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Annrea
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Posted - 2011.07.20 06:33:00 -
[1]
Hello all, I have a proposal for faction warfare to post. I will have to post it in sections due to the text limit.
The main idea-- Removing the NPC from faction warfare and putting the players in the place of the npc.. The player will then play out plots which will really be balanced PvP and some unbalanced to understand risk vs reward. This is so newer players can grasp PvP tactics and do so on a fair playing field. Granted they wont always be fighting fair fights at least they can gain the know how without losing the confidence due to being gang ****d in a 10v1 battle every single time..Older players can also hone their PvP skills if they so desire. Missions will include escort, nebula battles, siege/defend, patrol/ambush missions. There can be more styles of PvP mission but this is just to give you the basic idea.
Interface- Each militia station will have a virtual computer interface preferably also a version you can walk up to in station. Once you enter the screen you will be able to select what type of mission you are looking to do. Players can then select between the mission plots to see what missions are available. In most cases the players choice to activate one mission will activate a defense type mission on the opposing side. There is one aspect that is different and that is the Nebula battle which is a live based system on the interface that is always ready to start even numbered matches. This will be like an arena based battle that the numbers will depend on the teams choices. This arena aspect is about a completely balanced PvP playing field where the unbalance will become who can fit the best based on the info at hand. In the interface the players actual shiptype will not be revealed until the match numbers have been decided to where the player will receive a key(item) for the ship they have to use on the militia jumpgate(talked about in the mission plots section). During the selection stage however players will only be able see and match hull size and hull variation(T2-HAC,Recon,ect,T1,Faction, Pirate). Any player can enter any ship but if no equal match is entered on the other side the ships entry will not be permitted due to unknown environment variables. After that the shiptypes will be revealed by the intel agency and the players will be able to fit accordingly. This will always prevent matches being decided by the same fit every time as any ship can be defeated with another ship fit for it. This will test the players mental ability to adapt to a situation instead of the old see and follow routine. This type of game play will also be extremely dynamic. A new stat system can be introduced giving players an incentive to complete missions successfully and reap the benefits of the success.
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Annrea
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Posted - 2011.07.20 06:36:00 -
[2]
Mission Plots-- (Escort) Fleets will do escort for an NPC transport ship.>>> >>When they start the escort mission a separate intel mission on the other militia will pop up showing the planed route (flightplan) and time of departure. Your NPC's intel will be received by a spy of course. This is so the mission has a plot. You can walk up to the mission computer in incarna. The escort mission is not so much 1v1 but one could dare to run one solo. Maybe by taking a new route one could avoid all the deadly gatecamps.
(Nebula battle)Or(Arena Battle) Fleets will do gate jumps into an unknown system The system will always make sure both sides are running the same amount of hull types and faction/T1/T2/Pirate. Before this mission can even start there has to be at least two equal hull types. On either side CPU info screens will show the types of possible ships listed according to who has volunteered their ship for the mission. Once there is a match 1v1 a timer will start and when it ends the mission will start so players don't have to wait too long. Players will undock and warp to a site with a militia jumpgate. When they jump they will be thrown into a nebula in a random system which will disrupt them and make their sensors unable to detect anything for a certain amount of time(as in no planets or a sun, anything warp-able other then a beacon). They will experience a blackout with a message explaining that there is a rip in space or something, this is while the CPU loads all the players onto the nebula grid. Any ships inside the nebula grid during the sensor blackout cannot be combat scaned or warped to by anyone in fleet. The fleet booster must be present in the nebula to get bonuses. Players then must warp to a beacon at ranges they choose or be destroyed in the nebula. Then a timer starts and when it ends the match is open to disengage where the players can again see warp-able objects other then beacons. You can choose to run if you want to but LP/ISK will be awarded to those who get kills. And the bigger the ships you took down the bigger the reward. The fleet will be awarded the LP/ISK equally. Nebula battle is the one I like to focus most on because its noob fleet friendly. Its basically like alliance tournament for militia. But I want to go one step up and and have the CPU give ship type info once the battle has been decided. So in example you entered knowing you would be facing a cruiser now you are committed so the CPU screen tells you hey the enemy ship is a blackbird you might want some ECCM and EM damage or to the blackbird, the enemy has a ranged ship you might want to fit jam for that one. This way newer players will get a feel for what ship plays what role. And battles will be extremely close most of the time (that's the goal anyway, to have both sides on the edge of their seat trying to stay alive and win). Survival of the fitted is the motto here. |
Annrea
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Posted - 2011.07.20 06:38:00 -
[3]
(Siege) This one is to take control of a system. And will require a fleet to run a siege on a station and pretty much RF it and then come back and occupy it(or take back what was lost). Players will receive LP/ISK rewards for time spent if the mission was a success. This mission explains some of null sec warfare and will prepare players for a null sec experience. Not all militia station systems will be included in this but some will.
