Ok ive been thinking about how the saps could work.
In dynamic mode passive hack, active hack, destruction saps all work as they are. This would be great for small gang pewpew.
Attack Token
But why not change the way Saps work when an attack token is used?
So lets look at each sap & see how it might work in this situation.
The whole idea of Intrusion 3.0 would be to better reflect who is able to control the land around a station so the way saps should work should reflect this principle.
instead of saps being able to be "won" in 10-15 mins as i posted above lets change it up. Saps remain active for the whole hour of the attack challenge. Using a pure influence system. So lets see how an Influence system could work for each Sap.
Passive Hacking.
This is very simple really, the corp that stands on in the area of this sap the most & has the most influence wins. But this could be boring lets be honest. So lets add a few twists to make things interesting.
1. to start influencing the sap you only have to get in range of the sap. lets not make this a very short range but put it at 500m. your corp only needs 1 member to start the timer more people will not give you more influence BUT PVP flags will not allow your mech to be counted as a corp representative. if your whole fleet is PVP flagged then you cant gain influence. So you need to have a few in the fleet (most likely the dude(s) with the biggest tank) to be the ones to give your corp influence.
This would endup being a kinda of defend the flag carrier situation in other games. each attacker / defending corp has to protect their "flag carriers" while at the same time trying to kill the opposing sides.
At the end of the hour the corp with the most influence wins this sap.
Active hacking
This Sap again has a larger area of effect 500m ish. You can hack while on the move BUT unlike the passive the more hackers you have the more influence you can gain. Those who are hacking have can also fire weapons & activate defenses like normal. the draw back is hacking mods cost alot of CPU & Grid. tho dont take up allot of accu.
This would encourage hacker from both sides to pvp while hacking. meaning theres less of a chance for a SNOOZE fest.
Destruction
This Sap for the most part would be the same. Its simple, the corp with the most damage at the end of the hour wins. HOWEVER you can repair the sap of damage done by the enemy (bring those RRs boys!) with out effecting the influence of your own corp.
----------------------------------------------------------------------------------------------------------------------------------
But this leads me to the next thing with saps. What about Ewar??
Ewar would have 2 choices. should i attack the enemy mechs or the sap?
See each sap would be susceptible to Ewar in different ways & with different consequences. lets look again at how each sap would work when Ewar is thrown its way!
Passive Hacking.
Influence with out Ewar is simple 100 points every second. ECM & Suppression changes this
EMCing the passive hacking sap would cause the enemy influence to be worth less for each cycle. 1 EMC reduces this by 30% anymore would start to show diminishing returns after this. this could mean that every second the enemy is now only getting 70 points or less.
Suppression works by slowing down the cycles for the enemy corp. say 50% per mod with diminishing returns.
So with this example of 1 of each mod being used an enemy corp would now be getting 70 points every 1.5 secs.
The diminishing returns would be gradual with this so as to encourage more people to Ewar the sap.
What if your enemy has to many on 1 sap for you to find head on? send in some ewar to mess them up untill the main force can get there!
Active hacking
These saps react slightly different. Ewar used on this sap effects both defending & attacking corps.
Hacking mods have a stability factor. under normal (no Ewar) situation they work ever cycle @ their normal cycle strengths. BUT
ECMing the Sap creates instability with ALL hacking mods making them more likely to "miss" a cycle. Instability starts at 0% but caps out at 90% at this rate 9 out of 10 cycles could miss the hack or be ineffectual. With diminishing returns so as to encourage more people to get in on the action
Suppression: as you might guess by now will slow down ALL the hacking mods cycle time. again with diminishing returns.
Again Ewar on a active hack would effect every one who is trying to hack the sap. ECM & suppression of the sap ONLY effects hacking mods on each player bot & not the whole mech.
this makes give Ewar pilots 2 options.
Destruction
now you might be saying at this point the enemy can already RR any damage the other side has done why would we need to add Ewar into this? AND my answer would be.. why not
The destruction sap not only takes the damage you do to it but it also can be ECM'd, Suppressed & overloaded
ECM: This sap holds a ECM "Hw3" buffer. if this is overloaded it sends out a EMP burst that knocks out ALL mechs within 800m ( so watch out this could hit your squad as well as the enemies. To over load this buffer you just need to ECM the sap. the buffer tho is VERY large 20,000 Mw3. how do you charge it? that depends on your ECM strength. a standard ECM (base value) is 30Hw3. so this would provide a 30Mw3 charge to the Sap buffer. Simple really.
Suppression: The Destruction Sap has interference values. But its base value is 0. A suppressor mod can be used to increase this the higher the interference value the greater the AOE & power similar to how mech interference works. the difference is say i fire off a cycle at it the effect of that 1 cycle will diminish slowly over the next 20 os so seconds. the more that interference is the longer this takes to "cool down" but saying that interference doesnt have a "buffer" if you want to produce more interference you need to have more suppression mods on the Sap & to max it out you would need ALOT!
Opps i forgot about overload \o/
Overloading
This works much like ECM. The sap has an Accumulator buffer. cap transferring it to full will overload it causing it to blow up! Think plasma bomb mk2 with a larger AOE somthing that would make a mesmer pilot go OH s**t RUN!
A simple idea but again 1 that might spice up a fight.
The above 3 saps & how i propose they work would provide for very interesting & dynamic fights.
But ive left 1 Sap to last. Specimen Saps...
Specimen Sap
The way they work now is good i think But in Intrusion 3.0 these would no longer appear as a Dynamic Sap. These would hold a special but very important place for times when Intrusion Attack Tokens are used.
This sap has 5 Phases. 5mins apart. each phase this Sap can be won unlike the other 3 saps which last the whole hour. Specimen Saps can be won in as little as 15mins. a corp only needs to complete 3 phases.
This means the first corp to win this sap will have a easier time at winning 1 of the other saps leaving the other corp to try to win the 2 remaining Saps.
So this 15-25 mins could be the most important of the whole Token Intrusion!
But this brings me to one important issue,
LOCATION! LOCATION! LOCATION!
The Location of Specimen Saps on all Beta islands would need to be in a semi neutral location near the owning station. As an example of bad location for Intrusion 3.0.
Nauwy: The Sap location heavily favors the outpost owners. Given in Intrusion 3.0 the immense value of this Sap a location like this would not be good.
However the Sap does need to be both semi defend-able & semi attack-able. Thought must be given to location & terrain on & around the Sap & might mean a little bit of redesign of the local Terraforming so that a corp thats on the sap can defend its self & at the same time allow an enemy to push in.
a simple way i feel would be for this Sap to be located on a open part of the terrain (360deg field of fire) but with a few small buildings around the Sap.
Think of Specimen Saps as King of the hill for 15-25 mins
In conclusion.
The aim of these ideas is to give an intrusion system that is dynamic allowing for ninja attacks / small time pvp But also allowing for larger more indepth Fights to happen.
I feel the above ideas would take & expand on some of the things intrusion 1.0 had & at the same time take the intentions of a more dynamic system intrusion 2.0 was aiming for by making saps persistent & open to attack allowing for more vulnerability & stability movement but not so much that station ownership & control is unattainable.
Station bonuses tho that are given at 100% i do think would need to be moved back to 90% so that some room & sleep is allowed to the station owners
I look forward to peoples thoughts on this idea!
True Pros make a Podcast to influence the Devs minds,
The rest of you guys are Hacks
PS. I got my Highways & stopped playing b4 they came in & have never used them! ...... Irony much ?