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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Cade Windstalker
Donohue Enterprises Ad-Astra
342
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Posted - 2015.04.07 04:17:29 -
[241] - Quote
Nolak Ataru wrote:It's just bringing Pantheon and Boot Domis back for drone assist. And again, it takes little effort for the Loki pilots to say "Hey, bombers. Pull your drones". Should take 3 seconds or so. Bombs take 10 seconds to detonate. Bombers weren't a counter to Pantheon fleets then, and they won't be a counter to them now. If you expect to bomb the domis off the grid, the only FC I know who stuck around on grid for multiple bomber waves was CSM member corebloodbrothers, so if you're fighting The Volition Cult, you're in luck. It's no big trouble to warp a group of domis off grid to a safe or a planet.
At which point they've either left the grid alone (yay) or are no longer AFK?
Either way, still not an issue with the Entosis mechanics. |
Iroquoiss Pliskin
Hedion University Amarr Empire
180
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Posted - 2015.04.07 04:31:05 -
[242] - Quote
Cade Windstalker wrote:There's always a counter if you think hard enough, and if there isn't CCP will nerf the doctrine until there's a counter.
Cool story.
Ishtar took how long exactly to get looked at?
And they targeted the wrong thing - this issue will keep coming back, mark my words.
( -í° -£-û -í°)
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Auduin Samson
Do not disturb Sanctuary Pact
323
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Posted - 2015.04.07 04:51:43 -
[243] - Quote
Apologies if this has been answered, but I didn't see it. What will the notification system be if your alliance structures are being sov-lazor'd? I really like what has been done so far, but it would be nice to have an easy way to distinguish an afk cloaky camper from an attempt at your sov. Perhaps an automated alliance message that says "Structure [x] in system [y] is under attack!", or at the very least a message in local saying that someone is attempting to take your sov. Pipe systems especially grow pretty used to the occasional red flying through, and having to keep someone spending their game time guarding the iHubs around the clock to distinguish which ones are actual threats sounds awful. |
Chen Chillin
Deep Structure. The Bastion
0
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Posted - 2015.04.07 06:38:58 -
[244] - Quote
Cade Windstalker wrote:Valtaric wrote:Will it be possible to MJD with an entosis link active? This was actually answered in the previous thread. Yes, but if you lose lock your cycle keeps going with all associated penalties for no capture progress (and a MJD breaks all of your current target locks when it successfully goes off)
Actually i do not believe so... point 3 of the original concept says no warp or jump while active..... even tho it's micro.. its still a jump. |
Xe'Cara'eos
A Big Enough Lever
238
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Posted - 2015.04.07 08:57:23 -
[245] - Quote
Gyges Skyeye wrote:CCP Fozzie wrote:
The first cycle of the module is always a "warmup cycle" and has no impact. If you lose lock or the module is disabled for any reason, you'll need to go through that warmup cycle again before you can continue exerting any influence over the structure From a user interface standpoint, can we get some clarity added to the game client on this. Modules all have a green cycle timer for ON, and a red cycle timer for OFF/SHUTTING DOWN. Something like a yellow or orange cycle timer for WARMING UP would probably suffice. It would let us more accurately know what the status of our personal entosis link is. Thanks
I think this is a sensible idea,
- orange for warm-up cycle - green for actively capping/preventing cap - red for an interrupted cycle (eg you lost lock halfway through, or decided to turn it off)#
also, if you turn your link off, does it continue capturing until the cycle ends (assuming no-one screws with your target lock)?
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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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
2036
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Posted - 2015.04.07 11:22:15 -
[246] - Quote
MeBiatch wrote:Kagura Nikon wrote:Nolak Ataru wrote:Took another system last night with domis, harpies, celestis, and dread fleets. Other side was a no-show Post-Entosis sov will be nothing but Ishtars and Domis and Huginns and Lokis. Drop drones + assist, turn on entosis, go play DOTA2. I don't understand why CCP can't see this. because they can read their own proposal. For god sake. at least TRY. The defending side can ALWAYSD escalate back and they can cancel thwe take over with their OWN entosis link, than you need to defeat the defending fleet, and things jsut faslty escalate the same way as now. The main difference is that this will only happens when people LIVE in a system. If the system is abandoned, there will be no escalation. well no escalation for the initial reinforce... but there will be for the actual capture event.
