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Jason Edwards
Internet Tough Guy
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Posted - 2009.11.07 21:18:00 -
[61]
You could be mean and make it so the stargates can only manage 60 ships/minute; or similar. That way if you want to move 300people into a system. It'll be a 5min wait. But if you want to move 50 or less... its instant.
That'd make it quick into making small gang boost vs blob. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |
Typhado3
Minmatar Ashen Lion Mining and Production Consortium Aeternus.
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Posted - 2009.11.07 22:41:00 -
[62]
OK I'm a crazy inventor so of course my solution to this is to invent something new that can help here. What I think is needed is more options, more flexibility things like you see on a tempest or domi. We also need something to counter buffer tanks in small/solo engagements as they can be a bit too strong in this situation. I think trying to change buffer tanks directly would have too much chance to screw things up like thorax/rupture or fleets so an undirect nerf would work.
ok and the actual idea. A weapon that deals damage over time. For example it deals 100 damage every 30 seconds for 15 minutes, the weapon itself has a rof of 15 seconds can fit 8 charges and has a reload time of 1 minute. Has cap and fitting use like a smart bomb and uses charges like a cap booster, fiddle with these numbers to make it balanced. The idea is in a short battle it won't help you much as it's dps should come out even with a regular turret at around the 6 minute mark. Also add in docking meaning you take 5 full minutes worth of damage at once.
It's not exactly designed to be super popular or the new module of the month and u can't use it to go around countering buffer tanks like neuts counter active tanks (buffer tanks are still harder to counter). It's largly phsycological in that ppl will think twice before fitting a buffer tank, they may make it out of the fight but that's no longer a gaurantee they will survive while active tanks can just tank the damamge once the fight is over easily.
Not a complete solution and there's probably better ideas for a way to counter buffer tanks out there, that ppl smarter than me can think up. It also really doesn't help those solo pirates (sorry Bellum) but it gives some more options and helps reduce buffer tanks solo I think. ------------------------------
Just a crazy inventor ccp fix mining agent missions % pls
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Cpt Branko
The Scope
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Posted - 2009.11.08 00:59:00 -
[63]
Originally by: Typhado3
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Except buffer tanks are really, really good for solo PVP, since they enable the max damage fits. And you NEED max damage for soloing.
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Drakarin
Gallente The Abyssmal Spire Independent Faction
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Posted - 2009.11.08 01:38:00 -
[64]
Originally by: MatrixSkye MkII
Originally by: Bellum Eternus In general I think that solo players...
This isn't a game for solo players. Or does that line only apply to professions you don't like?
Follow your own advice when you're regurgitating the usual rhetoric. "Get some friends to help you".
End of.
The test of a true man is that of his character and skill. Relying on someone else doesn't prove anything, nor is it fun.
No, the real problem with solo PvP is the very core of the game design, as in every ship being given a static number of module slots. This means that a jack of all trades ship is highly ineffective.
The other problem is, even for smaller ships, there's no twitch factor whatsoever. It's target, warp/scram/ fire weapons. Everything is done automatically. You can't even manually move your ship!
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Merin Ryskin
Peregrine Industries
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Posted - 2009.11.08 02:47:00 -
[65]
Note that in the case of smaller ships, you are going to be using your MWD constantly (or near-constantly), which means you do not have cap available for an active tank. Buffer tank (preferably a shield buffer tank to keep your speed up and allow more damage mods) is your only option, nerfing buffer tanks overall (including any special anti-buffer weapons) is a major nerf to cruisers and frigates.
As for one option for how to fix solo PvP: fix lowsec carebearing. There is a simple chain of events: profit for carebears -> more solo carebears in lowsec (gang carebearing is not profitable) -> more solo pirates (why split the loot when you can kill/ransom the target solo?) -> more solo anti-pirates (same reason).
Any solution has to be similar in concept. If you don't fix the motivations for avoiding solo PvP, no amount of "fixing" game mechanics is going to stop people from flying in blobs. -----------
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CCP Applebabe
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Posted - 2009.11.08 03:49:00 -
[66]
Moved to " Features & Ideas Discussion ".
Applebabe Community Representative CCP Hf, EVE Online Contact us |
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Markus Reese
Caldari Lorentzian Expeditionaries
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Posted - 2009.11.08 04:02:00 -
[67]
The solution lies entirely in fixing blob mechanics and making it more rewarding to do so. I am lazy so copy my previous statement on the topic.
Originally by: "me" To get people into lowsec you need to improve the transition for it. Mainly peeps like me who want to fly a carrier someday but don't feel like having it in blobbed stations. Make it so security standing 5+ gained by killing -5 and lower standing. These standings, combined with faction allows you to fly your cap ships into high, but high slot and drones are disabled while in high sec. Give pirates low sec special sites. First off, easier for peeps to get into and out of lowsec since they can just cyno in, and more miners will head out as they won't have just one huge camp to deal with on entry systems. Is like a wall. I would love to pilot a rorqual some day but not at having it have to hide in a camped station and play those games.
Need to fix blobbing. I proposed numerous times about the damage vs sig size penalization, ie unmodified damage vs sig size affect damage. Blob becomes tactical, but only if taking the target out is worth the fleet's loss to dps. See speed become a factor, better for minmatar and possibly a new sig tanking good for small gang warfare. Ie a sig reducing module, stealth plating of sort.
Lastly, some way of balancing loss. Sure, is nice and evil and all that you can lose all, but when nobody wants to risk a fair fight, nobody wants to go, except for maybe a kb gank. Point being, high sec peeps taking lowsec, and lowsec peeps killing highsec should get some sort of bounty reward bases on sp if you pod, and isk value of destroyed ship. This way, younger smaller gangs would go looking for fights because it could yield them some pretty decent money if they take out a high value target even if they themselves end up losing. Flipside, the expensive guys make money taking out hunting squads etc. Can even apply faction to it for the pirate peeps. Ie if somebody is high in one faction and takes out somebody low, that pirate faction will pay for it so pirates can profit even more hunting eachother. Off topic, but would get people out.
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