
RxKB1ch
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Posted - 2005.06.20 10:19:00 -
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Edited by: RxKB1ch on 20/06/2005 10:27:07
Originally by: xaioguai
don't like the idea, the gang can can simply lock each other to avoid target lock and by restricting target lock number is really unrealistic.
TBH, I hate anything that puts restriction, so here is my idea to counter concentrating fire.
right now, if 20 tempest firing at me, I die in say 17 hits. out of 120 guns fire and only 17 were registered in the server and 103 hits were returned back to pilots and can use on for the next target because target no longer exist. thats way too efficent!!!
so i say when massive concentrated fire toward one target, if the shot didn't get registered because target no longer exist should do 0 damage instead returning the chance back to pilots.
That way, it will promote spread out the firepower instead concentration firepoewr.
for example, group A and B both has 100 BS. group A using concentrating firepoewr and group B saprate into 20 smaller group with 5 BS each. in the first 10 second, group A destory 1 BS while 99% of the shots doing 0 damage because target no longer exist. group B kill 20 BS because each smaller group pick their own target and desory their own targets.
just some thought
You madam are a genious!
This sounds like a much better and balanced solution to the problem. Its neat in that it doesn't restrict the players ability in the game mechanics. It is also realistic if you imagine the time it might take for fire control to order the commands for the BS sized weapons to bear on the target and release its volly at the targets location.
And finally, its neat in that it improves the tactics required to be efficient in fleet battles. All firing on one target is fine and perfectly valid tactic, but 'overkilling' the target should be also represented in the turret mechanics. Funnily enough this is the case for missile based weapons such as Torpedos. Everyone who has used torpedos for say, NPC hunting, begrudges the hugh long chain to torps flying slowly off into nothingness once the ship has been killed.
By representing this for Turrets as well, fleet commands and their supporinting offices would need to co-ordinate their efforts to wreak devistation on the enemy fleet in a more efficient manner. This to me sounds better, than the simple task of reading who is primary from gang and then mashing buttons until the target is dead (usually before you've pressed all F1-F8 keys), switching and repeating until either you die or they die.
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