
Corvus Anderran
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Posted - 2005.10.04 11:38:00 -
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Originally by: MaiLina KaTar Edited by: MaiLina KaTar on 03/10/2005 18:09:12
Originally by: Rod Blaine Edited by: Rod Blaine on 03/10/2005 13:57:48
No no no.
Anything that discriminates between situations involving many or fwe attackers is per definition wrong.
Adding a module that prevents targeting by more then three enemies would be even worse then diminishing returns.
The point is that many should always win over few, and win with the sum of their added strength minus the sum of the samller gang's added strength. Ten against 4 should always mean that the ten bring to bear 2.5 times the strength of the 4, all other things being equal.
Fighting and winning outnumbered needs to rely on skill, tactics and coordination. At present it does, if we want it to be easier to fight outnumbered, then increase the role of tactics, skill and coordination in a positive way: gang modules, mechanics and skills for starters.
Exactly. Thanks Rod.
Instead of simply sticking in some vulnerable code bit to mess with damage dealing it should be the players countering focus fire by using more tactics and better features like better logistics ships, gang mods and such. Provide features to actually enhance the game rather than just applying some stupid limiting formula.
Come to think of it. After all it's a pretty simple problem. Fleets can roll out much more damage than fleets of the same size can take. So instead of applying some limit on the damage you should add more defensive measures to counter the damage. Contrary to the suggested diminishing returns on focus firing, this will incorporate the players and make them have to think, react, coordinate and interact rather than just rely on CCP.
Logistics ships just get killed as fast as scorpions do. Every logistics ship a fleet rolls out is another ship that could be a damage dealer or tackler, and it's going to be one of the first ships to be blown up.
Yith summed it up perfectly to be honest. As long as focusing fire on one individual target is the most effective way to win a battle, that's how players will fight. The diminishing returns proposal is not about making it easier to win when outnumbered or gate camping, but making fleet battles more rewarding. It wouldn't even need to kick in until around the 4th attacker anyway to be effective. You people are acting as though the second attacker is going to do zero damage.
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