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Torgon Rialis
Sanctum Heavy Industries Sandcrawler Inc.
0
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Posted - 2014.04.17 13:52:00 -
[1] - Quote
#1 Posted: 2014.04.17 13:47 | Report If you're really serious about this there are a few things that could make this extremely possible.
1. The proliferation of massive alliances is helped by the poor dec mechanics.
Cap maximum wardec fees at 200 million isk.
2. There is a significant and unavoidable bar to entry for supercap production and 0.0 operations. That bar is sovereignty.
Allow CSAA and CSMA to be anchored in non-sov, lowsec AND highsec. Allow capitals of all kinds to be produced in highsec but only in POS modules.
Make sure Doomsdays and remote ECM bursts can only be activated in 0.0.
3. Power Projection is too easy.
Remove the ability to use cynosaural fields from non-supercaps. Make Dreads and Carriers take gates. Allow Dreads and Carriers to enter highsec but do not allow them to dock at stations in highsec space. Allow them to activate siege modules and triage modules but suspect flag them when they do. Change the titan jump bridge to where it cannot be activated within 350km of a control tower and make the ship stay in space immobile for 15 minutes. Keep Black Ops ships unchanged or boost their travel capability. Remove POS Jump Bridges entirely.
4. RR is ridiculous and promotes forming massive fleets to alpha ships.
Put diminishing returns on all REMOTE repair systems. This will make them still very effective in small gang warfare but render the archon and logi blobs damn near obsolete.
These changes would allow for more fights, particularly in highsec when engaging towers. It would also prevent the massive logistics fleets that prevent losses and encourage super blobbing. The wardec changes combined with the new travel requirements would reduce some of the ill-conceived advantages that have been creeping in for super-alliances with each CSM.
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Noxisia Arkana
Deadspace Knights
326
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Posted - 2014.04.17 14:02:00 -
[2] - Quote
Punish coordination in an online game?
Power projection by being able to bridge fleets accross al of EvE is a problem. RR and War Decs are not that broken.
W-space is the Null that CCP really wanted. Throw up a tower in W-space, aside from moon goo (that doesn't exist in w-space) you can make some decent isk and you don't have to be huge.
Edit: I agree the sov mechanic is not that fun and is a huge bar to entry. Though I'm not educated enough about the issue to suggest a fix. |
Rowells
Unknown Soldiers Fidelas Constans
466
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Posted - 2014.04.17 14:29:00 -
[3] - Quote
I don't see how wardecs allow proliferation of massive alliances. Wardecs are in highsec. Sov holding alliances are in nullsec.
And no to the capitals in highsec. There are very important reasons they are not allowed there. |
Corraidhin Farsaidh
Hello-There
363
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Posted - 2014.04.17 14:51:00 -
[4] - Quote
tech II dessies with role boost to squad leader skills would help small gangs :) |
Gizznitt Malikite
Agony Unleashed Agony Empire
3864
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Posted - 2014.04.17 15:57:00 -
[5] - Quote
Torgon Rialis wrote: 1. The proliferation of massive alliances is helped by the poor dec mechanics.
Cap maximum wardec fees at 200 million isk.
I'm pretty sure the cap is at 500m isk. If you are deccing a large alliance, then that extra 300m isn't the hurdle.
Torgon Rialis wrote: 2. There is a significant and unavoidable bar to entry for supercap production and 0.0 operations. That bar is sovereignty.
Allow CSAA and CSMA to be anchored in non-sov, lowsec AND highsec. Allow capitals of all kinds to be produced in highsec but only in POS modules.
Make sure Doomsdays and remote ECM bursts can only be activated in 0.0.
This is ridiculous. Supercap proliferation would skyrocket if they could be produced in highsec. How would that be good for the game? Also, Sov is no longer a requirement to anchoring a CSMA, only the CSAA.
Torgon Rialis wrote: 3. Power Projection is too easy.
Remove the ability to use cynosaural fields from non-supercaps. Make Dreads and Carriers take gates. Allow Dreads and Carriers to enter highsec but do not allow them to dock at stations in highsec space. Allow them to activate siege modules and triage modules but suspect flag them when they do. Change the titan jump bridge to where it cannot be activated within 350km of a control tower and make the ship stay in space immobile for 15 minutes. Keep Black Ops ships unchanged or boost their travel capability. Remove POS Jump Bridges entirely.
Some of what you say sounds interesting when thought-masterbating. Capitals in highsec would grossly alter combat there. Although, the "dreads and carriers get a suspect flag for sieging / triaging" would be a nice balance trigger. Suspect timer mechanics would make ganking sieging dreads trivial as their support fleets cannot defend them.
Torgon Rialis wrote: 4. RR is ridiculous and promotes forming massive fleets to alpha ships.
Put diminishing returns on all REMOTE repair systems. This will make them still very effective in small gang warfare but render the archon and logi blobs damn near obsolete.