(Defend) This is of course the other side to siege. Players will receive video feed from a surveillance camera along with station defense and system info. LP/ISK is rewarded by time spent on grid if the mission is a success. Extra LP/ISK is awarded for ship kills.
(Patrol) You will guard some sort of objective in an unknown system with a ship hull size and type requested by the contractor. In one example a player with destroyer will be hired to guard a radar construction site which will take a certain amount of time(30 mins). Once they have completed the timer they will receive LP/ISK. However at anytime the computer can drop ambush WT's in on top of you. The computer will choose a random amount of frigs up to 3 or it may accept another destroyer and a frig. If they are ambushed and win extra LP/ISK will be awarded for each ship kill. The player on patrol will not be able to have any fleet members warp to him in the site. If the site is trashed the mission is failed.
(Ambush) When someone runs patrol this mission will be up for the whole timer or until the maximum amount of slots are filled. Ship sizes and hulltype will be requested by the contractor and each ship will get their key for the militia jumpgate if they have the correct ship hull size and type on hand. You are the ambushing fleet. Once the mission has started the frigs will warp to a militia jumpgate and the be jumped onto the targets position. In our destroyers case to make it fair if he was to get 3 frigs only 2 will spawn on his position and the third will be spawned in the same system at least 15au away. LP/ISK will go to all fleet members divided equal for a mission success. In this example the mission will be finished when the site is trashed. Extra LP/ISK is awarded for a ship kill.
All of these mission descriptions are just examples and the simple idea can be worked off of in many different ways. They all will teach a player how to PvP and the different types of situations they might see in all parts of the game. This will encourage fleet activity while allowing singles to hone their skills as well. Most of all is gives newer and lower skilled players an equal playing field. And since NPC's are not involved things will be a lot more dynamic in militia and you will being completing missions to earn standings,LP,and learning or just enjoying PvP at the same time. Not only that the nebula battle is a place where T1 ships can maybe have a chance at some enjoyable PvP. Please post if there are things you would like to change or add. Maybe CCP will like this idea and make it for us if other people like it. It would revive faction warfare in a new way. I hope your enjoy this idea and build onto it however you want.
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Dallenn
Minmatar Jericho Fraction The Star Fraction
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Posted - 2011.07.20 08:28:00 -
[4]
Instantiated battles can weaken established game concepts in Eve (all that non-consensual PvP stuff and you being able to bump into anyone in space and so on).
Non-instantiated missions have the risk of being destroyed by random gate camps, or the regular 40 man FW blob just shows up and ruins it all for the new player. The current FW system is better because you're not tied to one place which you MUST protect - you can start capturing in many places and there is no penalty if the enemy blob shows up and you have to warp away.
You may want to address these carefully with the suggestions.
Fed up with monocle wearing tyrants? Jericho Fraction |
Annrea
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Posted - 2011.07.20 14:20:00 -
[5]
I did take some time to address that. The escort mission is a good example where you are not obligated to meet up with anyone if you don't want to. This will make LP/ISK harder to come by for militia carebears doing the current missions for LP. I also left the part where the mission ends blank. My idea for the ends of most of these missions is once you have completed the mission you are flying home. People that only like to fly in groups and fight 10v1 battles can still have their wish and wait for escort runners. LP carebears will have to PvP for their reward which which may suck for them but what can you do. The militia is made for PvP not so you can run around queuing missions and opening beacons to gain LP while your avoiding what militia was made to influence, PvP. If you don't want to be obligated to PvP in a system that was set up for PvP in the first place maybe you should go enjoy lvl 4 missions. The LP carebear in militia will have to start running escorts and patrols. In the patrol the player has to travel to the site open it and hold it open. Like I said you can even change the patrol mission to act like the current militia complexes. I don't lie that idea though. In this idea player are never punished for a mission failure. Player are rewarded LP/ISK for any kill they get. The reward will be split between the players on the killmail. So if your the see and follow type you can sit in your 40man gatecamp and jump targets still and make LP/ISK jumping singles. Im not taking that away but I am add a system where you cant just team up into the biggest pack you can make and expect to win. You have to use strategy to win.
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Annrea
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Posted - 2011.07.20 14:31:00 -
[6]
To add one more note this will diminish a lot of pirates being able to jump noobs unless they are on their way home. But it is still possible I dont really care about helping pirates kill noobs anyway. To me it shows their skill level as in look I have to fight a T1 frig with a vaga all the time. The vaga pilot is skilled enough to fight rifters with low skilled pilots. I know the last time I caught a noob rifter in my dram it went down in 20 secs. This was in a militia mission complex. And was not very rewarding, in fact it felt like swatting a fly. The only thing was the fly wasnt even bugging me,, I activity chased the fly down.
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