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Zaiyo Modi
Minmatar
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Posted - 2010.01.06 22:52:00 -
[1]
Distance gap on warp in:
How about having one blob of ships becoming offset when coming out of warp near a second blob of ships?
By having an inital distance gap, the two blobs may get time to load the entire grid, and they might do a second warp in, using any available warp-in-target.
Say an offset range of 300km. Well outside locking range.
Also, lets say that a artificial warp scrambling effect ensue. Allowing people to move in towards one another, without ships simply running away.
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darius mclever
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Posted - 2010.01.07 00:22:00 -
[2]
we dont need more workarounds. CCP is already working on solving the core issue. so lets just stay tuned.
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Zaiyo Modi
Minmatar
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Posted - 2010.01.07 06:16:00 -
[3]
For future reference, I would like to point out that I care not for your opinion so you might want to not bother replying at all, because you do not seem to care about discussing ideas, nor do you seem to have a clue as to why I posted the idea in the first place.
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darius mclever
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Posted - 2010.01.07 06:27:00 -
[4]
Originally by: Zaiyo Modi For future reference, I would like to point out that I care not for your opinion so you might want to not bother replying at all, because you do not seem to care about discussing ideas, nor do you seem to have a clue as to why I posted the idea in the first place.
Thank you for your statement.
so could it be a problem that you forgot to explain why you posted the idea in first place?
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Zaiyo Modi
Minmatar
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Posted - 2010.01.07 07:41:00 -
[5]
It seem obvious that there are and probably always will, be issues with resolving large fleet battles, and imo it would be noteworthy to concider any ideas that might just happen to be suitable for relieving excessive server load.
Technically speaking, I do not know (at all) if the preparation of two fleets before joining combat is making sense. Though, having ships loaded on grid before opening fire on eachother seem like a sensible way to go about a problem with lag/load issues.
I am saying that a "one-two" approach might be worthwhile to explore as an idea. It is similar to the one idea I had about having optional warp-in spots around stargates, as if merging grids into one supergrid, yet keeping fleets apart until they move closer to eachother.
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darius mclever
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Posted - 2010.01.07 08:13:00 -
[6]
well this make the difference between good and bad FCs. good FCs will make a grid load spot with a covops and warps the fleet in at that point. bad FC warps the gang right on top of the enemy and gets ****d.
there was also this nice gridfu manual from goons explaining how to manipulate the grid (e.g. how to extend it).
we dont need some special mechanic for this. just use a recon or covops and make your grid load spot.
hope this helps.
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Zaiyo Modi
Minmatar
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Posted - 2010.01.07 08:44:00 -
[7]
Very well. You have stated your point clearly and I don't see what there is left to add here on your part. Unless you want to troll in this thread.
For all others that don't mind discussing ideas, I welcome contributions to explore what has to be understood as alternate game mechanics. And in this case it was about pacing the encounter with especially large fleets.
It is not all about so called roles, and balancing, and fairness and fun. A clever idea might sort out problems and also add something of value to the game.
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