactly _once_, in the beginning, and that is it.
Maybe have the effect taper off at range, like if you are at the outside range the effects are less.