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Daniel Plain
Science and Trade Institute Caldari State
1266
|
Posted - 2013.07.05 21:40:00 -
[1] - Quote
interesting concept but you have to take REALLY good care to keep people from abusing it. i'm thinking 100 smartbombing battleships oneshotting whole waves no matter how many spawns, and other similar exploits...
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |

Daniel Plain
Science and Trade Institute Caldari State
1272
|
Posted - 2013.07.10 11:14:00 -
[2] - Quote
hmskrecik wrote:Daniel Plain wrote:interesting concept but you have to take REALLY good care to keep people from abusing it. i'm thinking 100 smartbombing battleships oneshotting whole waves no matter how many spawns, and other similar exploits... But this is what I like about it. As I imagine it the difficulty rises more or less exponentially. [...] notice how in the exploit i proposed it does not matter how many rants spawn because they are instantly wiped out before they can even fire a single shot. i'm not saying this particular case can't be worked around (for example by increasing the rats' hp); i'm saying it's difficult to predict ALL exploits of this kind of mission and if you fail once, you will have to deal with people 4x4ing through the sandbox.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |

Daniel Plain
Science and Trade Institute Caldari State
1274
|
Posted - 2013.07.10 13:40:00 -
[3] - Quote
random spawn points sound good, except the fact that they may introduce bias towards missile boats.
also, i feel that we are past the point of asking IF this system would be a good idea (the answer is yes), and are moving on to the specifics of how to implement it properly (exorcising the details if you will).\
btw: just as a random thought, is there any reason to not incorporate this new type of pve into the incursion system (as in: incursion hard modes for the shiny fleets to compare their e-peen)?
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |

Daniel Plain
Science and Trade Institute Caldari State
1275
|
Posted - 2013.07.10 15:40:00 -
[4] - Quote
Nikk Narrel wrote:Tryaz wrote:+1 This is a great idea!
The only problem I envisage is that it might still be possible, using extraordinarily elite gear and implants to turn MASSIVE profits with ease because the system assumes that most people "by this point" are dead or warped (the percentage improvements over t2 possible with boosters, links, high-grades and officer mods are huge after all)
What do you think? Using time or rate of damage being done to the NPCs, the system can adjust the rate of spawn increase. this is a very risky concept. how can you judge if the players are slow because they have bad gear, are holding back on purpose or are just plain incompetent? it may be better to counter bling with random damage spikes. that way, a smart playerwill never fly anything too expensive and take random losses in stride. still not a very good idea but less exploitable to be sure.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |

Daniel Plain
Science and Trade Institute Caldari State
1277
|
Posted - 2013.07.10 15:54:00 -
[5] - Quote
Nikk Narrel wrote:Daniel Plain wrote:Nikk Narrel wrote:Tryaz wrote:+1 This is a great idea!
The only problem I envisage is that it might still be possible, using extraordinarily elite gear and implants to turn MASSIVE profits with ease because the system assumes that most people "by this point" are dead or warped (the percentage improvements over t2 possible with boosters, links, high-grades and officer mods are huge after all)
What do you think? Using time or rate of damage being done to the NPCs, the system can adjust the rate of spawn increase. this is a very risky concept. how can you judge if the players are slow because they have bad gear, are holding back on purpose or are just plain incompetent? it may be better to counter bling with random damage spikes. that way, a smart playerwill never fly anything too expensive and take random losses in stride. still not a very good idea but less exploitable to be sure. Good point, and one I also considered here. If the reward is obtained by NPC losses, then it will also be paced slower. It will simply be a slower progression of mounting threat matching the rate of reward as a side effect. If the reward is more loosely tied in, like ore to be mined, it can also be slowed down, but will probably be handled in waves of obvious increasing risk. Like in any mission, a poorly fitted ship or bad tactics leads to predictable results can you put that in numbers? i have trouble understanding what exactly you mean here.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
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