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Thread Statistics | Show CCP posts - 6 post(s) |

HuGo87
Perimeter Defense Systems Templis CALSF
0
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Posted - 2014.05.12 06:46:00 -
[1] - Quote
I love the no-cloaking in plexes idea, I've seen way to many cloaky tristans farming all day long, and they're a PITA. I do inmensly enjoy aproaching them, decloaking them and killing them though. Especially then I've two scrams and they're stabbed! :D
However, this does screw recon ships and alike. It also nerfs scouting (I can't warp in and cloak my Buzzard any more!).
I think there's two options we can consider:
- Only affecting non-covert-ops cloaking devices. Ships that use those generally rely on them to work as expected.
However, this does sound more technically complicated for you guys. Also, does everybody else want to stone me to death for suggesting that we allow some ships to cloak??
- Another choice (I belive this would satify almost everyone) is that ships with cloaking devices fitted don't affect the timer, even uncloaked. So atrons with cloaks or falcons with covops will never affect the timer, even while uncloaked, making the sit-still-and-cloak-whenever-somebody-warps-in" tactic completely unprofitable, but recon traps still work.
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HuGo87
Perimeter Defense Systems Templis CALSF
2
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Posted - 2014.05.12 09:11:00 -
[2] - Quote
Templar Dane wrote:I was always a fan of the button structure locking you and putting an infinipoint on you out to 100km or so. 
This would be nice if it has a bit of locking delay - just so recons and covops get a chance to cloak as soon as they land (while it still avoids someone cloaking after having been in the plex for a while, which is the real issue.). |

HuGo87
Perimeter Defense Systems Templis CALSF
6
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Posted - 2014.05.14 08:48:00 -
[3] - Quote
Mara Rinn wrote:What about taking away the bunker orbiting and adding NPCs that must be defeated to complete the site? Ensure that there is a 30 minute time to complete by having two ten-minute reinforcement waves. Have the site despawn if a wave is spawned but not attacked for ten minutes. Pay out the same as incursions: reward cooperation rather than penalising it.
Thus there are no timers to count down/up/reset, the attacker must be combat fit, and the defender can actually defend (e.g.: logistics support to NPCs, or simply scare off the attacker). Make sure some of the NPCs can scram/disrupt and we're golden!
Short version: turn FW plexes into incursion plexes with timed spawns.
FW is about PvP, not PvE. |

HuGo87
Perimeter Defense Systems Templis CALSF
7
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Posted - 2014.05.20 09:03:00 -
[4] - Quote
I hate pirates.
But I disagree with keeping them out of plexes. They're part of the game, and just because I tend to have a bad time with them, doesn't mean it's an invalid gameplay style. |
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