Eternus8lux8lucis
New Eden Regimental Marines Rebel Alliance of New Eden
107
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Posted - 2012.07.06 23:07:00 -
[1] - Quote
TotalCareBear wrote:
Second Problem: Defensive 0.0 mechanics.
Someone like NC. has like 100 tech moons. That is only tech moons. To assault them you need a mega blob. Now once you have that megablob, all those cynojammers/sov mechanics/TCU/station/whatever destroy the desire of the attacking side. The only exceptions, are renter alliances falling out of grace with their masters. Even if you win vs a fail alliance, you end up with them being able to evacuate vast majority of their assets.
Solution: Drastically nerf every single defensive feature, one single reinforce timer for every single item in the system/constellation. Once a station changes hands, every single item in the station is is irreversably purged.
Third Problem: Supercaps.
Too many supercaps, too few die. This is a problem.
Solution: Make all supercaps globally view able on galaxy map, make all supercaps warpable beacons on overview, no supercapital will disappear in space when logged off(you have to use pos), start banning supercapital account sharing.
Fourth Problem: Jump Bridges and Jump Freighters.
These make alliance logistics too easy.
Solution: Jump Freighters have a cooldown period of 5h, once they unload their cargo - no jumps until the timer is up. Jump Bridges should not allow to carry non-ammo cargo(like trying to put a Iteron V full of trit into a carrier.)
Lots of highsec players are getting tired of this constant goon/[enter alliance here] spam: "NERF HIGHSEC, RISK VS REWARD." Time to look at the real carebears - the 0.0 alliances - and start adding some risk to their game. Once all these changes have been made, we can have a serious discussion on lvl4/hulks in highsec.
One reinforce timer on your biggest asset in a system all other assets add ehp or other strategic value to that one asset. This would mean only one thing needs to be attacked or defended and if it goes down it makes everything else easier to attack or harder to defend giving more onus on the value of the higher end assets.
Titans yes, supers no. Titans are like jump bridges and cynos and therefore should be on the map as with cynos even if not logged in. This increases risk to deploying or using titans as they can be seen and then attacked.
Titans and supers should have upkeep costs and "maintenance" due to breakage. Randomly a set value over a random time for a double variable random scale at ANYTIME during a day. Big ships, they break, need to be repaired just as bombers/aircraft or weaponry in war often have to turn back due to maintenance issues. Logistically it creates a mess. This is a good thing imo.
To repair you must buy or build a "gantry" simillar to the POCO gantry that will be so large that it will only fit into freighters or JFs, it must be anchored, outside of a POS shields at a certain distance, in space beside the super and will be visible like any other beacon/gantry to all of local as a warpable object. Like the gantry Capital components must be dropped in and the repair takes X amount of time thereafter. Breakage appears, even while in use, as total heat damage on modules as well as shields, armor or structure hps, cap/shield recharge rates or total cap amounts as well as jump drive LY distance travel or fuel requirements. Each breakage corresponds to its subsequent Capital component item to be used in the repair. Much like Nanite paste and the amounts used are relative to the damage incurred, same with repair times.
Breakage while in use in fleets, or waiting around, etc. Can change the field of battle as a random variable due to when it can occur. This means that natural mechanical failure rates must be taken into account for a super/titan fleet as they are in RL for all military assets deployed or even in reserve. You may HAVE 10 supers to field but only 8 may be able to actually fight due to 2 having mechanical failures of some kind. And as this will affect both attackers and defenders its an added variable to the tactical considerations. It also creates more usage and cost for supers and titans to holders of such meaning they again can become alliance or large corp assets rather than individual assets simply due to increased maintenance costs. This means that each super or titan can incur its own costs yet again perhaps in a year or two of normal operations, or months? again depending on the balancing of the decay rates of thee large ships due to the rigors of being constantly out in space at all times. This means that if someone doesnt log in or use a super its not necessarily worth HAVING a super as you have to pay for it or when you want to use it you have to spend billions to fix it again. Can you say bye bye ratting super botters? Your super is now vulnerable to anyone cuz it broke and itll take you at LEAST several hours to fix it and its just sitting there, cant defend it? Kiss it bye bye.
JF cooldown? That Ill have to say HELL NO!! It takes long enough to jump **** around in it if your anywhere deep in null from high sec. Forcing a JF pilot to wait literally 10 hours for a 2 jump, about avg into null, is ridiculous for logistics and turns whats already an annoyance into a full days affairs. So really thats dumb. Anyone that has the time to spend an entire day sure, but the vast majority of Eve doesnt have that time. And say your making more than one trip. Now suddenly if your forced to make 3 cyno jumps thats 15 hours ONE way!! Say you got 3 or even 4 trips worth of stuff? Thats literally a week. I would cease all null sec activities if this ever was even considered and sell my jf and literally never look back. Strength isnt measured in numbers but in force of will. For if one motived willful individual stands many will fall around him that are weak.
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