I used to advocate the same thing. I personally think adding logistics ships to the game was the biggest mistake CCP ever made. However, implementing stacking penalties on RR is very difficult. RR modules have varying cycle times (0 - 5s), especially when considering gang links and sizes. They don't immediately alter a ship attribute (like resistances or tracking), and instead offer periodic boosts to HP. This makes balancing RR non-trivial, and would face the same difficulties as putting RR penalties on incoming damage. It is just not something that can be implemented without breaking.
Torgon Rialis wrote: These changes would allow for more fights, particularly in highsec when engaging towers. It would also prevent the massive logistics fleets that prevent losses and encourage super blobbing. The wardec changes combined with the new travel requirements would reduce some of the ill-conceived advantages that have been creeping in for super-alliances with each CSM.
I don't think you have thought your changes through thoroughly. They won't solve all the issues they claim, and this is certainly not a silver bullet. Instead, it is more a massive hack and slash, that seems very off-the-cuff. |
Carmen Electra
Drunk Chaos
345
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Posted - 2014.04.17 16:50:00 -
[6] - Quote
1. Like Gizznitt said, I don't think that extra 300m is going to make any difference.
2. I don't have a ton of experience with supers, though probably more than many here. Owning a super was pretty boring. I got 5 killmails out of my Nyx before deciding to sell it. I wanted to be able to use that character for something else, and sitters aren't really an option because of the way my alliance deploys supers. Supers seem epic in concept, but their execution makes for pretty boring gameplay IMHO.
3. Yeah, power projection, sov, power blocs, it's all seems pretty broken to me. Not sure how to fix it. Then again, EVE is a sandbox which means that everyone has different goals which means that there will always be people unsatisfied with game mechanics. Some people totally dig the current state of sov/power projection/blob warfare.
4. I'm glad to hear I'm not the only one who has wondered if the game would be better off without RR. As you said, RR makes EVE even more one-sided than it already is. Without logi, there would be more room for outcomes somewhere between total victory and crushing defeat. As it stands, many fights end up being very all-or-nothing. That said, logi in and of itself is a pretty interesting game mechanic. It's just the end-result of logi that is less interesting most of the time.
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Tengu Grib
Maniacal Laughter Ltd.
43
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Posted - 2014.04.17 17:06:00 -
[7] - Quote
Torgon Rialis wrote:#1 Posted: 2014.04.17 13:47 | Report If you're really serious about this there are a few things that could make this extremely possible.
1. The proliferation of massive alliances is helped by the poor dec mechanics.
Cap maximum wardec fees at 200 million isk.
Not a bad idea, would mean smaller groups could dec the big alliances.
Torgon Rialis wrote: 2. There is a significant and unavoidable bar to entry for supercap production and 0.0 operations. That bar is sovereignty.
Allow CSAA and CSMA to be anchored in non-sov, lowsec AND highsec. Allow capitals of all kinds to be produced in highsec but only in POS modules.
Make sure Doomsdays and remote ECM bursts can only be activated in 0.0.
From a production standpoint this would be fantastic, as a tower basher, it would also provide me with really cool new options. I don't really see it happening though.
Torgon Rialis wrote: 3. Power Projection is too easy.
Remove the ability to use cynosaural fields from non-supercaps. Make Dreads and Carriers take gates. Allow Dreads and Carriers to enter highsec but do not allow them to dock at stations in highsec space. Allow them to activate siege modules and triage modules but suspect flag them when they do. Change the titan jump bridge to where it cannot be activated within 350km of a control tower and make the ship stay in space immobile for 15 minutes. Keep Black Ops ships unchanged or boost their travel capability. Remove POS Jump Bridges entirely.
This I actually don't like at all. 20 jumps in a dread? No thank you. Suspect flag or not, triaged carriers in HS would be ridiculously OP against groups that cannot field them. As a solution to this problem I would recommend we simply change the name of the game to Capital Ships Online and give carriers instead of noobships.
Torgon Rialis wrote:
4. RR is ridiculous and promotes forming massive fleets to alpha ships.
Put diminishing returns on all REMOTE repair systems. This will make them still very effective in small gang warfare but render the archon and logi blobs damn near obsolete.
This I don't mind at all. It would encourage more dynamic and varied fleet compositions. But, what if instead of just straight up capping how effective incoming reps are, what if they diminished effectiveness the longer they were running? Start at %100 from all reps, and then diminishing down to say %80? Lower than that would be dumb imo. I would also say that this would not happen when repping structures, that's bad enough as it is.
Torgon Rialis wrote: These changes would allow for more fights, particularly in highsec when engaging towers. It would also prevent the massive logistics fleets that prevent losses and encourage super blobbing. The wardec changes combined with the new travel requirements would reduce some of the ill-conceived advantages that have been creeping in for super-alliances with each CSM.
I'm not entirely convinced this would actually solve much, would mostly just make traveling even more tedious. Also, I'm not convinced you have enough tinfoil in your hat.
Tengu Grib > I agree. The distinct lack of quality spaceships makes RL the worst space sim ever.
SolidX > i'm an alt IRL |
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