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

Maya Rkell
Sebiestor tribe
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Posted - 2006.08.07 12:54:00 -
[1]
Originally by: Nafri POSes are ruining alliance warfare, they ruin 0.0 space, they lead to thing the server cant handle (the megablobb). Rework them now! Please CCP, your game is kinda dying in 0.0 space...
The moon mining function is critical to T2 production...
I'd rather replace them with colonies, but eh.
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Maya Rkell
Sebiestor tribe
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Posted - 2006.08.08 23:59:00 -
[2]
Edited by: Maya Rkell on 09/08/2006 00:02:44 I have a specific comment, on reinforced mode.
You set a time for your POS. At this time the next day, the POS exist reinforced mode, and a limited window of say 6 hours exists before it can go back in.
There is a 1 hour timer from the last attack, so an attack which ended within an hour of the time set would end the NEXT day...and you cannot change the time in from the start of the attack into period either.
This makes reinforced mode what it is TRULY supposed to be - a way of timeshifting the POS vulnrability window to your peak time - and nothing else. BUT, it WILL end the next day. There is no long window, no break which allows you you regroup with lots of stront...
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Maya Rkell
Sebiestor tribe
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Posted - 2006.08.09 02:04:00 -
[3]
James 315, a classic example of narrow thinking.
Any true industrial concern rather than a PvP battlestar is going to be VERY easy to remove. Most smaller concerns could be very quickly swept from 0.0 entirely, and you bet that some alliances would do just that to ensure that they had nothing which challenge them in a vast area of space.
Your idea is fine for massive alliance v alliance wars, but...
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Maya Rkell
Sebiestor tribe
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Posted - 2006.08.09 02:52:00 -
[4]
Edited by: Maya Rkell on 09/08/2006 02:52:38
Originally by: Drilla Edited by: Drilla on 09/08/2006 02:27:59 Make POS offensive modules manually controlled only.
So if you have a POS with guns/launchers/scramblers - you need to be at the POS to use them. If system/grid/server is lagged, so are the offensive capabilities of the POS.
On top of that Enslaver (in post 218 atm.) has the perfect change for fixing sov. issues.
The problem with manual control is you'll focus fire and swat dreads.
Further, that's NOT a "perfect change". It's "swat the ones which claim sov they can't even be defended". You can ignore the other POS, they're quite irrellevant. Or, rather, there is basically no incentive to claim them. You can strike straight for their outpost system, remove a few unarmed POS and take it. Moreover, it means there is ONE strategy to win, now and forever.
As I said, I want colonies not POS. Throwing the entire POS system out. Yes, probably radical. What we have dosn't work properly and I'm not sure any fix can make it so.
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