Zagdul
Gallente Clan Shadow Wolf Fatal Ascension
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Posted - 2011.08.15 12:44:00 -
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If you wanna move away from structure grinding and towards the PvP aspect of things.
my 'constructive' post...
I was there, in fleet the other day with a few friends and we all started brain storming on ways we'd enjoy sov and the ability to make it less focused on structures and more focused on pvp.
What we came up with were player driven incursions.
You have alot of the code written and to implement it would be pretty cool.
Basically, we've got acceleration gates already that limit ship size. Now when an attacking force launches an incursion, they do so by planting the acceleration gates in systems which deploy a dead-space "flag" that needs to be defended or destroyed.
Each level of the player driven incursion allows for an attacking force to implement larger acceleration gates which would escalate an engagement.
Sov is now defended on a sliding scale (similar to incursions) where disruption happens, not to the level of incursions, but it's something that a defending force definitely wants to take part in and enjoys doing it.
This benefits everyone in null sec in that, when you defend the initial stages of an invasion, smaller alliances who are skilled with small gang warfare can do so and it benefits them.
In terms of resources such as moon-goo and the likes. This will still create reasons and things to fight over so I don't forsee stagnation happening. Rather, making player driven incursions on a sliding scale of who dominates a system and comes out more powerful in the end.
Things like defending the accelleration gates to make sure your fleet can get through to fight for the flag.
Less blob as you'd put a "size" limit (similar to wormholes) on the defending and attacking gates. These structures can be used in a manner like POS's where there's a password which a specific role is necessary to change (config starbase etc.) which keeps in line with the whole fun espionage of EVE.
You still need to "defend" the acceleration gate to get your fleet to the "flag".
By limiting the mass on the gate, you'll see decisions made where "hey, **** ahacs, lets do 200 rifters!"
Meanwhile, the opposing side if decided to do ahacs, would have to fend off 200 rifters with a fleet of something like 20 ahacs. Depending on the skill of the FC's, this could go either way.
EDIT: And in the system where the gates are, there would be different types of fleets fighting to try and kill off the "assault" fleets before they make it to the acceleration gate.
I think one of the components to my post was the sliding scale aspect of it and escalation of the encounter. Possibly I didn't explain the idea behind it much.
Basically, if an attacking alliance can win the first parts of the 'incursion', they would go into a new phase where they can then anchor/online/add larger gates that have greater mass allowances. Maybe they just get upgraded... I really don't know here.
ok, I'm gonna go on a brain storm here.
SBU's are replaced with acceleration gates, incursion style. So the mechanic of 51 percent of the system needs to be covered in order to start the incursion. Similar health, similar deals with these gates.
Ihubs/TCU's are replaced with a deadspace flag in a system that is only reachable by anchorable gates. Sov level determines how many gates a holding alliance can maintain in a system. Gates are anchored in a system as a pos structure (maybe?) outside etc... similar to jump bridges.
I posted more on k.com where I went into how systems are based on "levels"... Level 1 the attacker drops gates that are small forcing small fleet combat and the winner of each round decides if they want to keep upgrading gates or keep em small.
Super cap heavy organizations will want to upgrade, where smaller alliances who are good at small gang warfare can hold with small ships.
http://tinyurl.com/44bhaal http://tinyurl.com/3tnu9sj
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