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Jarne
Increasing Success by Lowering Expectations
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Posted - 2009.08.28 11:14:00 -
[1]
This question just came to my mind:
What if the amount of loot dropping from a destroyed ship would depend on how it died, i.e., how many enemies were pounding on it?
Most killboards out there have a point system which gives less points to "easier" kills. How about creating something similar in the game between 0% (very easy kill) and 100% (a real masterpiece of a kill) and then let just this fraction of the modules on the destroyed ship drop as loot?
I understand that currently you already get less loot if in a large gang, because you have to share the loot among the gang members. But such a system would not only make gankers get less loot, it would also lead to large fleet fights (where both sides have large gangs) leaving less loot for the winners.
Would this possibly lead to people thinking more about how they use their resources on the enemy or are most people just going in for the kills and not for the loot? - Success=Achievements/Expectations
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kyrieee
Brutal Deliverance Novus Auctorita
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Posted - 2009.08.28 11:57:00 -
[2]
I think it's a cool idea but it wouldn't stop people from blobbing. Nr 1 priority is killing something, getting the loot is secondary
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swordmaster125
Caldari R.E.V.O.L.T Tau Ceti Federation
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Posted - 2009.08.29 21:47:00 -
[3]
interesting idea, would encourage small gang and solo fighting too, making brawling a good income
Please resize your signature to the maximum allowed of 400 x 120 pixels. Zymurgist |
AtheistOfDoom
Amarr The Athiest Syndicate Advocated Destruction
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Posted - 2009.08.29 23:27:00 -
[4]
I like the whole randomness of the current mechanic. But this is definitely something to think about. Pew Pew Lazorz!!! |
Markus Reese
Caldari
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Posted - 2009.08.29 23:29:00 -
[5]
an overkill meter of sorts? Could be fun! And make AoE hit wrecks...
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Sigras
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Posted - 2009.08.29 23:31:00 -
[6]
this would certainly be the end of freighter ganking . . . i kinda like it and it makes a certain sort of sense.
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Garthran
Gallente CINDER INDUSTRIALS United Outworlders
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Posted - 2009.08.30 05:42:00 -
[7]
This... is a good idea. As said earlier in the thread, in the large fleet fights winning is a higher priority than looting. They're not gonna care about loot. But the wardec blobs and roaming blobs might be encouraged to be smaller in order to increase profits. And it makes sense in the RP as well; if 30 battleships shoot an interceptor, its less likely to have any surviving modules :P ------------------------------------------------ Suicide drones?
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Markus Reese
Caldari
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Posted - 2009.08.30 06:04:00 -
[8]
Originally by: Sigras this would certainly be the end of freighter ganking . . . i kinda like it and it makes a certain sort of sense.
O.O Never thought of that! Would equal more risk/reward as the haul would need to be of some value to make it worth the risk.
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Destination SkillQueue
Are We There Yet
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Posted - 2009.08.30 07:55:00 -
[9]
I think the basic idea is actually a good one. It won't solve blobbing, but will encourage people try more solo and small scale fighting. How much effect this will actually have is up to debate.
The only reservation I have is, that how is this actually calculated. Am I going to get jumped by 30 ships and instead of a quick gank, I get killed by one or two of them, while the rest make sure no one gets to intervene. I don't see how a slow gang **** is preferable to a quick gank. Or is this purely a numbers thing and even a few jamming ships or a frigate swarm are going to cost massive loot loss? Is bigger going to be better or is more loot loss going to be caused only by using weaponsizes, that are too big for the target?
So basicly a nice idea, but how to count this in a way it makes sense. The current system might not make perfect sense, but it is a nice abstaction just like the use of hitpoints.
Even if implemented, 100% of modules/loot should never survive. The ship explodes when destroyed, so everything can't possibly survive the destruction. Even in a one-on-one fights you should always have a serious risk of module destruction. Maybe a 70-75%max chance of module/loot survival in one-on-one fights.
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Jarne
Increasing Success by Lowering Expectations
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Posted - 2009.08.31 16:44:00 -
[10]
Honestly I don't know how the loot loss would actually be calculated.
Killboard somehow favor smaller and less ships (more points). A calculation inspired by a RP view would probably use a combination of the ship's hitpoints and the incoming damage per unit of time. Jamming or other types of Ewar probably shouldn't matter in that case.
If the reason is to discourage larger gangs, then of course also Ewar ships and the like should be taken into account... - Success=Achievements/Expectations
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