
Alede Pestot
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Posted - 2005.10.15 15:41:00 -
[1]
Originally by: James Lyrus Well, I've not been involved in the starbase pingpong, but then, I do run a few towers, so I thought I'd throw in my thoughts for simple solutions.
Problem isn't the price, IMO, it's the fact that a 'hauler rush' can topple the balance.
Well, for the players, have you considered just plonking a small stack of GSCs or offline towers at your moons? 'least then they've got to spend a little while knocking those over first.
As a longer term solution, IMO weight by tower size is good, but the to my mind, the 'proper' solution is to implement a decaying average. Change it so your 'POS points' in a system can only change by (for example) one or two per downtime.
So if you fire up 15 'points' of towers, and clear a system of all other sov claims, it takes a week (or two) for it to ramp up to full effect. But after this time, if someone deploys 20 towers, and kills off your 15, your 'claim' drops by 1 per day, and theirs goes up by 1 per day, meaning that after a week you lose sov and they gain it. But if you react quickly, you can retake it, meaning they've got to sustain a campaign, and keep those towers fueled if they want to claim it.
Ok, it does mean that if you get it onto a knife edge, then ping-pong happens, but at least it means you can't just log in one day to find that someone's fired up 20 towers and you've lost sov over d/t.
Actually, something like this would be quite good.
So you set up a POS and claim a system. Your control becomes 100% at DT.
Your POS gives you 1 'control point'.
Someone else comes in and plonks down 2 POS's.They now have 2 'control points' (CP's).
Now,at each down time, for every CP they have over yours your control drops by 10% (with a max capp of 50% change per DT).
Once your control hits 0% the system becomes contested, and your opponents control starts to raise.Once their control hits 100% the system is theirs.
With this method, it would take a full 4 days for a system to totally change hands.
Small,Med and Large POS's could give varying CP's.
I dont know how hard this would be to implement, but it would seem to be a good compromise between the short term 'quick fix' proposed by Oveur and the more ambitous long term solutions proposed by others (plus it lets you have cool 'contested' markings on the map ) ________________ What you do is you store up the rage, let it fester while you gain strength, then use it to gank those weaker than you... and so the circle of life is complete |