
sharaa
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Posted - 2005.01.11 14:55:00 -
[1]
Originally by: Nomen Nescio Ganking-shmankin, "cognitive capacity to deal with fears"...
You want to deal with ganking and long battles?
Make a limit on damage per second a ship can take. This is a tricky part... relax a bit.
With current system no matter how good ships are you need N ships to fire on you to kick you in next week instantly. Now people gather in groups and have very close or even more then N ships and kick all people to the next week without any trouble.
If you dont like it, the logical thing will be increase ship HP... you wish. Because if you really increase HP and improve tanking people wont be able to fight 1 on 1 so, ganking will be only way and people will get in N+M ganks.
Ok, but you want fair interesting small battles and you dont like insta ganking. What you do is that you work backwards. How long you want a ship to survive in worst case, like all jovian fleet is firing at you, how long? Lets say 20-30 seconds, or a minute. I mean worst ever.
Ok, lets say a 30 seconds. Now you make up a rule that a ship of 1000 total HP can take only 33 points of damage per second, if damage is more it just discarded.
Now its now that crazy if you look at benifits.
A) You give people time to react and do something no matter what. You know that your ship can stand 30 seconds no matter what. You jumped in a huge fleet, you have time to actully see them before your pod is activated.
If you take a bs and make it 2 minutes "minimum die time" you can actually fire back on any enemy and do some damage.
B) It incourages small engagements and discorages ganking. If lets say you have 3 on 1, 4th or more ships wont add a thing because enemy wont die any faster. So you dont need ganking at all, but you can fly smaller groups and engage targets. If enemy has more men around he wont deal any more damage after some limit, so brave few can actully engage and fight on enemy territory without fear or meeting 15 to 1 insta-death blockade.
C) It promotes coordination inside the fleet. You dont just fire all on one target like we do now. (its stupid and boring by the way).
But instead you will have fireteams which will have different targets to fire upon. Smart people could redirect fire on other ships if they see that current target is pressed "hard enough".
As for "scientific foundation" for that system, you can say anything. Like resistance of a shield or armor is progressive over time. And if you deal a lot of damage per second after some limit the resistance is just skyrocket for some time. Like if you have layers of heat shield on real spacecrat and it start to burn layer by layer, it doesn't really matter how more heat you add, the current layer will burn anyway.
But first we need a goal - "we want a fight be 10 minutes" or "we dont want ganking 15 to 1 to happen" and only then you can make up a new rules for the game. You have to know what you want to get.
very coerent ideia since this is a si-fi game realism can be aplyed in a low scale and since we got FTL coms why not have this
futhermore gameplay wont be so afected nad noob pl will have time to flee if they want to or to stay at theyr hown risk
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