
Spahn X
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Posted - 2006.03.23 10:33:00 -
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I feel like putting in my $.02, but I didn't really feel like reading six pages of blabbering nonsense to do it. If you don't like that, fine, don't read my post.
I personally think stabs/scramblers are fine as they are. The only change I would agree with, would be if they were changed to work like ECM does now. Somebody may have mentioned this already, so apologies if I'm repeating someone.
All ships have an "Ion Propulsion Strength". Why not adjust scramblers to work as a percentage based on this ship attribute? You put 2 points on a ship with 8 points of scramble strength, easy, you have a 25% of warp jamming them. You want to make sure he dosen't get away? Fine, additional tacklers have additional points on them. If you put 8 points on that ship, the odds would be pretty damn low that he would be able to warp. This would also serve to add some variety to warp jammers. No longer would they all be either one point or two points, but high quality named jammers would get a small bonus, 2.1, 2.2, 2.3, etc.
I'm sure there would have to be a balance factor to be figured out, but that wouldn't be a big deal.
I do think that there should be a way for people to keep someone in a fight without being able to warp out, and there should also be a counter. ECM has this, and I think the way ECM works now is fabulous. Some may say it's broken, but I bet those same people never even think of using ECCM.
I lost a Thorax the other night, and I had a single WCS fitted. In local the guy that got my killmail said something to the tune of "...and I never wanna hear some pirate complain about WCS."
Hey, I don't complain about them. To date, there really isn't anything in the game I do complain about, with maybe a couple exceptions totally unrelated to the current topic (the shortage of available material research labs in high sec is one).
If you're going to pirate solo, and you have problems with targets escaping, maybe you need to start thinking outside the box if current techniques are not working. On a related note, I do think there should be additional methods of disabling a ship aside from just using warp jammers. For instance, if someone is totally out of cap, maybe they should take longer to warp or something, instead of just warping them a shorter distance than their desired destination.
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