
Commander BlackJack
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Posted - 2006.06.02 21:53:00 -
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Hi!
I've an interesting idea about the following ideas:
1,Combat Boosters - A COSMOS project
Give players the ability to manufacture boosters that boosts their combat abilities but can have very bad side effects. Create regional resources in 0.0 which should encourage players to fight for them resulting in ships being blown up and all kinds of hoopla. This project includes eight 0.0 COSMOS Regions.
2,Ship Sub-system Targetting
The ability to target individual sub-systems of a ship in EVE has been something many players have wanted. Bringing more tactical choices to attacking a ship and disabling certain native ship abilities before going for the final kill (or simply going for the ransom). However, combat is far too short for this kind of tactical decision-making and of course the question remains, what sub-systems are targetable (warp drive, shield recharge, cap recharge) and when are they targetable (After shield is down? Then what happens to armor tanks? After armor is down? Are we then talking about structure tanks too?). All ships should have subsystems with rechargable hitpoints. When the hitpoints are lost, the subsystem is inactive, and needs a repair ship or a hangar to repair it. All guns should have a special type of ammo, which don't damage structure/armor/shield, only the subsystems. (The hit point could be the subsystem's computer's strength. The ammo could be an electrostatic charge, or something like this.)
What's more, there should be a standard, a minimum, and a maximum hp. If a subsytem is under attack, the player could redirect energy to the subsytem. So it will have more hp, and better recharge, and the other, from where the energy was redirected, will have less hp and worse recharge. (A subsystem can be charged only to the maximum hp, and can't be drained below the minimum.) In this case, the first subsytem could have a bonus, because of the more energy in it. (For example:engine-higher speed) Of course, the second could get a negative bonus. (For example:targeting system-shorter range)
I think this solution has a large number of advantages: -Subsystem attack is possible. Although it won't be used in fleet battles, in smaller battles, in agent missions or in 1v1 it could be extremly useful. -Of course, bigger ship's subsystems has got more hp. -Dinamic system of combat bonuses. -Clear system. -It's suits to the EVE's philosophy. Experienced players could use these abilities more effectively. (When the number of subsytems "enough", not only 3 or 4,but 8-10.)
Disadvantages: -Without a clear and fast way to modify values, it's nearly useless. (Some pre-defined states?)
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