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Omal Oma
Shadowed Command Fatal Ascension
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Posted - 2010.08.18 11:29:00 -
[1]
Hello!
Something I'd like to see in the future...
Brackets shown are based on overview selected types.
and/or
Hide/Show Friendly Brackets Hide/Show Hostile Brackets Hide/Show Frinedly Drone Brackets Hide/Show Hostile Drone Brackets Hide/Show Structure Brackets
I many times would like to visually see where a hostile vessel is in relation to me, but really don't need to see their drones. The ability to turn structures on and of would be very helpful during POS warfare or if it's just a fleet fight to disable the POS brackets but still be able to see friendly ships.
Thanks for reading and again, thanks for the updates on the blogs. It's cool to hear you guys are all hard at work. I will do my best to make it to Mass Testing, but my Alliance is hard at work defending our space...
Regards, Omal ________________________________________________ <--- My in-game me. |

Omal Oma
Shadowed Command Fatal Ascension
|
Posted - 2010.08.18 12:03:00 -
[2]
Originally by: Trebor Daehdoow really good stuffs :)
We were discussing this exact thing in our TS3 server the other day.
A shared health infrastructure system where multiple nodes need to be hit simultaneously.
The counter was brought up that repping would be horrible and simply "buffing" repair modules would imbalance fleet encounters when repairing other ships.
The solution was given to add a skill that allows for the repairing of structures and a bonus to doing this in fleet fights. Modules which repair would do so differently on structures and the amount of ships needed to do so could be lessened in order to help reduce the lag on the split fleets.
Other ideas being passed around were ideas to decrease the need for things like fighters/drones.
1. Double the damage they do, half the amount you can field.
2. A new module that is similar to triage, but only works for structures. It doesn't make your ship dead in the water, allows you to be mobile but increases your ability to repair structures, removes the ability to control drones and doesn't make you a sitting duck.
Basically, find ways to make caps/supers/etc... more mobile in systems. They're already there and can't exactly just jump though the gates. Their out is to be cyno'd. Forcing them to be focused on attracts a crowd thus adding to "Grid lag" and overall poor game performance.
Overall, the consensus was that the things we're repairing and destroying have far to much health forcing us to be concentrated in a single area for too long. While I understand these things should be difficult to destroy, having that much health on an ihub/tower only forces to concentrate the combat to a location.
The majority of the people I spoke to said they'd welcome more "timers" to compensate for the less health.
So, fleets could be shorter, faster paced and more mobile... For example... If it currently takes 3 reinforcement timers... split the health of the specific timers into halves and make it 6 timers... but with each timer having far less health to repair/destroy.
There were a lot more ideas... the biggest winner was some form of a shared health system and systems who had Sov V were bonused with either higher resists or more health... benefits for holding sov longer etc...
All I got for now... sorry for the rambling :)
________________________________________________ <--- My in-game me. |

Omal Oma
Shadowed Command Fatal Ascension
|
Posted - 2010.08.19 02:54:00 -
[3]
Originally by: Flying Tiger
Originally by: Omal Oma The counter was brought up that repping would be horrible and simply "buffing" repair modules would imbalance fleet encounters when repairing other ships.
I would say give each module a bay full of rep drones. Some random time after the module gets damaged the repair drones come out and work on it. If you don't want those modules repaired then shoot the drones.
nooooooo
The object is to lessen the use of drones, not increase.
________________________________________________ <--- My in-game me. |
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