
Prometheus Bird
come taste the gasoline
17
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Posted - 2011.11.21 06:09:00 -
[2] - Quote
This change would be good for solo play and bad for fleet/carebear play.
Let's look at some extreme examples.
Example 1 (SOLO): I'm in a HAC. My opponent is in a HAC. They've got a ganglink T3 in a POS in system, I don't.
They are going to win 9 times out of 10. My only real option is to try to escape.
This is bad. There's very little I can do skill wise to compete with the benefits of a ganglink. They're at no risk. Particularly when we look at the diminutive returns of modules. Let's take reppers, on a reference fit sacrilege.
Medium armor repairer II, no ganglink: 318. Corpum C-type medium armor repairer, no ganglink: 393. Medium armor repairer II, level 5 legion ganglink: 425.
A T2 with a legion ganglink is better than a corpum c-type. These reppers cost almost the same as the legion does. Each. A sacrilege would need two, to be ALMOST level.
In this situation, it was actually FAIRER when it was possible to make them totally unprobable. I could jump my own T3 in, warp to a safe, and not look at that screen for the next 5 or 10 minutes. Still unfair everyone needs multiple accounts to compete, though.
Let's look at a counter example, though. Example 2, fleet battle if ganglinks were grid only:
A large subcap fleet jumps into a system to take down some caps/supercaps. The defending fleet has triage carriers set up; they can keep their command ship alive. The subcap fleet, however, do not have triage set up. Their command ship will likely get primaried and popped. This puts the defending fleet at an unfair advantage.
SO: What if the range of gang links was directly affected by how many people are in the fleet? I think it's wrong for a single person to be able to have one toon sitting in a safe/POS and another performing PVP and
What if the range calculation, based on how many fleet members were in system at the time, scaled to such a way that 2/3 in fleet, = on grid, 4-10, within a couple of AU, 10+, slowly increasing to the entire range of the system. This makes sense, and would do the opposite of "dumbing down" play: it would require boosters to position themselves properly to be able to assist everyone at critical points.
Whilst this looks like a solo nerf and a group buff, it really isnt'. Let's be honest, unless my target is a frigate, if the opponent has 20 friends in system, I'm going to lose anyway.
In example 1, I try to burn to the booster and if I can make it, maybe I take out a nice T3. In example 2, the subcap fleet is big enough that their booster can be anywhere. This seems pretty fair to me.
In addition, it would also mean that stupid/careless pilots who stray outside of the range of their fleet booster (ie they warp to a gate 200AU away) can still be picked off, for their stupidity.
This solution:
- Works for solo/small gang, unless you're solo(ish) fighting a huge fleet (not going to work unless you're Garmon anyway :P)
- Works for fleet VS fleet
- Punishes stupidity
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Prometheus Bird
come taste the gasoline
17
|
Posted - 2011.11.21 06:18:00 -
[3] - Quote
One other thing: I think it should be possible to look at a ship and see if it's receiving either fleet bonuses, or ganglink bonuses. Some kind of effect/aura, etc.
Just in the same way you can look at a target and work out what guns they have (if you practice) and whether they're shield or armor tanked, you should be able to see that they have a fleet booster, and you should probably be able to differentiate the 8 types somehow. (4 races x 2 (ganglink / leadership skills only). |