Oreb Wing
The Legend of Extraordinary Pilots The Undesirable Squad
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Posted - 2012.07.12 04:17:00 -
[1] - Quote
I was listening to a round table discussion about FW plex sites and general imbalances within factional warfare. Of the 12 guests, many well known, there was much talk. Unfortunately it was the usual increase/decrease of already present proponents in the system. A lot of whining from what I think are people that want to turn FW into LP Warfare. Enough of that, though. So here it is: People want conflict drivers, upgraded systems that are not useless because they are so easily flipped, rewards that are more balanced and not crushingly off-set by enormous margins. I sent a mail to Jager, but I'd like some flame from you guys too (I brought plenty of marshmallows for this).
What i'm proposing is a system similar to that of Warhammer Online's Open RvR Objective Capturing system, but with an Eve twist.
Currently introduce an additional timer when an outpost is being taken by the enemy in contested territory, that upon the entry of a defending militia pilot within the radius of the button, a secondary timer ticks away the same amount of time relevant to the Outpost being taken (i.e. 10min timer will begin with a 10min lock-out timer, 20min -->with a 20min lock-out timer, and so on respective of the Minor's to Major's) regardless of how low the effective timer already is. Normal contested button mechanics will remain, except for the new Lock-Out timer that will continue to tick away whether the defender is present or not, he needs only activate it and CAN ONLY activate it if it is being taken or has a contested timer countdown present. Offensive Militia (those attempting to capture the Outpost) will have the respective amount of time on the Lock-Out timer to complete the button countdown within the allotted time-frame given, as the window of opportunity should always be less (in favor) than the Lock-Out timer, which will be otherwise only if the offensive party plays cat and mouse around the button system, removing themselves outside the radius of the button (as things stand now, in which case a player would only avoid conflict until the defending faction gets bored and leaves, only to resume his timer or a zero'd out timer) resulting in the Lock-Out timer elapsing over the button timer.
Proposed Lock-Out Timer mechanic based on lvl of system upgrades. lvl1 = 1 hour lock out lvl2 = 2 hour lock out lvl3 = 3 hour lock out lvl4 = 4 hour lock out lvl5 = 5 hour lock out
In the most extreme case, you will have 4 opportunities within each day to wear down a system. Please, no comments about alt spies, i'm pretty sick of hearing it. If someone has an Alt spy instead of a supporting character, they probably need to get a girlfriend. As for the timer, i think it will introduce a very interesting atmosphere for defensive fleets, as upgraded systems would really FEEL like upgraded systems should this be implemented and could actually really become home stations again with a deadly docking/re-shipping advantage and more realistic mission hub, to say nothing of how ferocious the losing faction side could be cornered in a close net of systems. I have seen this (back in the day) work in Warhammer with nearly 90% chance of an incoming enemy defense force. And if nothing else, perhaps you can give a temporary fleet boost for a defensive cap (likewise lasting for the respective time of the button's worth) that the fleet could carry over to another system. There are plenty of ideas. It doesn't always have to be about nerfs or buffs to current rewards or pesky npc's in what should primarily be a pvp focused arena.
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