
Fennisair
Autocannons Anonymous Late Night Alliance
14
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Posted - 2012.05.05 22:28:00 -
[1] - Quote
I'm still kinda on-the-fence about the reset issue. I don't think it'd be even remotely fair if CCP goes ahead with full lock-outs. Also with how easy/fast it is to flip systems at the moment it'd kind of be a joke to just start lock-outs with no reset. If there's going to be a reset there really needs to be no lock-out and an improved system flipping mechanic (and plenty of warning beforehand so people can move to "safe" systems if they want to).
I don't believe that full lock-out from stations is a good idea though. It's just too restrictive (especially if CCP still want FW to be noob friendly).
The station-services denial... absolutely!
Station-guns... certainly on any of the militia stations (TLF/24th stations etc.), but not neutral ones. That will give new peeps some confidence that they can actually undock from their home station and then go out into the warzone. It'll limit some aspects of station camping and will draw the fights out into space (because if they only hang around their own station they won't have anyone to shoot... unless it's bigger stuff or fleets with logi. It adds the risk that if they don't defend their systems, then they'll have to suffer their own station's guns. It'll of course make it a bit unbalanced in the enemies favour as they'll be able to camp their "new" station and have station-guns on their side if they flip the system. Some very clear undock warning-messages for people leaving an "enemy owned" station will be necessary... otherwise a lot of frig's are going to die horribly. Of course if you choose to live in a neutral station then you're open to being fully camped-in, etc.
There's no need to make it like null-sec. But adding some limited restrictions that are in the same vein as null mechanics would also further that idea that low-sec is a stepping-stone to null-sec (even if the majority of low-sec residents don't see it that way). |

Fennisair
Autocannons Anonymous Late Night Alliance
14
|
Posted - 2012.05.05 22:41:00 -
[2] - Quote
X Gallentius wrote:Muad 'dib wrote:amarr's 18 remaining systems (mostly in dumb places) means the amarr will be even less able to fight than they are now, so with that i expect my corp and a few others will have to reluctantly leave fw, real shame :(
Geez, just move to Egglehende. Invulnerable, only one jump from ring of doom.
Actually, I can see something like this happening a lot more if they go ahead as things are now. It's quite likely people will get pissed off with the mechanics and either leave, or will set up home bases in non-FW systems. Which will pretty much defeat the point of it all.
Maybe some kind of "fixed" or uncaptureable home system for each militia would be a good idea? Obviously you could still be attacked there. Also those bigger corps/alliances that felt they could, would go out further and have bases in the captureable systems (which would benefit their whole militia of course).
I've always felt that a lot of the problem with the Amarr/Minmatar warzone was the proximity of the "home" systems. Being just 2-jumps away from each other is dumb. We should be 6 or more at least (and preferably with better supply lines to high-sec... though that may be a bit soft), to allow some maneuvering room. We've always (both), needed more room and time to form-up properly when we find the enemy has a fleet up. Having more time to get a proper counter-fleet going would mean better fights all round and would open things up for better scouting/planning/tactics/etc. It'd make reinforcing a fight that's somewhere in the middle more difficult which would also make us all improve our logistics chains (not the rep'ping kind; the supply/reinforcement kind). |