
James 315
Tactical Enterprise Group LTD The Imperial Order
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Posted - 2006.08.09 01:20:00 -
[1]
The Enslaver has some interesting ideas.
I felt like putting in my own two cents on this POS issue, since it will need to be resolved sooner or later.
Problem #1. Having lots of ships at a POS causes massive lag, making the game unplayable and resulting in the loss of tons of ships, especially attackers.
Problem #2. Without some kind of reinforced mode, time zone issues make it possible to attack a POS with no player defenders.
Problem #3. Due to time zone issues and carriers, it is impossible to starve a POS of fuel.
Problem #4. It is too easy/cheap/quick to put up a POS compared to destroying one.
We all know that the lag issue cannot be solved. If you have a certain number of ships at a POS, lag will ensue. No dev can fix this.
Nor can a dev really fix Problem #3; even if you somehow placed limits on capital ships fueling a POS, there's always the time zone factor.
Likewise, no dev can solve Problem #2. Without reinforced mode, attackers can overwhelm a POS in their prime time. With reinforced mode, defenders can be supreme in their prime time. I suppose you could make reinforced mode last a random amount of time, but if you think POS warfare is boring now, just wait until you have to sit around to find out when the fuel randomly wears off.
I really don't believe all of these problems can be solved, so it's a matter of trading off which problems are the most important to solve, and which results in the gameplay that involves the most strategy and, preferably, fun.
Here's my proposal:
First, remove reinforced mode.
Yes, people will be able to attack while you sleep. Of course, you'll be able to attack their POS's while they sleep.
Second, allow unlimited amounts of guns to large POS's. Whatever they're willing to buy, let them attach.
The defense now becomes primarily automated. This limits the advantage of night attackers. Also, by having POS warfare primarily player versus structure, it solves the lag issue. If people are going to attack in off-hours, you may as well use it to your advantage and limit its effectiveness.
The defender has the choice of committing lots of resources to his POS, but he must keep in mind that he needs to keep a majority of POS's in the system. So if he defends one POS too well, he may leave others vulnerable. He has to decide how much money to spend per POS.
Third, allow a few hours for POS's to come fully online and activate weapons/shields.
This forces defenders (and attackers making their own POS's) to defend them as they come online. Of course, they can do it in their own primetime.
Fourth, accept that there will always be time zone issues.
POS warfare now becomes primarily offensive. You destroy their POS, they destroy yours. To combat time zone issues, try to recruit people from varying time zones! But if there's a major difference, you will need to rely on putting lots of guns on your POS's. How much are you willing to spend on them? How much is your enemy willing to spend? How many POS's can you afford to put up, knowing they may be destroyed? How many is your enemy willing to?
That's where the strategy / logistics come in, and that seems to me a far preferable setup than the way POS wars are now. |