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Thread Statistics | Show CCP posts - 10 post(s) |
Baun
4S Corporation Morsus Mihi
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Posted - 2006.10.07 22:44:00 -
[1]
Edited by: Baun on 07/10/2006 22:46:43 I think that faction modules, as per the last tournament, should not be allowed and further that pirate implants should not be allowed.
Anything that can make the competition more skill based instead of isk based is, in my opinion preferable. The early rounds will be completely dominated by the alliances that spend the most isk on implants and modules.
If the aim of the competition is to have the skill of the few alliances that spend tons and tons of isk determine who wins then the current rules are great.
If the aim of the competition is to have the skill of every team determines who wins then the use of faction mods and implants needs to be cut back, not expanded.
Edit: I think allowing T2 and Faction ammo is good in either case. Faction ammo isn't such a big deal and being able judge what t2 ammo to use when is skill based.
The Enemy's Gate is Down
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Baun
4S Corporation Morsus Mihi
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Posted - 2006.10.07 23:54:00 -
[2]
Originally by: LeMonde
Originally by: Baun Edited by: Baun on 07/10/2006 22:46:43 I think that faction modules, as per the last tournament, should not be allowed and further that pirate implants should not be allowed.
Anything that can make the competition more skill based instead of isk based is, in my opinion preferable. The early rounds will be completely dominated by the alliances that spend the most isk on implants and modules.
If the aim of the competition is to have the skill of the few alliances that spend tons and tons of isk determine who wins then the current rules are great.
If the aim of the competition is to have the skill of every team determines who wins then the use of faction mods and implants needs to be cut back, not expanded.
Edit: I think allowing T2 and Faction ammo is good in either case. Faction ammo isn't such a big deal and being able judge what t2 ammo to use when is skill based.
You just noticed the first thing missing in there. There are no plans to change faction modules, they are still restricted.
Thats good! ;p
Now how about banning pirate implants. You could RP it by allowing players to install jump clones in a concord station or something so they can get into a new body with different implants for the tournament.
The Enemy's Gate is Down
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Baun
4S Corporation Morsus Mihi
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Posted - 2006.10.08 01:32:00 -
[3]
Originally by: DJ Xod
Originally by: Baun Edited by: Baun on 07/10/2006 22:46:43Thats good! ;p
Now how about banning pirate implants. You could RP it by allowing players to install jump clones in a concord station or something so they can get into a new body with different implants for the tournament.
There were two issues brought up surrounding this:
1. The amount of time that it would take to check each pilot.
2. How do we handle pilots that are maxed on their jump clones?
I'm not certain, but there might be other implications surrounding this that may not make it possible. TBH - I would like to see them taken out as well, but at the same time I have a clear understanding of the constraints we are working with.
Lets continue the discussion in the other thread. I made my posts here not seeing that thread.
I don't think it could take very long to check each pilot though. Its just one more step after checking their fitting. The last constraint is troubling but it could be dealt with, it just might be very time consuming after the fact.
The Enemy's Gate is Down
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