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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Mario Putzo
Iron Dog Industries
1140
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Posted - 2015.04.03 18:40:27 -
[181] - Quote
Shodan Of Citadel wrote:Rowells wrote:Shodan Of Citadel wrote:250km range on T2 Link, but what if you damp the ship or it moves off grid? Please set to 150km range -where most combat is.
Penalty -counteracts bubble immunity when fit. if they break lock or go offgrid then they out of luck. 250km allows for all possible iterations of range available to larger ships. sorry, damn quickpost didn't post and I had to add something you could have potentially flamed... "Make mobile depots bigger so they can't fit in ceptors"
Curious if a ceptor is carrying a mobile depot...how is it carrying stront to effectively terrorize sov? and w/e it is using the mobile depot yo refit with. |
Hairpins Blueprint
CBC Interstellar Fidelas Constans
168
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Posted - 2015.04.03 19:48:51 -
[182] - Quote
All Hail Ethosis Rifter Bolb
I like the stats it makes me happy you can't fit T2 on frigs. |
Iroquoiss Pliskin
Hedion University Amarr Empire
128
|
Posted - 2015.04.03 19:53:31 -
[183] - Quote
Hairpins Blueprint wrote:All Hail Ethosis Rifter Bolb I like the stats it makes me happy you can't fit T2 on frigs.
That's pretty gud that even roaming Rifters can disrupt unprotected assets, buffer zones and/or space.
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( -í° -£-û -í°)
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Daide Vondrichnov
SnaiLs aNd FroGs
34
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Posted - 2015.04.03 22:00:55 -
[184] - Quote
Wait and see your capital blob road for the 10 winning nodes, and watch their road bulled everywhere...
Then if they blob on a station timer, just go to another system and links it while they are bulled 5 jumps out, or put a inhibitor and watch them get bulled 250km from you, They can still target the station ? Np Damp them.
They have a subcap blob ? Deal with it, and keep harrassing them until they lose members and get them where they don't expect you to. |
Swiftstrike1
Swiftstrike Incorporated
878
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Posted - 2015.04.04 01:54:39 -
[185] - Quote
I get that you want the emphasis to be on the fight, not on the capture mechanic itself... but using the Entosis module seems to make you so incredibly vulnerable that you can't realistically consider using it until the fight is over!
This reduces the entire Entosis Link mechanic to a mere formality that must be attended to after the fight.
Hardly sounds like exciting new gameplay to me... more like paperwork.
I do have an alternative mechanic in mind...
Alternative Mechanic wrote:
- All structures have their resistances increased to 99% and HP reduced appropriately
- Entosis Link modules reduce those resistances with each successful cycle instead of contributing to capture points
- Structures can still be reinforced/destroyed without Entosis Links, but it is highly impractical
- If attackers lose Entosis Link with target structure for even just 1 second... resistances instantly return to 99%
What's the primary benefit of this hybrid Entosis-Grind mechanic?
Trollceptors capturing stuff with Entosis Links is not just mitigated, it is annihilated because they simply lack the DPS
Imagine a 50 million EHP structure that might ordinarily take an hour to grind and destroy... then imagine you reduce its resistances from 99% to 0% using an Entosis Link while you're busy shooting at it. Its EHP drops from 50 million to just 500k. Your Entosis Link just saved you a hell of a lot of time and made it damn hard for any defenders to rep the thing. That makes it an invaluable asset, but at the same time... you didn't really need it. It would have taken a lot longer and been a lot harder without it, but it still would have been possible.
Targeting, Sensors and ECM Overhaul
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Cade Windstalker
Donohue Enterprises Ad-Astra
332
|
Posted - 2015.04.04 02:21:21 -
[186] - Quote
Reaver Glitterstim wrote:I don't see any reason to make capital ships have a longer duration. Sure, they're more difficult to shoot down, but they're also more difficult to get into position and a lot more valuable of a target. It's not like shooting a linking subcap is going to reset the timer for that side, in fact it likely won't even stop their timer since many forces will use multiple entosis links on a single structure.