But since the real capture event will be spread all over the constellation (for the thigns tha seriously matter at least) that measn we will have a much more interesting scenario where several small and medium fleets fight each other and maybe two large fleets duke out at one point while this struggle develops.
"If brute force does not solve your problem.... then you are surely not using enough!"
For the rest hire PoH |
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Aya Nova
Bearded BattleBears Brave Collective
11
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Posted - 2015.04.07 12:16:28 -
[247] - Quote
The range should involve skill levels. Something like:
T1 - 20km + 10% per skill level of Infomorph Psychology (22-40km at usable skill levels) T2 - 150km + 10% per skill level of Infomorph Psychology (210-235km at usable skill levels) |
Jenshae Chiroptera
1230
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Posted - 2015.04.07 12:32:16 -
[248] - Quote
Justin Cody wrote:zerg rush for sov! +1 I think it is more likely "zerg rush for tears"
Why try hold SOV when you can just keep making the SOV defenders crazy from your NPC base of operations?
CCP - Building ant hills and magnifying glasses for fat kids.
.
High Sec needs a stepping stone to other areas of space, where they can grow.
Fozzie is treating a symptom.
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Nolak Ataru
KarmaFleet Goonswarm Federation
813
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Posted - 2015.04.07 14:20:06 -
[249] - Quote
Cade Windstalker wrote:At which point they've either left the grid alone (yay) or are no longer AFK? Either way, still not an issue with the Entosis mechanics. 1) Carriers can carry, what, 80km3 of drones? That's 3200 sentries. Pantheon carriers don't use DCUs, so they only deploy 10 at a time. The reason bombs were not taken seriously as a counter for the Pantheon fleets is because the Archons can deploy 320 waves of sentries. Good luck getting 7 bombers to drop 320 bombs on an Archon fleet. 2) Except that after a bomb wave, the domis can just drop sentries again and go back to DOTA 2, or just warp back on grid. Bombers are a decent weapons system but they shine when you have bubbles or something else keeping the fleet on-grid. With Entosis sov, the domis can warp off while the Pantheons stay behind. And if they have Aeon support, they'll just laugh whenever someone tries to bomb them, even with the new capital bomb. |
Cade Windstalker
Donohue Enterprises Ad-Astra
347
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Posted - 2015.04.07 19:39:31 -
[250] - Quote
Auduin Samson wrote:Apologies if this has been answered, but I didn't see it. What will the notification system be if your alliance structures are being sov-lazor'd? I really like what has been done so far, but it would be nice to have an easy way to distinguish an afk cloaky camper from an attempt at your sov. Perhaps an automated alliance message that says "Structure [x] in system [y] is under attack!", or at the very least a message in local saying that someone is attempting to take your sov. Pipe systems especially grow pretty used to the occasional red flying through, and having to keep someone spending their game time guarding the iHubs around the clock to distinguish which ones are actual threats sounds awful.
It's in the original dev blog actually. Yes, an alliance wide Eve Mail is sent out when one of your structures is under attack at the moment when the first warmup cycle finishes on a structure.
Chen Chillin wrote:Actually i do not believe so... point 3 of the original concept says no warp or jump while active..... even tho it's micro.. its still a jump.
Nope, it's legal just like the MWD. Specified in this post by Fozzie in the old thread. (though someone corrected me on a MJD breaking target locks, as long as the start and end point are in lock range you won't loose lock)
Aya Nova wrote:The range should involve skill levels. Something like:
T1 - 20km + 10% per skill level of Infomorph Psychology (22-40km at usable skill levels) T2 - 150km + 10% per skill level of Infomorph Psychology (210-235km at usable skill levels)
Why? What does this add to gameplay besides another barrier to effective use of the module? Part of the point here is to remove barriers to entry for Sov Warfare and taking Sov.
Nolak, fair points but I feel this is getting off topic and no longer pertains to the discussion at hand. |
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Iroquoiss Pliskin
Hedion University Amarr Empire
183
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Posted - 2015.04.07 20:00:16 -
[251] - Quote
Jenshae Chiroptera wrote:Justin Cody wrote:zerg rush for sov! +1 I think it is more likely "zerg rush for tears" Why try hold SOV when you can just keep making the SOV defenders crazy from your NPC base of operations?
