Combat Wombatz
Martyr's Vengence Nulli Secunda
21
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Posted - 2014.01.31 15:21:00 -
[1] - Quote
Overall, good ideas. Some things need some reconsideration though. I have broken down my thoughts and suggestions on each below.
New sovereignty system Please no button system. This is a cobbled-together solution that does not use real game mechanics. Instead, have "control nodes" at these littered-about sites instead. Add a new high-slot module that serves as a "capture" device - it cycles once per minute and ticks the "control node" status in the favor of the user once per cycle. Allow only one to be fit per ship, like cloaks. Also allow only one activation on a "control node" at a time, like a tractor beam. Add a new skill along the lines of "Sovereignity Reconfiguration" which reduces the cycle time of the "capture module" by 1% per level. Make this skill easy to learn initially (few prerequisites) but have it have a high multiplier (I'm talking 16x+). Each activation of the module should send out a system-wide notification (maybe constellation-wide if a sov upgrade is installed?). At skill level 5, perhaps allow the use of a T2 version which gives notification that a capture is taking place, but does not give the exact location.
This requires actual interaction with the game and promotes fights. It turns sov grinding into a series of king-of-the-hill style engagements. This is also known as fun.
Anomaly rebalance Not bad overall, but solo players do still need an anomaly option in 0.0. Instead of your 3/5/10/20/40 fleet requirement, balance it along the lines of 1/4/8/16/32 subcaps with a T1 cruiser/battlecruiser hull being the baseline. You shouldn't need 40 dudes in Vindicators to clear a site.
IHUB and system reward overhaul The concept behind all of this is good, but the execution would need to be tweaked a bit. For example, the bonus to ore yield would be much better applied as a reduction in cycle time, as this would also benefit ice and gas harvesting. In any case, still very solid suggestions; just tweak execution. The ability to anchor cynojammers should not be limited solely to capital systems, though.
NPC 0.0 overhaul Sounds brilliant. Signed.
Standings groups Again, excellent, but just call them Coalitions. It makes everyone's lives easier. Also make sure that all temporary/expiring/upcoming timed standings changes are visible to the public.
Moon iteration Not on board with all of this. "Ring mining" suggestions of the past are a better solution than this. Currently there are plenty of R16s and R32s that are held by smaller entities throughout the game. Consolidating these all together would make it impossible for the little guys to get a piece of the pie. Instead, how about we finally just fix POSes already? This is the real change that needs to happen. Allow remote management and reduce the size of fuel blocks somewhat to make fueling less of a chore. Add an (expensive) IHub upgrade that allows the IHub to serve as a collection hub for moon goo and a disbursement hub for fuel, meaning that you could just stop in one location per system to manage your moon mining operations. Put that CONCORD "fluid routing" technology to work.
Tax overhaul Good. Be sure to account for all forms of tax, including mineral refining tax, market taxes, ratting taxes, etc.
Service module overhaul Some good here, but also a lot of bad. Cynojamming and industry jobs, for instance, should not be able to be turned off by a ninja fleet in Taloses before defenders can form up. Station services should take at least 15 minutes to knock out with your average gang, giving the defenders at least some time to form. Ihub upgrades as you describe them should take at least 30 minutes to disable for the most part. Small gangs have no business being able to disable cynojamming. If you want to play ball on the big field, you should have bring more than a dozen guys in frigates/cruisers to deal with teh cynojammer. What's the magic number here? I'm not sure, but it should be out of reach of your average roamer (who shouldn't need to deal with it anyway).
Capital ship rebalancing This is a good idea that has been thrown around a lot. The problem will be dealing with the cost changes and inevitable speculation that will occur when such a change is announced. The original tiericide changes took a while to even out in the market; this effect will be amplified with caps. |