Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Kogh Ayon
|
Posted - 2010.11.17 10:26:00 -
[1]
Edited by: Kogh Ayon on 17/11/2010 10:27:04 Summary The gameplay feature in null sec should be not limited to huge fleet combats only. But at the moment roaming fleets benefit not really much to the alliance, if it does that is probably kill some ratters and experience of combat.
For realistic aspect, it is hard to image that a rogue fleet(s) intrude the system everyday but cause no loss to the vintim even no benefit for theirselves.
Solutions
*Option 1
Anomaly spawn from the system holder. There will be an anomaly spawns every 3 hours or more or any detailed time, depends on the Military level. The anomaly will spawns a Structure proteted by elite pirate frigates always. (The purpose for pirate frigates is to prevent the afk cloakers and the hit-and-run tactical)
Once the structure is dowm, the military level of the system will be decreased by a precentage(5%-8%)
*Option 2
Attackable Ihub compounts. Low hitpoints means easy to get incaped but easy to repair also. After the repairation there will be a reinforced timer to prevent repeating-attacks.
The attackable Ihub compounds will not be the current ones, but some new little bonus to the system which apply to.
Pros Encourges people to fleet roaming and locals to fight with the enermies.
Cons If the locals can't fight with the roaming fleet always then they will suffer from a lack of anomalies which will expand the gap between losers and winers.
Taking a system down may requires many stikes but ratting the military level back is fast and easy.
Constructive suggestions thank you I know it is far from a complete idea.
|
Bagehi
Association of Commonwealth Enterprises R.A.G.E
|
Posted - 2010.11.17 18:39:00 -
[2]
Because roaming into enemy space with a dozen ships and ganking a JF, Orca, ratting carrier, or a faction BS isn't enough?
This signature is useless, but it is red.
|
Gallians
|
Posted - 2010.11.17 18:41:00 -
[3]
Supported, guerrilla tactics should be encouraged mechanics wise.
|
ShadowOf theCash
|
Posted - 2010.11.19 12:08:00 -
[4]
Edited by: ShadowOf theCash on 19/11/2010 12:09:00
Originally by: Bagehi Because roaming into enemy space with a dozen ships and ganking a JF, Orca, ratting carrier, or a faction BS isn't enough?
These are unusual cases. So not enough.
|
CaiIyn Dove
|
Posted - 2010.11.23 06:30:00 -
[5]
|
MrDiao
|
Posted - 2010.12.02 01:48:00 -
[6]
The short is it does not work in NPC sovereignty region.
|
Ephemeron
Caldari Provisions
|
Posted - 2010.12.02 02:18:00 -
[7]
As it is now, a smart alliance is completely immune to roaming gangs. They don't need to use stargates. All their business is conducted between POS and Outposts. Cyno jumping replaces regular space travel.
Roaming gangs can only hope to score kills on "dumb" players and farmer alt's.
To make matters worse, a roaming gang can never know whether a "dumb" player they just tackled is a cyno bait, ready to light up and bridge 30 bored alliance members from many jumps away. It's Russian roulette every time you commit to combat. CCP has been punishing the roaming gang playstyle for years.
The biggest possible boost to small gang PvP in 0.0 would be elimination of jump bridges. A single change that would significantly increase traffic flow thru 0.0 gates, greatly increasing dynamics of 0.0 life on small scale. I know this because I played the game before jump bridges and know difference by experience.
|
Anubis Xian
Reavers
|
Posted - 2010.12.02 02:29:00 -
[8]
0.0 was much more enjoyable before Bubble Proliferation.
Originally by: CCP Oveur The client handles no logic, it is simply a dumb terminal.
Word of Chaos |
Mara Rinn
|
Posted - 2010.12.02 03:45:00 -
[9]
Eliminate jump bridges? That would unnecessarily cripple nullsec logistics.
Perhaps restrict tonnage/hr for jump bridges and star gates, restrict tonnage/jump for star gates. Add deployable modules to star gates that will increase (or decrease) the tonnage/hr and/or tonnage/jump.
Thus jump bridges become useful for high priority logistics (POS fuel, supercap parts), roaming gangs have targets of opportunity (star gate upgrade modules), life becomes much more interesting due to restrictions on movement. New strategies on dealing with neighbours could include interdicting stargates (reducing tonnage to a few frigates per hour) or breaching fortifications (black ops squad blows up interdiction modules).
-- [Aussie players: join ANZAC channel] |
Ephemeron
Caldari Provisions
|
Posted - 2010.12.02 03:47:00 -
[10]
Originally by: Anubis Xian 0.0 was much more enjoyable before Bubble Proliferation.
