
Siege
Minmatar Siegecraft Bounty Hunting
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Posted - 2006.09.01 02:40:00 -
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Edited by: Siege on 01/09/2006 02:42:49 No, the 'warp to 0' option is really not a valid one. It basically eliminates a massive amount of pvp combat. If you can 'warp to 0', then you will basically be able to dock at any station you want and evade almost any gate camp that doesn't have a bubble or interdictor. Some combat will still happen.... but if everybody can just warp to a gate at 0, then turn on autopilot while in warp, you're just not going to see much combat anywhere. I don't remember it myself, but some folks from back in Beta claim to it being there, and combat was almost nonexistant. If anybody can confirm or deny that, please do so, because it was 4-5 years ago probably.
So, use bubbles/interdictors you say? Bubbles are too static and expensive already for newer players. Interdictor spheres are skill intensive and expensive too. So newer corps and players without the money and skills won't be able to engage or disengage combat except at a big disadvantage. And if you basically make bubbles a mandatory item for PvP, then the prices will get even more out of reach than they are now.
What about a skill based system? Again, penalizes newer players harshly when they are waiting long enough as it is to hit Small Turret III or other skills we take for granted.
Ok, so what about a module that makes you warp to 0 if fitted? I can just imagine the howling calls for NERF by the PVP crowd if you make another "Can't Catch Me" type module. We get enough complaining about stabs right now.
But my big issue is that without instas, the current system most penalizes ships that are big and slow. 15km in an interceptor with MWD is just a few seconds, which is less time than it takes for many larger ships to even get a lock on them. But larger ships at 15km can take a minute or more. And they are instantly lockable and fast ships can swarm and tackle them real quick. So the issue isn't really the distance itself, the distance is only PART of the equation. The real issue is the TIME it takes to come out of warp and approach a gate/station.
Make this time too short, and some ships are too close to invulnerable. Make this time too long, and travel time goes up dramatically as does vulnerability. Instas or fast ships cause problem number one. No instas and big ships cause problem number two.
So, what about if the warp-to distance wasn't based on a specific distance or player skill or module, but on the ship class itself that gives an average time to approach the gate. For instance, have freighters warp in at something like 5km, which just a wild guess would take about 10 seconds to travel to the gate. Battleships at 7km. Cruisers at 10km. Frigates at 12km. Interceptors at 15km. Of course this would have to be tweaked depending on how it pans out, I am just tossing the numbers in to give an idea of the concept.
But this would give players a valid alternative to instas (good). It would cut down on travel times (good). ALL players would have immediate access (Good in most opinions I have seen). PvP guys would still have a chance (good). But so would slower ships getting through (good).
Anyways, that is just an alternate train of thought. Flame away folks.
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