Volatile Hulls

and there’s absolutely zero need for this kind of crap. keep typing, keep wanting, keep whatever it is ye wanna achieve … ya ain’t going anywhere with this, because it’s a dumb idea no one actually wants. ya’d just be hurting everyone who actually wants to make money without being a stupid, retarded farmer.

Your idea is counter to EVEs core design goals, so NO !

Must admit that reading the title I was thinking that you were going to propose ships that could be made cheaper than standard versions but lasted only 30 days or 90 days or something and then exactly 90days after coming off the construction line they explode wherever they are at the time.

interest piqued by title and lost by actual content.

I’m all for it so long as the ship explodes in a massive AOE that does enough to crush every ship of it’s size category within 15km times the size class, 15 for frigates, 30 for destroyers, 45 for cruisers, and so on.

But make it a module so ship scanners can see it.

SD freighter on jita all day ery day

@PI_farmer1 had an idea to make hulls volatile as a way to deny lootz. sure taking a page from WWII vets from Russia seems cool but making a “volatile” hull needs to have a different set of characteristics.

  1. they still drop loot. not as much as a normal hull would, but still.
  2. volatile hulls are to be used as a form of Kamikaze style gameplay.

the way it works is that the hull is made using extra materials (similar to iteration one) and one of the mids or lows of the ship are removed from it’s base slot layout. this slot becomes the “detonator” module in your ship layout. it will have a cycle time like a module with a noticeably shorter countdown than the normal self-destruct. when the timer hits zero, your ship is destroyed and doles out AOE damage that profiles out based on it’s resists and mass. with one fitting slot gone and no other visual cues except for the instant and violent explosion of the ship and the damage output, it allows for a new breed of surprise warfare.

should point out that concord can still tell if your ship is volatile, and to err on the side of caution “do not allow” volatile ships to undock in 0.5 or higher.

just like the other thread not a new idea and many other threads both on these and the old forums for you to go through to see the plethora of people who are willing to point that out

This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.