ANTI.GANKING: EMERGENCY SHIP, Abandon BS under Attack to try and SAVE it?

I was wondering, If I enter the emergency ship whilst my BS is scrammed, if the BS is BUFFER TANKED, PASSIVE, active reps doesnt count, but If it’s ACTIVE tanked, and you leave it, will the ACTIVE TANK shut automatically down, with all active hardeners or keep going on untill there’s CAP available???

The emergency ship could be an ATTACK FRIG, and be able to kill some if not all of the gankers in the case the BUFFER TANK is high enough, and gives you enough time to kill the enemy, but
can you automatically start killing them or there is some caviats, like enabling kill rigths, that would certainly means lose vital time and result in a double loss almost certainly???

Are there known examples of ganked BS using their emergency ship to try & kill the gankers and save the day???

It would be an exceptionally good tactic, given there is also an ownership wall to take possession of the “automatic defence mode” BS or any ship with a frig emergency slot or maintenance bay…

what do DEVS thinks about activating an “Auto defence mode” when boarding the emergency ship, so only its owner can move back into it, and not the first podded ganker…?
And the ship would keep active defence up and not automatically shut down???

Would it be possible to jump out whilst in BASTION mode also, or the NEURAL CENTRE would cause it to shut down without the pilot, thus leaving the ship with only its buffer left, and basic passive resists??

Thoughts??

PS: I don’t think it’s actually possible to fly off the ship maintenance bay of a Transport ship,
maybe the process is more compicated, like ejecting the ship first, then abandon ship (with risk of explosions or auto.destruction sequences going off) and jump into the other ship???

I’ve seen this ship jumping being an instant process, in at least one occasion, taken on video.
But the ship was in a safe spot and not under attack by any means… with an “Auto defence mode”
it could also just cloak up… just by activating the right command before jumping ship on the fly… or even changing the “Auto.defence mode” remotely… that would be cool!!

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RED ALERT!

:police_car_light: :parrotdad: :police_car_light:

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I think you you need to develop your own space game. You sure have come up with many ways to make a game severely more unbalanced than it already is.

You could join the gankers and start shooting your BS so you earn some killmarks as well

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I read fear in your answer, for something you weren’t programmed for…

Take it Easy…

It’s just a talk subject..

Active modules will cease running as soon as you leave the ship.

But you also need to bear in mind that all the gankers have to do is cease firing and they can then take over your ship.

Actually that’s a good question… I’m not even sure you can abandon a ship while modules are active…

However if it is possible, those active modules could possibly shut down or even go offline due to pilot skills no longer affecting ship fitting and operational stats..

Since this is a High Sec scenario, there would be no need to activate a kill right since they would already be flagged as criminal…

Another good question… I think Concord probably would have already shown up and destroyed the gank ships before the Attack Frigate could destroy one.. However the Attack Frigate, with the right fitting, could easily jump on, pin and destroy the gank hauler that’s scooping up the loot since they’d be automatically flagged as suspect..

Anyway, even though abandoning a ship isn’t the same as being disconnected while operating it, I figure this info could be useful: Impact of Disconnect During a Burner Mission - Missions & Complexes - EVE Online Forums

With enough preparation, thought and research done beforehand, that idea could be a good thread for Player Features & Ideas - EVE Online Forums

DMC
o7

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Actually nobody can board it all the while someone else has it locked, except for the original owner who can re-board it at any time, but odds are as this is a gank all the people shooting it are criminally flagged so hopping in to the BS is just going to result in the BS exploding

What you are talking about is known as ghostriding.

I’ve only seen it with carrier pilots ejecting and boarding a HIC to then point enemy capitals.

There’s an example of it going wrong here

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My guess is this happens more often than not, lol.

It’s certainly not an easy trick to pull off successfully, and I imagine it’s much harder with a Battleship and a frigate.

Really the escape frig is for something like

[Succubus, scape]

Inertial Stabilizers II
Warp Core Stabilizer II
Damage Control II

Republic Fleet Medium Shield Extender
Multispectrum Shield Hardener II
1MN Afterburner II
Multispectrum Shield Hardener II

Small Gremlin Compact Energy Neutralizer
Small Gremlin Compact Energy Neutralizer
Sisters Core Probe Launcher, Sisters Core Scanner Probe /offline

Small Low Friction Nozzle Joints II
Small Low Friction Nozzle Joints II
Small Low Friction Nozzle Joints II

and the idea is that as your Battleship is already blowing up you are aligning and spamming warp so as soon as the frigate pops out you warp off with your expensive implants saved for another day.

If they came for your bling you are not going to save it, they always have a flock of vultures waiting to pick up the loot and those who have been there first hand will know that your pod is of higher value, so align yourself, relax and watch the show.

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If you could only see how hard I pronounced the F in F*** NO…

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I kind of never understood this. In empire space, both high and low sec, there is no need for an escape frigate. In fact, in a frigate you might get caught more easily than in a capsule (since a frigate has a higher sig). Capsule instawarps. When you board that escape frigate you still need to align it (no?) and it is much more readily lockable than the pod. In null sec, for obvious reasons, your escape frigate won’t get far either. So why is it even needed?

Placebo effect, like so many other things in EVE…

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I would like to see a module for top slot to pulse out aggressively so that all NPC’s within a area of effect only focus attack the battleship so drones never need to be recalled after or during a wave while on missions.

Well when the frigate explodes you can still warp the pod out. So it’s a second (or third) chance.

You can also fit anti-tackle, and have more tank, so you have a few more options.

You admit that it’s still a futile attempt. So why waste even more ISK on a ship that you have little hope of escaping in? Like I said, placebo effect…

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In low sec there are these things called smartbombs, they can kill pods

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It’s not my first rodeo. Unless you’re in a shuttle, your pod will usually survive a smartbomb attack (I know, I’ve been there). Been killed in a frigate warping to gate, to have pod survive and warp out. If you’re just in a pod --like in a circumstance where your battleship gets blown up and you warp your pod out – you won’t be warping directly on gates.

What I personally will do in such a case in low sec, is go to a safe and log off, if the system is still hot. Let it cool down. Then get a scout to a nearest system where I can buy a hull (or get my scout to bring me one). Or dock up and clone jump out if that is unviable. Self-destruct if the circumstances are so dire I can’t get a scout in, nor get a new hull, or clone jump out. Or if I’m just impatient and/or in a hurry. I have never been in such dire circumstances though, nor met with such an overwhelming force that such measures were necessary. But it’s an option. Rather than giving an expensive pod kill (let’s say). Usually hunters get bored after 20-40 minutes of inactivity though, and you can slip out after that.