
Agressive Mole
State War Academy Caldari State
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Posted - 2012.11.23 11:27:00 -
[1] - Quote
So I wonder is there anything else you could do with the other mechanics, like perhaps the acceleration gates could only handle a single ship or two before failing and not being able to let any others through, for a particular site instance.
Maybe you could have the passkeys that you need for a gate be once-offs, that are consumed up on activating a gate, preventing people from saving all the keys and being able to fast-forward past the initial pockets. Or you could have the multi-pocket instances behave more like an escalation, where the loot drop is in the later room, and only available to that person that finished off the first room...
Maybe you need the hacking/archaeology skill at certain levels to hack/analyze the gates for the next rooms, or the salvage skill to work on canisters to get keys to open gates rather than just being able to run and gun. Maybe you can use ECM to lock/scramble gates after you! (10 tengus in the first room, trying to analyze the gate to be able to use it, and ECMing each other to prevent other ships opening it, a non-fatal type of PvP?)
Maybe you could have a deadspace debuff that builds up the more sites you run, like cosmic radiation, that damages modules on your ship (or your clone?!), requiring you to dockup and repair/heal, or an aggression timer for moving though systems? Maybe the debuff only affects the modules on T3s?
I suppose all of those suggestions are to stop better equipped players/T3s being able to farm by making it less likely they can fast-forward through/gatecrash instances that other people have already started, and don't really address the risk/reward factor. But it would slow down the rate at which instances can be run. I'm just throwing out ideas really...
I'm not sure about changing the ship size requirements, there is always going to be a best ship, and a practiced explorer is always going to have that ship ready, and the site researched, to run as quickly as possible.
I thought about allowing PvP in sites as well (after this are hidden locations for filthy pirates!) but I'm not sure how you would instantly turn it into a death camp for every explorer except those better equipped (t3) ones, and turning off new explorers?
As people have suggested you could also make the act of scanning down sites harder, requiring better skills and being more variable. People have said they don't want to have to scan down dozens of sites as it would take ages, but that's the point isn't it? It would slow the rate instances are found. Or rather, found and ignored! It looks like practiced farmers scan a system and only run Radars/Combat sites. And of those only those combat sites that may return good loot. Again not sure how to address that, returns are already random?
Anyway, enough waffle from me, back to pretending to work |