Clog the pipes around Stain and Curse, and harvest said elite NPC pvpers' tears.
Turret-Equivalent of the Rapid ML Concept //
Make BS & BC Worth the Warp!
( -í° -£-û -í°)
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Jenshae Chiroptera
1234
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Posted - 2015.04.08 02:42:11 -
[252] - Quote
Iroquoiss Pliskin wrote:Jenshae Chiroptera wrote:Justin Cody wrote:zerg rush for sov! +1 I think it is more likely "zerg rush for tears" Why try hold SOV when you can just keep making the SOV defenders crazy from your NPC base of operations? Clog the pipes around Stain and Curse, and harvest said elite NPC pvpers' tears. Suddenly worm holes. (That will be the best source of fun living in a WH. "We have a link to Null Sec? Whoopie! Grab that Entosis wand, let's go annoy someone!")
CCP - Building ant hills and magnifying glasses for fat kids
.
High Sec needs a stepping stone to other areas of space, where they can grow
Fozzie is treating a symptom.
|
Iroquoiss Pliskin
Hedion University Amarr Empire
185
|
Posted - 2015.04.08 04:55:35 -
[253] - Quote
Jenshae Chiroptera wrote:Iroquoiss Pliskin wrote:Jenshae Chiroptera wrote:Justin Cody wrote:zerg rush for sov! +1 I think it is more likely "zerg rush for tears" Why try hold SOV when you can just keep making the SOV defenders crazy from your NPC base of operations? Clog the pipes around Stain and Curse, and harvest said elite NPC pvpers' tears. Suddenly worm holes. (That will be the best source of fun living in a WH. "We have a link to Null Sec? Whoopie! Grab that Entosis wand, let's go annoy someone!")
Too much -¼effort-¼ and "warm up" to be an effective bear poking tactic.
Turret-Equivalent of the Rapid ML Concept //
Make BS & BC Worth the Warp!
( -í° -£-û -í°)
|
Aya Nova
Bearded BattleBears Brave Collective
12
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Posted - 2015.04.08 07:15:23 -
[254] - Quote
Cade Windstalker wrote:Aya Nova wrote:The range should involve skill levels. Something like:
T1 - 20km + 10% per skill level of Infomorph Psychology (22-40km at usable skill levels) T2 - 150km + 10% per skill level of Infomorph Psychology (210-235km at usable skill levels) Why? What does this add to gameplay besides another barrier to effective use of the module? Part of the point here is to remove barriers to entry for Sov Warfare and taking Sov.
The barrier of entry is already there due to the minimum skill requirement to use. The benefit to gameplay is it makes things slightly less predictable and adds a slight difference between those who just meet minimum requirements and those who choose to train further.
It's one of the core mechanics of how items work in EVE, and almost every single item/ship can be improved in some way if one trains beyond the minimum requirements.
On this module, a range bonus is useful, without becoming mandatory, in the way that a cycle time reduction bonus would be.
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Monasucks
BLACK SQUADRON. The Bastion
148
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Posted - 2015.04.08 09:55:16 -
[255] - Quote
Add much more Stront - So it's a decicion on a small ship to either take ammo or stront.. But I'm still against those sov changes!
Can I haz you're stuff?
[i][b]A good worker is a live worker. Free to live - and work! A bad worker is a dead worker; and vice versa. Don't be a bad worker; bad workers are slaves, and dead. Payday for good workers has been postponed indefinitely. Pa
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Nevyn Auscent
Broke Sauce
2016
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Posted - 2015.04.08 10:09:18 -
[256] - Quote
Aya Nova wrote: The barrier of entry is already there due to the minimum skill requirement to use. The benefit to gameplay is it makes things slightly less predictable and adds a slight difference between those who just meet minimum requirements and those who choose to train further.
It's one of the core mechanics of how items work in EVE, and almost every single item/ship can be improved in some way if one trains beyond the minimum requirements.
On this module, a range bonus is useful, without becoming mandatory, in the way that a cycle time reduction bonus would be.
It also is a stealth doubling of range for the T1 module, which lets trollceptors and similar fits actually kite while using it as well, so yea nah. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
2043
|
Posted - 2015.04.08 10:50:10 -
[257] - Quote
Monasucks wrote:Add much more Stront - So it's a decicion on a small ship to either take ammo or stront.. But I'm still against those sov changes!
NEed to be careful or you unbalance things. If you need too much stront, then suddenly only amarr ships can do something...
"If brute force does not solve your problem.... then you are surely not using enough!"
For the rest hire PoH |
Recruitment
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Xe'Cara'eos
A Big Enough Lever
242
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Posted - 2015.04.08 11:00:41 -
[258] - Quote
Nevyn Auscent wrote:Aya Nova wrote: The barrier of entry is already there due to the minimum skill requirement to use. The benefit to gameplay is it makes things slightly less predictable and adds a slight difference between those who just meet minimum requirements and those who choose to train further.
It's one of the core mechanics of how items work in EVE, and almost every single item/ship can be improved in some way if one trains beyond the minimum requirements.
On this module, a range bonus is useful, without becoming mandatory, in the way that a cycle time reduction bonus would be.
It also is a stealth doubling of range for the T1 module, which lets trollceptors and similar fits actually kite while using it as well, so yea nah.
how many ships could nail a troll-ceptor at 30km? hmmmmm, lemme think, anything cruiser sized and upwards using long-range weapons, t3d's in sniper mode with rangey weapons, any T1 desty with rangey weapons, a griffin could jam it, a hyena could web it, and a sentinel could neut it dry..... I don't have an issue with this, if the defending side isn't willing to risk a t1 desty (perhaps 2) to drive off/disrupt a troll-ceptor, they deserve to lose sov, and it's no big issue to place 4 different racial T1 desties in each system you hold sov
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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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
2046
|
Posted - 2015.04.08 15:53:59 -
[259] - Quote
Xe'Cara'eos wrote:Nevyn Auscent wrote:Aya Nova wrote: The barrier of entry is already there due to the minimum skill requirement to use. The benefit to gameplay is it makes things slightly less predictable and adds a slight difference between those who just meet minimum requirements and those who choose to train further.
It's one of the core mechanics of how items work in EVE, and almost every single item/ship can be improved in some way if one trains beyond the minimum requirements.
On this module, a range bonus is useful, without becoming mandatory, in the way that a cycle time reduction bonus would be.
It also is a stealth doubling of range for the T1 module, which lets trollceptors and similar fits actually kite while using it as well, so yea nah. how many ships could nail a troll-ceptor at 30km? hmmmmm, lemme think, anything cruiser sized and upwards using long-range weapons, t3d's in sniper mode with rangey weapons, any T1 desty with rangey weapons, a griffin could jam it, a hyena could web it, and a sentinel could neut it dry..... I don't have an issue with this, if the defending side isn't willing to risk a t1 desty (perhaps 2) to drive off/disrupt a troll-ceptor, they deserve to lose sov, and it's no big issue to place 4 different racial T1 desties in each system you hold sov EDIT: my first mission running BC - 720mm arty cane - short range ammo (fusion, EMP, phased plasma) would probably one-shot a troll-ceptor
the real list is massive. Rapier, huggin, ashimmu, hyena etc.. several thingsd make troll ceptors on that range a non issue.
"If brute force does not solve your problem.... then you are surely not using enough!"
For the rest hire PoH |
Recruitment
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Cade Windstalker
Donohue Enterprises Ad-Astra
349
|
Posted - 2015.04.08 16:04:30 -
[260] - Quote
Aya Nova wrote:The barrier of entry is already there due to the minimum skill requirement to use. The benefit to gameplay is it makes things slightly less predictable and adds a slight difference between those who just meet minimum requirements and those who choose to train further.
It's one of the core mechanics of how items work in EVE, and almost every single item/ship can be improved in some way if one trains beyond the minimum requirements.
On this module, a range bonus is useful, without becoming mandatory, in the way that a cycle time reduction bonus would be.
Infomorph Psychology is a very basic skill that almost everyone trains to at least level 1, and Level 4 is at worst a less than 3 day train with no implants and a bad remap.
Also, while improvement of capability through skills is certainly one of the core features of Eve it's by no means universal. Every item has stats that can't be improved through training, and there is a small but significant number of items that don't offer any method of improvement. In-fact, one of the most iconic items in the game doesn't, the Invulnerability Field. There is no skill that affects any characteristic of that module other than Thermodynamics for overheating.
There's also a major difference in "skills required to fit the module" and "skills required to use the module effectively" in terms of a barrier to entry. If the player-base decides that the module is only really useful for a fleet comp with the relevant skills at 5 then anyone without that requirement can't participate with those players (probably a substantial portion of the player-base).
Just making things 'slightly less predictable' isn't a particularly good reason to add advancement to these modules outside of their tiers. There's already enough unpredictable about an engagement between fleets, and it's extremely likely that players will just determine what the best approach is and everyone will use that, making it predictable. |
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Jenshae Chiroptera
1243
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Posted - 2015.04.08 19:12:27 -
[261] - Quote
Xe'Cara'eos wrote:how many ships could nail a troll-ceptor at 30km? First you have to get around the structure to them.
CCP - Building ant hills and magnifying glasses for fat kids
.
High Sec needs a stepping stone to other areas of space, where they can grow
Fozzie is treating a symptom.
|
Iroquoiss Pliskin
Hedion University Amarr Empire
190
|
Posted - 2015.04.08 19:21:57 -
[262] - Quote
Kagura Nikon wrote:Monasucks wrote:Add much more Stront - So it's a decicion on a small ship to either take ammo or stront.. But I'm still against those sov changes! NEed to be careful or you unbalance things. If you need too much stront, then suddenly only amarr ships can do something...
AMARR VICTOR!
I'd glance over cargo bay volumes for most shiptypes of all races in a sec.
Turret-Equivalent of the Rapid ML Concept //
Make BS & BC Worth the Warp!
( -í° -£-û -í°)
|
MeBiatch
GRR GOONS
2065
|
Posted - 2015.04.08 20:29:17 -
[263] - Quote
GeeShizzle MacCloud wrote:MeBiatch wrote:GeeShizzle MacCloud wrote:MeBiatch wrote:I dont get it... e link makes rr not work... so whats this panteon loki thing? for control of the grid. What i would do to counter this design wise... make rr stack and based on sig radius. Make sentry drones 50mb and make it so carries can't use sub capital drones. I would then add fittings for fighters and make tech two fighters. those are some ridiculously huge changes to the game as a whole let alone just to alleviate a pantheon loki doctrine. Considering there are still many many ways of defeating that in game without touching game mechanics or balance. if you're going to pitch into a discussion about game design then please don't post reactively with such insanely OP suggestions until you exhaust all other avenues of countering WITHIN the confines of the games combat systems.
TBH RR in its current form is way to big of a force multiplier. its one of the main reasons behind apex forces. Though if you were to make RR more tame it would go along long way to make the meta healthy.
As you point out you can have 50 archons all RR a Loki to make the only viable way to kill it is with alpha. This then causes you to bring enough dps to alpha threw a loki. though when you bring that much dps you need to tank dps and it just becomes a who can bring more ships game.
Now if RR had sig resolution built into the effectiveness of the mod it would to wonders to the game.
Lets use Capital RR as an example. Lets say now all RR has sig resolution built into it and the average sig resolution of a capital RR is 1000m or 1km.
now most capital ships have a sig radius greater then 1km so a capital ship will rep another capital ship for 100% of potential rep. but if that archon wants to rep its buddy in the battleship which has a sig radius of 400m this would mean that RR from that archon only applies at 40% effectiveness or in real numbers we go from 1500 armor repped per cycle to 600...
so now you would need over 2 capital reps on the loki to eq the amount repped on another archon.
THis would do wonders as typically RR mixed with crusiers which have low sig radius are the current meta. Though if Logistics ships and carriers could no longer rep a crusier for full amount this would then have drastic changes on the meta and might force bigger ships like BC and BS into the mix.
Also this is not a reactionary post to one fleet setup... its something i felt should have been added to the game when CCP increased the EHP of all ships and boosted Logistics ships back in 2007. That one change pushed pvp to escalate to the current meta we have today
There are no stupid Questions... just stupid people...
CCP Goliath wrote:
Ugh ti-di pooping makes me sad.
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Iroquoiss Pliskin
Hedion University Amarr Empire
190
|
Posted - 2015.04.08 20:34:14 -
[264] - Quote
MeBiatch wrote: Lets use Capital RR as an example. Lets say now all RR has sig resolution built into it and the average sig resolution of a capital RR is 1000m or 1km.
now most capital ships have a sig radius greater then 1km so a capital ship will rep another capital ship for 100% of potential rep. but if that archon wants to rep its buddy in the battleship which has a sig radius of 400m this would mean that RR from that archon only applies at 40% effectiveness or in real numbers we go from 1500 armor repped per cycle to 600...
This idea is good idea.
Turret-Equivalent of the Rapid ML Concept //
Make BS & BC Worth the Warp!
( -í° -£-û -í°)
|
Fredric Wolf
Black Sheep Down Tactical Narcotics Team
72
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Posted - 2015.04.08 21:07:28 -
[265] - Quote
Iroquoiss Pliskin wrote:MeBiatch wrote: Lets use Capital RR as an example. Lets say now all RR has sig resolution built into it and the average sig resolution of a capital RR is 1000m or 1km.
now most capital ships have a sig radius greater then 1km so a capital ship will rep another capital ship for 100% of potential rep. but if that archon wants to rep its buddy in the battleship which has a sig radius of 400m this would mean that RR from that archon only applies at 40% effectiveness or in real numbers we go from 1500 armor repped per cycle to 600...
This idea is good idea.
So I like where this is going. Now I will show you a few ways in which this would not work. 1 Armor ships would not have an equal leg because Shield ships tank increase sig size. Also MWD on anything not a frig or AHAC you are at or over 1k. These are just a couple easy hole in this. I do think there could be some ideas to make logi work but not make it the n+1. Maybe when you are receiving RR your resists are lowered. That could be tied into lore somehow. It would also make stacking reps make your ship very vulnerable as after so many reps your resists reach zero. Not a very fleshed out idea but an idea. |
MeBiatch
GRR GOONS
2066
|
Posted - 2015.04.08 21:54:23 -
[266] - Quote
Fredric Wolf wrote:Iroquoiss Pliskin wrote:MeBiatch wrote: Lets use Capital RR as an example. Lets say now all RR has sig resolution built into it and the average sig resolution of a capital RR is 1000m or 1km.
now most capital ships have a sig radius greater then 1km so a capital ship will rep another capital ship for 100% of potential rep. but if that archon wants to rep its buddy in the battleship which has a sig radius of 400m this would mean that RR from that archon only applies at 40% effectiveness or in real numbers we go from 1500 armor repped per cycle to 600...
This idea is good idea. So I like where this is going. Now I will show you a few ways in which this would not work. 1 Armor ships would not have an equal leg because Shield ships tank increase sig size. Also MWD on anything not a frig or AHAC you are at or over 1k. These are just a couple easy hole in this. I do think there could be some ideas to make logi work but not make it the n+1. Maybe when you are receiving RR your resists are lowered. That could be tied into lore somehow. It would also make stacking reps make your ship very vulnerable as after so many reps your resists reach zero. Not a very fleshed out idea but an idea.
Two oprions. You make a new metric on unmodified sig radius . Example all bs for rr calc will have hard sig of 400m.
Ir the fact that makinh your ship larger will increase rr effectineffectiveness but at tge same time make it easier to hit.
There are no stupid Questions... just stupid people...
CCP Goliath wrote:
Ugh ti-di pooping makes me sad.
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Noxisia Arkana
Deadspace Knights
424
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Posted - 2015.04.08 22:43:17 -
[267] - Quote
One, I disagree that RR is broken. Since it's not the point of the thread I won't elaborate.
Two. I'm a little worried about all structures being flippable with the entosis link. I'm not sure if this is covered, but you're going to kill casual HS industrialists that set up a couple days of production. They'll show back up, and they'll have to play collect my cans in space, and try to flip the asset they bought back into their possession.
Maybe I'm missing something but that sounds screwed up. There should be some onus on the attacker to have to bring a decent sized force to dislodge an asset I've purchased and am using - rather than 1 dude noticing that there's no one at a structure and throwing 10 minutes of time at it.
