
Bland Inquisitor
Vanishing Point. The Initiative.
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Posted - 2014.01.19 14:56:00 -
[1] - Quote
We are not talking about a new problem here, we are talking about THE problem. One that could of easily been fixed if CCP would invest its energies towards a solution instead of wasting time on other ventures such as Dust and World of Darkness.
I see two options open to CCP that would be acceptable to the player base;
1. A complete re-make write of the game, they have most of the time consuming factors taken care of so its not like they would be going back to the drawing board. They have the content, textures, models, infrastructure and manpower to be able to do so, why create an entirely new game such as Dust or WOD when your flagship title (the one that provides you all your income) is in dire need of an overhaul?
2. An entire game mechanic overhaul to change the overall objectives within 0.0.
The simplest way to do so would be to implement a hard restriction on stressing the server out. I would use a % base damage tick on all hulls in space based on the level of TIDI in system. It stands to reason that if the amount of ships in space can slow down time they can also cause an electrical storm that causes damage. So at 50% tidi you start doing 10% Total EHP per minute in system which isn't effected by resistances. If you get to the stage where its 1% TIDI your going to be doing 90% total EHP. In essence your going to destroy everything in that system within 2 minutes.
A soft restriction would be implemented by rewards similar to inclusions. Think of it like if there are more than 100 ships firing missiles at an IHUB the missiles start to collide and you actually start to lose overall DPS.
Finally I would like to see each player slot in a corporation mean something, Make it so that corporations have to be selective of their pilots. Scale that up also so alliances have to be selective of their member corps. Its always baffled me that there is no limitations on scale within eve, things like running costs, food and water, transport and other limiting factors of real conflicts are not present in this game which inevitably leads to the N+1 issue.
End of the day if EvE conflicts are won by N+1 and the only limiting factor is amount of players a node can sustain you will ALWAYS have this problem
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