Whether something is enjoyable or not is a matter of personal taste. But whether something is beneficial for a specific game play style is more absolutely defined.
The bubble mechanics definitely encourage PvP, on all scales. A lot of fights simply wouldn't happen without them. And there is more variety to tactics.
|
|
Ephemeron
Caldari Provisions
|
Posted - 2010.12.02 03:52:00 -
[11]
Originally by: Mara Rinn Eliminate jump bridges? That would unnecessarily cripple nullsec logistics.
I was under impression that all the logistics was done using caps: carriers and jump freighters. They use cynos, not jump bridges. Isn't that so?
Certainly such a change would be detrimental to alliance power. The balance would be shifted toward small gang pvp. I don't believe it is possible to encourage small gang pvp without compromising alliance warfare - short of dumping masses of noobs into 0.0 and enjoying the feeding frenzy that would ensue.
|
Kogh Ayon
|
Posted - 2010.12.02 11:16:00 -
[12]
I just wish to improve the game by improvements and new features but not nerf the current things.
|
Suitonia
Genos Occidere HYDRA RELOADED
|
Posted - 2010.12.02 11:19:00 -
[13]
I think this is a great idea to promote small-scale fights. If 0.0 alliances ignore and blue-ball roaming gangs they end up losing systems upgrades. ---
|
Scatim Helicon
GoonWaffe Goonswarm Federation
|
Posted - 2010.12.02 13:58:00 -
[14]
Originally by: Ephemeron As it is now, a smart alliance is completely immune to roaming gangs. They don't need to use stargates. All their business is conducted between POS and Outposts. Cyno jumping replaces regular space travel.
Roaming gangs can only hope to score kills on "dumb" players and farmer alt's.
To make matters worse, a roaming gang can never know whether a "dumb" player they just tackled is a cyno bait, ready to light up and bridge 30 bored alliance members from many jumps away. It's Russian roulette every time you commit to combat. CCP has been punishing the roaming gang playstyle for years.
The biggest possible boost to small gang PvP in 0.0 would be elimination of jump bridges. A single change that would significantly increase traffic flow thru 0.0 gates, greatly increasing dynamics of 0.0 life on small scale. I know this because I played the game before jump bridges and know difference by experience.
You know that jump bridges and cyno beacons are prime targets for camping by small gangs and ganking unsuspecting targets that come through them, right?
-----------------
|
Thyme Waster
|
Posted - 2010.12.02 18:43:00 -
[15]
Keen idea.
|
Ephemeron
Caldari Provisions
|
Posted - 2010.12.02 21:52:00 -
[16]
Originally by: Scatim Helicon
You know that jump bridges and cyno beacons are prime targets for camping by small gangs and ganking unsuspecting targets that come through them, right?
Yes I heard of that tactic being used successfully, in some cases. But all the success stories I heard involved roaming fleet - 15, 20 people gangs.
I have attempted to camp the bridges a few times with my 2 ships, but each time the concentrated fire from POS guns, POS web, POS scramble was too much. It's really not viable for small roaming gangs.
Of course the blobs can do anything
|
Bagehi
Association of Commonwealth Enterprises R.A.G.E
|
Posted - 2010.12.02 22:29:00 -
[17]
Originally by: Ephemeron As it is now, a smart alliance is completely immune to roaming gangs. They don't need to use stargates. All their business is conducted between POS and Outposts. Cyno jumping replaces regular space travel.
Roaming gangs can only hope to score kills on "dumb" players and farmer alt's.
To make matters worse, a roaming gang can never know whether a "dumb" player they just tackled is a cyno bait, ready to light up and bridge 30 bored alliance members from many jumps away. It's Russian roulette every time you commit to combat. CCP has been punishing the roaming gang playstyle for years.
The biggest possible boost to small gang PvP in 0.0 would be elimination of jump bridges. A single change that would significantly increase traffic flow thru 0.0 gates, greatly increasing dynamics of 0.0 life on small scale. I know this because I played the game before jump bridges and know difference by experience.
Make the jump bridges easier to incap. That would benefit small gangs. At a million HP shields and 15m HP armor, you might as well be shooting the tower. If a reasonable roaming gang could hit and incap a jump bridge, a large amount of entertaining chaos would ensue. Always annoyed me how nearly impossible it is to tactically take down a jump bridge network (short of getting a spy in and emptying a bridge).
I support making jump bridge networks more vulnerable.
This signature is useless, but it is red.
|
Alias 6322A
|
Posted - 2010.12.03 01:47:00 -
[18]
I like this. ^^^
Maybe not make the bridges easily destructible but say capable of being offlined by exterior factors.
"JB has sustained X amount of dmg and needs to offline to avoid disruptions in the warp field, preventing you from arriving inside-out on accident. Better call an Interbus, this could take awhile to fix!"
