| Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Noriath
|
Posted - 2006.06.01 12:21:00 -
[1]
This idea is way too exploitable to acctually work, because there can be no absoloute system to make sure that the number of locks on you is from acctual enemies.
Regardless, concentrated fire makes this game stupid. There is no point to a large selection of specialty ships when your survivability within a larger battle depends only on wether or not you get called target, and the only thing worth having fitted because of that is pure damage output. That's just not a good system and kicks all of eves complexity to the curb as soon as enough pilots are thinking about killing the same enemy.
In my opinion the best ways to adress this issue is blob-busting and super hardening through capital ships. Blob-busting being AoE weapons that make it a really stupid idea to stack all your ships in one tight little group, superhardening being the ability to make single ships nearly invoulnerble if they get targeted, so you have to target more people. Of course all of this stands and falls with capital ships ability to withstand a concentrated barrage, which is an issue that has yet to be resolved.
|

Noriath
|
Posted - 2006.06.01 12:51:00 -
[2]
I don't think calling targets over teamspeak is the strategic accomplishment of all time to be honest. Sure, in a fleetbattle you need discipline and you need someone to call the right targets, but that still doesn't change the fact that it substracts heavily from that sense of a massive raging battle that you'd want to see, not just a bunch of boxes with blue + and a bunch of boxes with red - sitting 200km apart from each other and taking shots back and forth...
It's just not interesting to someone who expects epic battles and a violent clash when two large fleets meet, instead of this bastardized gentlemans duel, artillery at 200 paces... 
|

Noriath
|
Posted - 2006.06.01 13:45:00 -
[3]
Well, Eve would be a lot better if warping took much longer but was a dynamic system with people being able to intercept you in mid warp. Safespots shouldn't be all that safe either, they should be easy to find with sensor sweeps, and instead you should be invisible to sensors when you are near a planet or moon or hiding in a nebula or something using its mass and magnetic field to mask your signature.
I think that's a whole different deal alltogether though, and although it would significantly improve combat by streamlining that whole stupid warp-in warp-out positioning game it wouldn't fix the fact that tanking is pointless in Eve as soon as a fight gets big enough.
|

Noriath
|
Posted - 2006.06.01 19:10:00 -
[4]
Edited by: Noriath on 01/06/2006 19:12:01
Originally by: Maya Rkell Noriath, then what happens? Yep, more people log rather than fight, and people log rather than sit at a safe. (And no, a nebula is no advantage when they know you MUST be in there...)
I forgot to mention that this is all under the assumption that you can no longer see the pilots in the system in local. So, yea, hiding in a nebula or at a planet does not help you when your enemies know you are in the system. And it shouldn't!
It's meant to hide you when the oposition does not know who is in the system, but at the same time enable them to find hidden ships by sending probes to specific celestial objects or simply flying there themselves. Of course you'll see them coming if warping and sensors are part of a truely dynamic system.
|

Noriath
|
Posted - 2006.06.02 00:07:00 -
[5]
AOE damage doesn't have to if it's scaled by sig radius.
I already sugested in another thread that discussed fleet battles that Dreadnaughts should be able to use AOE ammunitions in their main weapons. Now suppose for example you have a Minmatar ship that shoots canister shot, which bursts and releases millions of BBs, then a small ship obviously doesn't get hit with anywhere near as many of them as a large ship. Hence it takes less damage.
|

Noriath
|
Posted - 2006.06.02 00:26:00 -
[6]
I don't agree with that at all, quite on the contrary, dreadnaughts are weak out of siege mode right now, because if you make them deal uber damage to battleships they become the ultimate gankmobile, so the only logical answer is instead of making them deal too much damage to one target, make them deal a reasonable amount of damage to multiple targets. AoE ammunitions should not work in siege mode.
|

Noriath
|
Posted - 2006.06.02 02:49:00 -
[7]
Dreadnaught AoE should be a special Ammo with 15-20km explosion radius around the target. Also it should not have an explosion speed, but be affected by sig radius instead, with 400 representing 100% efficiency, and damage capped at 100%
|

Noriath
|
Posted - 2006.06.02 03:34:00 -
[8]
Yea, that's pretty much what was said already three pages ago, thanks for remining us and quoting the entire original post...
It really doesn't hurt to read before you post, that way you're not just repeating what other people have said already... 
|

Noriath
|
Posted - 2006.06.02 12:58:00 -
[9]
That would cure the disease by killing the patient.
The problem with fleetbattles is that they lack a true strategic element since all the specialty ships availible in eve have no place in them. If you just target the entire enemy fleet and blast away the fleet with the most gankfactor still wins, good commanders are no longer even needed for target calling, and forcing an outcome to the battle will become impossible, since if people have that much time to warp they won't stick around for their funeral.
Fleetbattles have a compound problem. The ganking is no good because it makes battles to short, turns the individual ship and pilot into a joke, and makes one of the most exciting aspects of science fiction combat rather bland. The ganking is unfortunatly needed though because of the way you can evade people pretty much indefinatly by warping around, and how hard it is to acctually engage someone in combat if they don't want to, so once you have them in your sights you need to kill them before they have time to warp and start the whole stupid spiel all over again.
|

Noriath
|
Posted - 2006.06.02 16:53:00 -
[10]
Edited by: Noriath on 02/06/2006 16:53:56 **God I wish there was an option to delete your own double posts, or a feature that blocked you from posting more then once within 30 seconds...**
|

Noriath
|
Posted - 2006.06.02 16:53:00 -
[11]
Originally by: Sancho Poncho As long as completely destroying enemy ship is the only way to inflict losses to enemy, blobbing will remain the superior tactic.
I agree with that, but I don't think it's something that can be fixed, since the whole game is based so much on active repairs and cheap replacable ships that this would be too radical of a change to make.
But I do agree, instead of ships being easily destroyed and easy to replace they should be very hard to get, but also very hard to repair, and repairing them should take large amounts of time. Instead of insta-popping ships you should be able to hunt them for days untill they get destroyed, continually inflicting more and more damage.
I doubt something like that will ever happen in an MMORPG where one player uses one ship though. It could if ships took large amounts of player crew that would have to run the vessel 24/7 - but that's a whole different game that has not been made yet.
|

Noriath
|
Posted - 2006.06.02 19:00:00 -
[12]
Ten ships should win against one, no question. But ten ships against ten ships shouldn't break down into ten against one and ten against one and then nine against one and nine against one and eight against one and eight against one - It should be bloody ten against ten!
Main balance issue with fleets in eve is that you can combine the damage output of 50 ships to atack one, but you cannot combine the tanking capability of 50 ships in one. That's just a major flaw in game balance in Eve, that most other MMORPGs don't have, because they feature powerful "healer" classes which can make sure that if only one person is becoming the target for a whole bunch of enemies that one person is going to be one tough mother to take down...
|

Noriath
|
Posted - 2006.06.02 19:58:00 -
[13]
Repairers are not very efficient right now, In my opinion capital repairers and transporters shoult not onyl regenerate HP, but also significantly boost the ships resistances.
|
| |
|