Yes, an entire fleet of dreadnoughts and carriers will easily win a link. Is that a bad thing? I say we should have more reasons to put capital ships in the line of fire, not less.
Because part of the point of these changes is to move sov away from "Capital and Super Capital blobs Online". If huge numbers of caps and super-caps are the only way to take Sov then it's very very difficult for a new group to take and hold Sov space without the help of (read, being carried by) one of the existing super-power blocs.
MeBiatch wrote:How about the e link will make ewar immune ships vulnerable to ewar while to module is active. You really going to use your super with an elink if you csnt br rr and you can be jammed?
Also not necessary, since you're looking at a continuous window of *twenty minutes* for a Capital or Super Capital to make any progress toward the timer, unless they blow up during that time (in which case their progress is time minus ten minutes, minimum zero). A prepared fleet of sub-caps can nuke a Carrier or Dreadnaught easily in that amount of time, and a capital fleet that doesn't suddenly have a 20 minute Triage/Siege timer will just laugh as they blap the enemy capitals off the field. Making them subject to E-War isn't really necessary given these factors, since compared to the profitability of even a single system in Null having a Dreadnaught or two isn't much of a cost. |
Cade Windstalker
Donohue Enterprises Ad-Astra
332
|
Posted - 2015.04.04 02:37:07 -
[187] - Quote
Swiftstrike1 wrote:I get that you want the emphasis to be on the fight, not on the capture mechanic itself... but using the Entosis module seems to make you so incredibly vulnerable that you can't realistically consider using it until the fight is over! This reduces the entire Entosis Link mechanic to a mere formality that must be attended to after the fight. Hardly sounds like exciting new gameplay to me... more like paperwork. I do have an alternative mechanic in mind... Alternative Mechanic wrote:
- All structures have their resistances increased to 99% and HP reduced to maintain current EHP
- Entosis Link modules reduce those resistances with each successful cycle instead of capturing
- Structures can still be reinforced/destroyed without Entosis Links, but it is highly impractical
- If Entosis Link with target structure is lost for even just 1 second... resistances instantly return to 99%
What are the primary benefits of this hybrid Entosis-Grind mechanic? Trollceptors capturing stuff with Entosis Links is not just mitigated, it is annihilated because they simply lack the DPS
Removes the whole "who are the attackers and who are the defenders" mess. Either there is an Entosis Link being used on the structure or there is not. It doesn't matter who is using it.
Imagine a 50 million EHP structure that might ordinarily take an hour to grind and destroy... then imagine you reduce its resistances from 99% to 0% using an Entosis Link while you're busy shooting at it. Its EHP drops from 50 million to just 500k. Your Entosis Link just saved you a hell of a lot of time and made it damn hard for any defenders to rep the thing. That makes it an invaluable asset, but at the same time... you didn't really need it. It would have taken a lot longer and been a lot harder without it, but it still would have been possible.
We don't need structure grinding to make a comeback. Even if you bring Structures down to 0% resistances they still have a massive amount of EHP and it's impractical to kill them without either a massive sub-cap blob or a slightly less massive capital fleet. For reference an Infrastructure hub has 5 million structure, 75 million shields, and 112.5 million Armor. That's just shy of 200 million total EHP even at 0% resistances, and would take 21 Moros Dreadnaughts two full Siege timers to grind through. Over 213 total minutes of Siege Mode.
While a large Null fight will probably not have either side capturing the structure until they actively control the grid that is A. not necessarily a bad thing and B. not significantly different from how things go now. If there are enemy Caps on grid you shoot the caps first, you don't keep blapping away at the tower that's going to take several more rounds of Siege to die/hit the next timer threshold.
Now, in smaller fights, like in Low-Sec, Wormholes, or anywhere else where an Entosis Link might be used that isn't a large Null fight, as well as in a smaller-scale Null fight like you might see in some of the less desirable space (Providence anyone?) this doesn't hold up. In these smaller fights it's possible and practical for fleets to field ships that can survive for multiple cycles, like Dictors, Command Ships, T3 Cruisers, or Capitals.
In the larger fights it's likely that the time when people are ticking down the timer will not be time spent completely idle. The FC will have to check his intel, see if the enemy is abandoning the fight or regrouping, and then react to that info. With a 30-40 minute timer just to take a single Node then the enemy is going to have plenty of time to re-ship, move forces around between the various nodes, and keep fighting back. It's quite possible that in a close fight a single Node could change hands multiple times before finally being closed out by one side or the other. |
ISD Decoy
ISD Community Communications Liaisons
450
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Posted - 2015.04.04 02:39:17 -
[188] - Quote
Quote:5. Trolling is prohibited.
Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive, and do not contribute to the sense of community that CCP promote. I have removed a trolling post and one quoting it.
ISD Decoy
Commander
Community Communication Liaisons (CCLs)
Interstellar Services Department
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Alavaria Fera
GoonWaffe
6681
|
Posted - 2015.04.04 03:06:03 -
[189] - Quote
Swiftstrike1 wrote:I get that you want the emphasis to be on the fight, not on the capture mechanic itself... but using the Entosis module seems to make you so incredibly vulnerable that you can't realistically consider using it until the fight is over!
This reduces the entire Entosis Link mechanic to a mere formality that must be attended to after the fight. So, after someone has effective military control?
Oh snap, gotta rethink
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
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Nevyn Auscent
Broke Sauce
1997
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Posted - 2015.04.04 04:07:33 -
[190] - Quote
Damnit Goons! Making me like your post! :P Sounds like CCP have this one looking like a potential concept then, though we'll have to see how the Meta actually plays out and I still have huge concerns over the density issue that you simply can't have a substantial number of people living in the same system in Null (Unless you are miners). |
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baltec1
Bat Country Goonswarm Federation
15561
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Posted - 2015.04.04 08:12:46 -
[191] - Quote
Nevyn Auscent wrote:Damnit Goons! Making me like your post! :P Sounds like CCP have this one looking like a potential concept then, though we'll have to see how the Meta actually plays out and I still have huge concerns over the density issue that you simply can't have a substantial number of people living in the same system in Null (Unless you are miners).
See structures for a fix to this. (hint: mission agents in sov space)
Join Bat Country today and defend the Glorious Socialist Dictatorship
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Cade Windstalker
Donohue Enterprises Ad-Astra
332
|
Posted - 2015.04.04 08:25:39 -
[192] - Quote
Something just occurred to me that's rather concerning, and it deals with the constellation-wide Node spawning. In the middle of a major campaign it's not outside the realm of possibility that a Constellation could be contested with both sides owning part of the area. These new structures look to offer a small but still significant home-field advantage to the side that controls the system, so having all of the nodes spawn in one side's territory through RNG would not be desirable.
Would it be possible to, at least at the start of the contest, push the nodes toward an even distribution around the constellation so that a bad set of dice rolls don't massively bias the fight?
I doubt it will happen often but the one time it does during a major fight the forums will light on fire (again).
Not sure what a good distribution method would be, except that by system owner would invite potential abuse of mechanics. Maybe something that lowers the chance of successive spawns in the same system of the same node, or something of the sort. Maybe also bias it initially toward systems that don't have a system with a node adjacent either, so most configurations of constellation default to a nice even spread to start. |
Swiftstrike1
Swiftstrike Incorporated
878
|
Posted - 2015.04.04 13:44:53 -
[193] - Quote
Cade Windstalker wrote:We don't need structure grinding to make a comeback. Even if you bring Structures down to 0% resistances they still have a massive amount of EHP and it's impractical to kill them without either a massive sub-cap blob or a slightly less massive capital fleet. For reference an Infrastructure hub has 5 million structure, 75 million shields, and 112.5 million Armor. That's just shy of 200 million total EHP
Actually that link you posted is out of date. If you look at an Infrastructure Hub in-game you will find that it has less than half that many hit points (2.5 mil structure, 45 mil armour and 30 mil shield). Taking its resistance into account, it has 96.25 million EHP. If we were to adjust the structure stats so that all of that came from 99% resistances instead of raw HP, my proposed Entosis Link mechanics would reduce that EHP to less than 1 mil. In other words, down from approximately double a Titan's EHP to less than a Dreadnought's EHP.
That amount of EHP is nothing for a 0.0 blob, but still far too much for a trollceptor to handle. This is the sweet spot! This is what we should be aiming for!
Targeting, Sensors and ECM Overhaul
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Caleb Seremshur
Gladiators of Rage RAZOR Alliance
526
|
Posted - 2015.04.04 15:01:19 -
[194] - Quote
Swiftstrike1 wrote:Cade Windstalker wrote:We don't need structure grinding to make a comeback. Even if you bring Structures down to 0% resistances they still have a massive amount of EHP and it's impractical to kill them without either a massive sub-cap blob or a slightly less massive capital fleet. For reference an Infrastructure hub has 5 million structure, 75 million shields, and 112.5 million Armor. That's just shy of 200 million total EHP Actually that link you posted is out of date. If you look at an Infrastructure Hub in-game you will find that it has less than half that many hit points (2.5 mil structure, 45 mil armour and 30 mil shield). Taking its resistance into account, it has 96.25 million EHP. If we were to adjust the structure stats so that all of that came from 99% resistances instead of raw HP, my proposed Entosis Link mechanics would reduce that EHP to less than 1 mil. In other words, down from approximately double a Titan's EHP to less than a Dreadnought's EHP. That amount of EHP is nothing for a 0.0 blob, but still far too much for a trollceptor to handle. This is the sweet spot! This is what we should be aiming for!
I don't see how any given arbitrary EHP number is a sweetspot.
A given group will always bring enough to handle the task.
That's the simplest breakdown of the equation. We are at a point where one coalition has 40,000+ members. Don't ever pretend for a second that it wouldn't be possible for any set number of ships to turn up unless that number was outright unrealistic (CCP twoK era balancing).
Veteran and solo/small gang PVP advocate.
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Alavaria Fera
GoonWaffe
6690
|
Posted - 2015.04.04 15:20:50 -
[195] - Quote
Oh my, we must stop a massive coalition
quick replace EHP with EntosisHitPoints
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
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MeBiatch
GRR GOONS
2065
|
Posted - 2015.04.04 16:05:38 -
[196] - Quote
baltec1 wrote:Nevyn Auscent wrote:Damnit Goons! Making me like your post! :P Sounds like CCP have this one looking like a potential concept then, though we'll have to see how the Meta actually plays out and I still have huge concerns over the density issue that you simply can't have a substantial number of people living in the same system in Null (Unless you are miners). See structures for a fix to this. (hint: mission agents in sov space)
I agree mission agents in sov space would go along way to help density issues with 0.0
There are no stupid Questions... just stupid people...
CCP Goliath wrote:
Ugh ti-di pooping makes me sad.
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Groperson
GoonWaffe Goonswarm Federation
64
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Posted - 2015.04.04 17:02:23 -
[197] - Quote
Excellent mechanics, completely addressing the concerns of a trollceptor meta.
Now the people who want to attack space must risk something on field which can be killed, providing content for all involved. Instead of the defenders being griefed into chasing interceptors around their own space..
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HandelsPharmi
Pharmi on CharBazaar
1272
|
Posted - 2015.04.04 19:23:14 -
[198] - Quote
I would recommend Adv. infomorph Psychology level 5 for the T2 module. it should not be that easy to fit. or make a small and large version with T1 and T2 metas. I want to see some difficult requirements for the faster / more efficient module.
and limit the module to higher skill requirements. a full account is not a limit as long it does not cost really much time and isk... |
Cade Windstalker
Donohue Enterprises Ad-Astra
334
|
Posted - 2015.04.04 20:09:06 -
[199] - Quote
HandelsPharmi wrote:I would recommend Adv. infomorph Psychology level 5 for the T2 module. it should not be that easy to fit. or make a small and large version with T1 and T2 metas. I want to see some difficult requirements for the faster / more efficient module.
and limit the module to higher skill requirements. a full account is not a limit as long it does not cost really much time and isk...
I think you're misunderstanding, the T2 module is actually less efficient. They both capture in the same amount of time the shorter cycle time just lets you potentially escape or switch off more easily.
Also part of the point of these changes is lowering the barrier to entry for Sov Warfare, which is currently measured on the scale "Your supercap fleet must be this tall to participate" |
HandelsPharmi
Pharmi on CharBazaar
1272
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Posted - 2015.04.04 20:14:09 -
[200] - Quote
T2 makes me and my fleet more agile, thereforeit should have higher requirements. on the other side, it can be balanced later as well.
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Cade Windstalker
Donohue Enterprises Ad-Astra
334
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Posted - 2015.04.04 20:28:58 -
[201] - Quote
HandelsPharmi wrote:T2 makes me and my fleet more agile, thereforeit should have higher requirements. on the other side, it can be balanced later as well.
It also has a higher mass penalty and higher fitting requirements, in addition to being far more expensive which limits the extent to which you can make that greater range work for you.
What's your reasoning for "you must spend this much time training" before you can claim Sov? The only practical consequence I'm seeing from this is making new players less relevant in large fleets and increasing their barrier to entry to Null warfare. |
HandelsPharmi
Pharmi on CharBazaar
1272
|
Posted - 2015.04.04 21:35:42 -
[202] - Quote
You can claim sov with theTech1 module as well, and this is a requires a propper fitted ship. so the limiting skill is not Adv. Infomorph , the skills for a fitting a more difficult to achieve. |
Nevyn Auscent
Broke Sauce
1998
|
Posted - 2015.04.04 21:53:14 -
[203] - Quote
baltec1 wrote: See structures for a fix to this. (hint: mission agents in sov space)
Seen it, don't like mission agents as a fix, because it creates no competition for space, since mission agents scale infinitely (Well, till you hit Tidi anyway, so 700 people or so at once operating from a single system since they spread out into neighbours a little if we take Osmon as a guide.) Also it encourages solo play.
Yes, I have the same opinion on highsec missions and would rather see vastly greater numbers of 'system missions' which are like anomalies and have multiple objectives for a fleet to work together on, but if you do them solo you only have to complete one primary objective for the thing to despawn. Payouts per internal objective rather than the entire site to encourage co-operation since you don't lose cash by sharing (Possibly small multiplier even for completing multiple primary objectives which would be super hard/impossible to do solo due to distance, timers, whatever). Pay out LP based on who owns the space and who has stations.
Not sure how that would translate well into Null space in terms of LP to avoid too much of an isk faucet, but being able to pick and chose which corp you get agents for doesn't sound like a particularly good plan either, that just sounds like 'we want to farm the best LP corp'. But failing a new form of PvE site, I guess randomly allocated agents would work. |
Cade Windstalker
Donohue Enterprises Ad-Astra
334
|
Posted - 2015.04.04 22:43:57 -
[204] - Quote
Nevyn Auscent wrote:baltec1 wrote: See structures for a fix to this. (hint: mission agents in sov space)
Seen it, don't like mission agents as a fix, because it creates no competition for space, since mission agents scale infinitely (Well, till you hit Tidi anyway, so 700 people or so at once operating from a single system since they spread out into neighbours a little if we take Osmon as a guide.) Also it encourages solo play. Yes, I have the same opinion on highsec missions and would rather see vastly greater numbers of 'system missions' which are like anomalies and have multiple objectives for a fleet to work together on, but if you do them solo you only have to complete one primary objective for the thing to despawn. Payouts per internal objective rather than the entire site to encourage co-operation since you don't lose cash by sharing (Possibly small multiplier even for completing multiple primary objectives which would be super hard/impossible to do solo due to distance, timers, whatever). Pay out LP based on who owns the space and who has stations. Not sure how that would translate well into Null space in terms of LP to avoid too much of an isk faucet, but being able to pick and chose which corp you get agents for doesn't sound like a particularly good plan either, that just sounds like 'we want to farm the best LP corp'. But failing a new form of PvE site, I guess randomly allocated agents would work.
The vast majority of PvE content in Null currently is completeable by a solo ship and it's my understanding that this is the way the majority of null players do it because it maximizes their ISK income. Additional PvE content would be great, but seems outside the scope of the sov rework.
Just because it's possible for players to clump up around a single agent doesn't necessarily mean that it will happen, and if it does then their occupancy metrics in other systems will suffer and their space will be easier to take.
Also your original concern is somewhat moot since if you're fully utilizing a system's site spawns then you shouldn't have a problem hitting your occupancy metrics. There's no requirement that just the people using a system defend it so there's no requirement that a ton of people be packed into every system, and if we ever hit the point where every system in Player Controlled Null is being fully utilized I'll send the Game Design team a cake in congratulations on doing the impossible. |
Nevyn Auscent
Broke Sauce
1998
|
Posted - 2015.04.04 22:49:54 -
[205] - Quote
Cade Windstalker wrote: The vast majority of PvE content in Null currently is completeable by a solo ship and it's my understanding that this is the way the majority of null players do it because it maximizes their ISK income. Additional PvE content would be great, but seems outside the scope of the sov rework.
Just because it's possible for players to clump up around a single agent doesn't necessarily mean that it will happen, and if it does then their occupancy metrics in other systems will suffer and their space will be easier to take.
Also your original concern is somewhat moot since if you're fully utilizing a system's site spawns then you shouldn't have a problem hitting your occupancy metrics. There's no requirement that just the people using a system defend it so there's no requirement that a ton of people be packed into every system, and if we ever hit the point where every system in Player Controlled Null is being fully utilized I'll send the Game Design team a cake in congratulations on doing the impossible.
Just because the ratting index is crazy easy to get to V solo doesn't mean that occupancy is suitable for defending nodes against 30 minute raids. If you have to put out calls to five systems away to form up 20 or 30 people then you aren't going to be able to effectively defend space, and large alliances (I.E. Goons as a classic example) are going to still need vast swathes of land in order to provide for their members. If the potential occupancy is instead on level of a high sec lvl 4 system, so lets say..... 100 simultaneously. Then not only can you adjust the index so you can't max it solo but V actually means a large number of people working together, but you also have alliances only holding small areas since they don't need 1000 systems for their members.
While it seems unrelated this plays directly into the Entosis link, and into there being room in null for smaller alliances who don't join the big coalitions, since especially those smaller alliances need to be able to pack tightly. |
Cade Windstalker
Donohue Enterprises Ad-Astra
334
|
Posted - 2015.04.04 23:03:37 -
[206] - Quote
Nevyn Auscent wrote:Just because the ratting index is crazy easy to get to V solo doesn't mean that occupancy is suitable for defending nodes against 30 minute raids. If you have to put out calls to five systems away to form up 20 or 30 people then you aren't going to be able to effectively defend space, and large alliances (I.E. Goons as a classic example) are going to still need vast swathes of land in order to provide for their members. If the potential occupancy is instead on level of a high sec lvl 4 system, so lets say..... 100 simultaneously. Then not only can you adjust the index so you can't max it solo but V actually means a large number of people working together, but you also have alliances only holding small areas since they don't need 1000 systems for their members.
While it seems unrelated this plays directly into the Entosis link, and into there being room in null for smaller alliances who don't join the big coalitions, since especially those smaller alliances need to be able to pack tightly.
Right now it takes a decent sized fleet far less than 30-40 minutes to burn through the first timer on a structure, and if you don't respond to the first timer then you have a time-stamped fight coming up in a few days that you can prepare for if, for whatever reason, you can't respond to someone going around reinforcing your stuff.
I don't think it's reasonable to force high-sec levels of occupancy on Null, nor is it realistic for a single player grinding a few hours a day to be able to maintain occupancy level 5 metrics on a system. Also the current problem of a few alliances controlling huge chunks of un-used space has nothing to do with alliances needing 1000 systems for their members. If you look at the daily activity levels even in Goon space they're not all at 5s. Alliances control vast swaths of space because it's easy to do so and provides a defensive buffer of boredom against attackers. |
Nevyn Auscent
Broke Sauce
1998
|
Posted - 2015.04.04 23:31:48 -
[207] - Quote
Point is not to require it, but to make it possible in a reasonable way. Agents aren't the best solution, but a random agent prevents LP farming of only the most valuable LP's, and means it can be done without introducing a new form of PvE, much as a form of PvE which enabled cooperation without forcing it or reducing profits would be great for all areas of space. |
Cade Windstalker
Donohue Enterprises Ad-Astra
335
|
Posted - 2015.04.05 04:22:01 -
[208] - Quote
Nevyn Auscent wrote:Point is not to require it, but to make it possible in a reasonable way. Agents aren't the best solution, but a random agent prevents LP farming of only the most valuable LP's, and means it can be done without introducing a new form of PvE, much as a form of PvE which enabled cooperation without forcing it or reducing profits would be great for all areas of space.
If people recruit agents from only the most valuable LP stores then you can expect that to push the value of those LP down as a result of increased supply, especially if that manages to become the primary source of income for Null, which seems unlikely given the value of Null sites and anomalies compared to even a Null Sec mission reward and rat bounties.
Plus if done randomly then people would just gravitate to whichever agents give the best rewards or 're-roll' their agents until they got a good one worth keeping. |
Xe'Cara'eos
A Big Enough Lever
236
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Posted - 2015.04.05 09:29:18 -
[209] - Quote
Getting a leetle off-topic guys... Can someone link the original entosis devblog? I can't find it to refer to.....
For posting an idea into F&I:
come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it.....
If your idea can be abused, it [u]WILL[/u] be.
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rsantos
Mosquito Squadron Mordus Angels
41
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Posted - 2015.04.05 11:18:43 -
[210] - Quote
Emmy Mnemonic wrote:rsantos wrote:The dirty bloblers have won! Hope you all have fun with the new sov laser cyno fitted to your carriers in 10% TiDi!
Well, I agree with you! Entosis-mechanisms gets rid of blobbing to do hit-point damage, but introduces blobbing to control the battlefield when entosising sov-structures. Status quo. And carriers? I can easily see Supers do this - can't be jammed, difficult for smaller groups like yours to kill them, they can ECM-burst both your DPS and logis. And the defenders have all the time in the world, they're not in a hurry. So, yes, there will be blobbing again. Sadly. But then blobbing has been the case all the time, entosis or no entosis - to gain control over the battlefield, you will need to blob in one way or another. Killing a ratter - conrol the battlefield by dropping and blob him with SBs, Recons and Black Ops. Small annoying 10-man Swedish pvp-gang in cruisers in Fountain - run away or blob them with Battleships. Usually run away though :-)
Blobbing will always be a winning tactic. Nerfing ship agility will only favor blobbing even more. The entosis link already had pretty bad down sides - no remote assistance - making kitting the only tank option. This change kills that option and does nothing for small fights. It make blobbing the only tanking option. |
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