The offline period could be relatively short, but it gives a roaming gang a chance to cause some fuss. The ability to temporarily cripple a JB, before having to fully destroy it (for example its not crippled but 'disrupted' for 10 minutes but then can't be disrupted again for an hour? Don't take the numbers literally). This could make Black Ops ships be potentially more useful too as 'hit and run' vessels.
|
Hemmo Paskiainen
Silver Snake Enterprise
|
Posted - 2010.12.03 16:59:00 -
[19]
Edited by: Hemmo Paskiainen on 03/12/2010 17:08:30
option 5:
reduce warp speed
option 6:
remove session time changers from gates
option 7:
change all low sec into syndicate npc space, low sec rats, no officers, higher QL4 missions & loads of stations/pockets
option 8: make spawn radius around gate larger by 5-7km (longer distance to travel back to gate so that shiptypes (fast lockers) are usefull again without a 10m gang (3-4people dont catch gateracers exept ****ty fit bc and bs")
option 9:
A way to reduce speed to travel between systems, 2-4 mins are really too long to travel
Fix Black Ops: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1204416 |
CommanderData211
|
Posted - 2010.12.03 18:11:00 -
[20]
I like the idea of having more stuff to shoot in space (infrastructure-wise) that you don't need to bring caps in to kill.
Why not the idea of being able to deploy multiple stations in a system? Now bear with me.
All of the stations in player 0.0 right now would become the "Capital" station and be the only one linked directly to sovereignty. You could then anchor more stations in the system and these would have possibly only 1 smaller RF timer. These new stations could also be destroyed completely and wouldn't switch hands. Maybe they could be different sizes as well? Give them HP that would not require capitals to kill and you have many more targets to shoot at that doesn't trigger a sov war blobfest.
The special anomaly is also a cool idea. If it gets blowed up, your military or industrial indexes go down. Cool idea.
Sections of an Ihub thatare permanently vulnerable with relatively low HP also sounds cool. You can incap your enemies upgrades for a short time. They wouldn't be permanently destroyed, but would have to be repped up for the anoms to spawn again. Imagine ratting and a roaming gang of 20 comes into system. Well now they have something to shoot at instead of moving on because everyone is at a POS. Also it encourages those ratters to suit up into PVP ships and get rid of them before they incap your upgrade modules.
The multiple station idea is a little out there, granted, but I think that more tactically meaningful things to shoot at in a system for smaller gangs is a good thing.
|
|
Larkonis Trassler
NibbleTek Pandemic Legion
|
Posted - 2010.12.03 18:52:00 -
[21]
Edited by: Larkonis Trassler on 03/12/2010 18:52:04
Originally by: Bagehi Because roaming into enemy space with a dozen ships and ganking a JF, Orca, ratting carrier, or a faction BS isn't enough?
No it isn't. As a member of the NC I wouldn't expect you to understand this but if you're competant there isn't any way to have your carebearing operations disrupted for more than 20 minutes or so as a roaming gang passes through your space.
Supporting the OPs idea but not neccessarily the implementation.
|
debbie harrio
|
Posted - 2010.12.04 02:49:00 -
[22]
Originally by: Ephemeron Yes I heard of that tactic being used successfully, in some cases. But all the success stories I heard involved roaming fleet - 15, 20 people gangs.
I have attempted to camp the bridges a few times with my 2 ships, but each time the concentrated fire from POS guns, POS web, POS scramble was too much. It's really not viable for small roaming gangs.
Of course the blobs can do anything
you're doing it wrong, tip, stay out of range of the guns and use bubbles
|
Ephemeron
Caldari Provisions
|
Posted - 2010.12.04 03:52:00 -
[23]
Originally by: debbie harrio
Originally by: Ephemeron Yes I heard of that tactic being used successfully, in some cases. But all the success stories I heard involved roaming fleet - 15, 20 people gangs.
I have attempted to camp the bridges a few times with my 2 ships, but each time the concentrated fire from POS guns, POS web, POS scramble was too much. It's really not viable for small roaming gangs.
Of course the blobs can do anything
you're doing it wrong, tip, stay out of range of the guns and use bubbles
So I have to roam 0.0 in sniper bs setup? that means any another combat I encounter while roaming will surely mean my quick demise
And how can I stop the enemy from slowboating 2.5 km from jump bridge into POS shields? there are no web bubbles
|
debbie harrio
|
Posted - 2010.12.27 11:54:00 -
[24]
you can anchor a drag bubble, in line with the jump bridges and out of range of the guns, as long as the bubble is on grid it will drag, work out how to do this and the pos guns will never hit you.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |