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Antic
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Posted - 2005.04.16 16:18:00 -
[1]
Edited by: Antic on 16/04/2005 16:27:28
This ganktastik gameplay is far from fun. We need more tactics put into EVE other than the "I win!" button that ganking is. And we need more time to apply tactics. 10 second combat isnt enough.
Tanking will always be inferior as it works now. When you run out of cap on a tank you die. When you run out of cap on weapons you dont. (right, you dont run out of cap on weapons with how they work today so its moot anyway) so maximum damage and an advantage in numbers concentrating fire at 1 ship at a time can never be tanked. This isnt made better by the stacking of damage mods increasing damage even more.
Also shield tanking is way inferior to armor tanking. This will be especialy evident when the tech 2 cap relays or tech 2 armor hardeners are released. Also not many uses tech 2 tanking equipment in pvp cus its too expensive to loose. Tech 2 weapons costs hardly anything in comparison. Tanks really require tech 2 cap recharge moduls of different type and they cost an arm and leg too. The new shield boost and armor rep modules will change nothing.
So theres lots of inbalances out there that all contribute to combat in eve being all about damage and gank with no other option.
Edit: What would be nice for tactics were if combat started at extreme range. Meaning that as soon as fleets etc aproached achother they arent dropped ontop of eachother. If theres time for positioning and movement outside of sniper range then more tactics can be applied. So eves gateCentric combat isnt very good for this. And as eve isnt free flight really but instead warp to gate. warp to gate. warp to gate its difficult to make this work.
Maybe increase jump in distances to extremes up to 500 or 600kms? and implement many different jump in points in a sphered area so no group can be dropped out of war ontop of the other but instead are dropped atelast 500 to 600 km away. Would add even more duration to fights.
Also adding a "jump to coordinates" thing on the system map/scanner, with actual accuracy of exiting jump depending on astrogation skill and ship specs, would make combat much more interesting. Thats why PVP is so much fun in Darkspace for example, cus you can jump wherever you want on the system map and thus theres a lot of more tactics to combat. Detection ranges, warpdrive interdiction, the ships jump range etc. It would make scouting with frigs or intys, and using probes a very interesting thing indeed. Then the inbalances we are discussing now would not mean as much because they can always be defeated with tactics due to the added freedom. Annoyed with people jumping away fleeing? with this you actualy have a shot at following him. If you jump in the same direction and are good ad knowing what jump range limit diff ships have you have a good shot at guessing where he ended up. This would also make safe spots less of a problem.
Also this would bring real piracy back into the game. Set up a pirate camp inbetween a well traveled route in a system, be it between 2 gates or a gate and a station or hte like, then bring a jumpdrive interdictor and ships jumping that lane get dropped out of jump at your camp free to be ransomed, killed or whatever. This would be much more fair than gate camping because due to there being a real positilibty for real astrogation, meaning you can set a waypoint on the system map to jump to, you can actualy navitage alternative routes to gates and avoid a pirate camp if one is set up at the route, and not just¦take the shortest straight route. this of course dosnt mean you will not run into people dictoring your jump at other routes too but atelast people have a choise of wich route they plotted, and thus if they get pirated they can not whine that it was "unfair".
may sound like a drastic change yes. But game mechanics are already there basicaly.
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Antic
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Posted - 2005.04.16 16:30:00 -
[2]
Edited by: Antic on 16/04/2005 16:30:53 so wheres my mandatory flames ? :)
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DrunkenOne
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Posted - 2005.04.16 16:36:00 -
[3]
Question: You don't pvp much do you.
Pretty obvious from the "would be cool if fleets were at extreme range" ...cause thats how it is.
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Selim
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Posted - 2005.04.16 16:45:00 -
[4]
Originally by: DrunkenOne Question: You don't pvp much do you.
Pretty obvious from the "would be cool if fleets were at extreme range" ...cause thats how it is.
He means having them start the battle at like 500km.
I think it would be interesting, since ships would have to move around to get their best optimal fighting range, and flying in formation would be good. You'd want the heavy tankers toward the enemy so they get shot at first and such.
That said I don't know how it would do implementation-wise.
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Antic
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Posted - 2005.04.16 17:03:00 -
[5]
yes exactly what selim said. If you get time to manouver, set up formations etc before people get into firing range you can make combat a bit more tactical.
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Helmut 314
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Posted - 2005.04.16 17:12:00 -
[6]
Formations is a very cool idea. The problem would be to set one up and maintain it in good order. Some changes to the navigation and movement system would be neccessary, like functions in the HUD for matching speed and "follow the leader", ie selecting a ship to be the anchor of a formation.
Some further developments in targeting and fleet communications via the HUD would also help out. Target tagging could be developed a lot beyond what it is today.
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