
Goca
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Posted - 2006.10.02 01:24:00 -
[1]
Hmmm; I'd sure like to see this as more of a representative of a small portion of Eve itself. Instead of two fleets sitting there like the English and French fleet at Trafalgar pounding away at each other, hoping to catch some wind..
my view;
The Ships & Points For Ships.. Any ship in the game barring capital ships allowed.. Any module and ammo in the game allowed, including EW,NOS whatever (see below) Implants--- this is a sticky point, for me anyhow, just not sure how to look at them.. possibly a more powerful implant takes points, meaning less points for ships? I dunno..
AND most important all matches are based upon a SET time and a SET amount of points, which correspond DIRECTLY with how many each ship was worth, no exceptions..
the points per ship is always a tough one.. but..
TOTAL POINTS 31
Faction BS 14 Tier 3 BS 13 Tier 2 BS 11 Tier 1 BS 10
Tier 2 BC 9 Tier 1 BC 7
Tier 2 Cruiser 8 Tier 1 Cruiser 5
Tier 2 Destroyer 7 Tier 1 Destroyer 3
Tier 2 Frigate 6 Tier 1 Frigate 2
anything below frigate level should be considered a no-show..
So the entire competition is based upon point totals.
You destroy an enemy faction battleship, but the rest somehow survived? you get 14 points, destroyed one T1 frigate? you get 2 points and so on.. The two teams with the most points at the end meet in the finals. So basically a round robin..
The Battlegrid.. Instead of the "line of battle" way I really liked one poster's suggestion for warp in, I'll take that further.. Make it like the true Eve enviroment, warp in AND warp out.
The GM's can place the center of the battle at we'll say 0km. Each side starts at a set waypoint, say just outside scanner range of the other fleet 15 AU for example. You are given exactly 3 bookmarks BM 1 your start point and #1 warp out point (opposite gang is directly in line across from you) BM 2 the battle point "0km" BM 3 a #2 warp out point in a different direction (bad part is until you warp there, you don't know which direction it is)
How this could work, is at the GM's "GO" both sides warp anywhere they desire from 0km to 100km from the 0km point, all ships can warp in at their battle range whatever that is, neither side will know until that moment of meeting what the other side has for ships. BUT ALL SHIPS MUST WARP at the word "GO" and the fight begins. The battleground is 300km across total in a CLEARLY marked circle anyone going outside, poof, out of battle (except warp out see below)
Now the warp out option works this way. Any ship on either side can warp OUT at any time, but for each warp OUT you are penalized a set amount of points, and for each minute (or a given timeframe) said person who warped stays at that warp out BM means more points deducted from your final score..(not to mention your team losing a ship that could be fighting).. This prevents people from abusing the warp out but does allow some measure of repair in extreme circumstances and could be used to gain a tactical advantage, with the downside of course being less ultimate points..
One side does NOT have to obiterate the other side, even the killing of the correct ships could be a tactical way to gain points.
Some will say this gives too great of a chance to EW ships, well some of us know how fun it is to be in an EW ship and we know who gets shot at first and we also know what it it like when the EW ship has to leave the area...
Some might also say this gives an advantage to sniper ships, but remember you don't know what the opponent has for ships.. they may be all ubermwd frigs that will utterly pwn your sniper (unless he warps out, see above, or they have warp jammers)... nor do you know where he will warp in, he may warp to 0km..
You could say this scenario would be like meeting an opposing gang on the other side of a gate and you both forgot scout ships.. stupid Fleet Commander... :)
My 2 cents
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