This is especially multiplied in wormholes where logistics is already a huge pain in the ****. You have a slow weekend (i.e. people are traveling, doing yardwork, whatever) and you log in Sunday night - bam now you don't own any assets. Hope you logged off in a probing ship, so you can scout a hole and return with an entosis link.
Flipping Sov? Sure, go for it - it is what it is. Flipping personal/corporate structures? The disruption to game play this will cause to such a huge piece of the player base is just annoyingly large. There has to be a better way here, I thought the thought behind POS mechanics was it should be semi difficult require some time and assets to wipe out a tower. This puts everything on the defender, which is a complete reverse.
So if I grab an entosis link and throw it on an SOE ship I can troll wormhole corps during their prime time should they not log in and force them to play capture the flag with me or forfeit their assets |
Rowells
ANZAC ALLIANCE Fidelas Constans
2236
|
Posted - 2015.04.08 23:19:15 -
[268] - Quote
Noxisia Arkana wrote:One, I disagree that RR is broken. Since it's not the point of the thread I won't elaborate.
Two. I'm a little worried about all structures being flippable with the entosis link. I'm not sure if this is covered, but you're going to kill casual HS industrialists that set up a couple days of production. They'll show back up, and they'll have to play collect my cans in space, and try to flip the asset they bought back into their possession.
Maybe I'm missing something but that sounds screwed up. There should be some onus on the attacker to have to bring a decent sized force to dislodge an asset I've purchased and am using - rather than 1 dude noticing that there's no one at a structure and throwing 10 minutes of time at it.
This is especially multiplied in wormholes where logistics is already a huge pain in the ****. You have a slow weekend (i.e. people are traveling, doing yardwork, whatever) and you log in Sunday night - bam now you don't own any assets. Hope you logged off in a probing ship, so you can scout a hole and return with an entosis link.
Flipping Sov? Sure, go for it - it is what it is. Flipping personal/corporate structures? The disruption to game play this will cause to such a huge piece of the player base is just annoyingly large. There has to be a better way here, I thought the thought behind POS mechanics was it should be semi difficult require some time and assets to wipe out a tower. This puts everything on the defender, which is a complete reverse.
So if I grab an entosis link and throw it on an SOE ship I can troll wormhole corps during their prime time should they not log in and force them to play capture the flag with me or forfeit their assets If no one in your wh can be bothered to check on it once every 24hrs that is your own prerogative. Also, structure guns. Use them. Also, seeing as it took one person to set it up, I don't see how a minimum of one to take it down is that bad.
Speaking of which, did anyone find out if the notifications will be api? |
MeBiatch
GRR GOONS
2066
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Posted - 2015.04.08 23:28:29 -
[269] - Quote
I was thinking about this too. I think the onus should be on the attacking alliance not the defending alliance . Let me explain. One of the things i hate about the current system is you have to rep structures. In the new system even if the other side doesn't show ypu still have to do the 10 annoms per reinforced structure . This imo is bad design. I think if the attacking alliance does not show for the fight you shouldn't be forced to rep/elink stuff.
I would make the first 5 capture annoms have a 30 min lifetime If no elink from the opposing alliace is initiated in any 5 annoms.
This way you only have to active defense when the enemy shows and limits the other side of the grind
There are no stupid Questions... just stupid people...
CCP Goliath wrote:
Ugh ti-di pooping makes me sad.
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Rowells
ANZAC ALLIANCE Fidelas Constans
2236
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Posted - 2015.04.08 23:31:39 -
[270] - Quote
MeBiatch wrote:I was thinking about this too. I think the onus should be on the attacking alliance not the defending alliance . Let me explain. One of the things i hate about the current system is you have to rep structures. In the new system even if the other side doesn't show ypu still have to do the 10 annoms per reinforced structure . This imo is bad design. I think if the attacking alliance does not show for the fight you shouldn't be forced to rep/elink stuff.
I would make the first 5 capture annoms have a 30 min lifetime If no elink from the opposing alliace is initiated in any 5 annoms.
This way you only have to active defense when the enemy shows and limits the other side of the grind Will there even be capture points in wh space? |
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