
Splatterbug
|
Posted - 2009.10.10 19:04:00 -
[1]
Edited by: Splatterbug on 10/10/2009 19:11:31 First quick point to make : lots of potential typos? copy-n-pastes errors? - 200% Daredevil damage bonus? Not inline with the other concepts of role bonus for "marauder-turrets". - 75% Vigilant damage bonus? Not inline with the other concepts of "level 5 built-in" for normal non-"marauder-turrets". - Gila drone bay/bandwidth looks like a cut-n-paste of the Rattlesnakes. Gila is now a pre-nerf myrmidon, but better. Not hard to fit like some think, shields use less PG. 3 missile hard points.
Confirm these stats as valid?
Second, sure you wanna take away our Vigilant's MWD bonus? Last time it was debated on a ship it was shot out of the water right before the patch.
Third, and more importantly than all the rest combined : You may be addressing pirate-ship specification balance here, great. You now increased demand for these ships. Let's get in front of this problem while we can, instead of making it next years to-be-fixed blog topic on the supply side of the equation. Ever analyzed pirate faction geography? - Sansha - Stain. Agent/stations spread out over all of the region. Level 3/4 agents everywhere over a large region with varying levels of per-system control. Big wigs and little kids alike come to play and get Sansha ships. - Angels - Curse. See Sansha point above. Region is more condensed as regions go, but the agents/stations are spread evenly all over it. Same as Stain/Sansha in the respect of little and big kids alike getting degree's of access to it to get stuff. - Blood raiders - Delve - 2? Constellations choc full of 1+ station in every system. Good spread of many level 3/4 combat agents throughout it. Not as easy to do as Sansha/Angel but easily the middle ground : Big kids blobbing/owning the area affect it, but enough open area and spread out options you can "ninja" it as a little guy. - Serpentis - Curse/Fountain. A few stations in Curse with stations. One constellation in Fountain with stations. Serps got 2 level 4 50%+ kill mission agents in TOTAL. One in fountain, one in Curse. Couple of extra level 3 ones, but not many, in both. See any supply issues here? Easy to lock down the Fountain operation, sure. Curse operation exists, but not too easy once eyes come down on the situation. - Gurristas - Venal. This one is probably the bigger joke. You have what... 5 systems with stations/agents. Full regional sov. The systems are not condensed into a constellation but spread all over it. Ninja'ing the missions is impossible. Blobs of big kid control monopolize the missions. Now.. assuming these WERE NOT typos in my first point.. you know have the arguably best pirate implant AND the arguable tied for best, and definitely most imbalanced conceptually, pirate faction ships coming out of such a place? Great. How many GM PC's are in the groups controlling the Venal station? Bob.. Delve... Blood. A patch many years ago. Hmmm. Got standings, too? C'mon. Anyhoo, these statements are made to point out the APPEARANCE of things. I don't care either way on the topic, but man.. it really looks bad.
It would be nice to address both Supply and Demand at the same time. Pirate faction geography has been a load of poop since day one. Again, NPC regions sov confusion : Some NPC regions have whole region sov, with few stations (GW, Venal, ORE).. some have 1-2 constellations sov with stations, rest of region is open (Fountain, Delve, Geminate, Pure Blind).. but some Sov all over with stations EVERYWHERE (Sansha, Curse, Syndicate). These are like this due to In-Character story line reasons of the initial design of Eve. Sansha was huge nation building up. Angel's took over an old nations space. We thought ALL of these "mechanics vs story" changes were going to be addressed when they moved Blood raiders out of empire for BoB to live in, but then again..
Angel/Sansha cheap. Blood moderate. Serp/Guristas expensive. Read recent blogs : CCP calls this a "point revenue stream" on Serp/Guristas. Just increased it's value, too.
|