
Eewec Ourbyni
Caldari
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Posted - 2006.11.08 09:50:00 -
[1]
Originally by: Oveur
Originally by: Saerid Edited by: Saerid on 04/11/2006 16:40:45 Edited by: Saerid on 04/11/2006 16:29:43
Originally by: Oveur
No, the limit will not be increased. If you have a group of 50 people and none of them are able to create the basic squads (and if they have leadership to any extent today, they can), I'm not sure what you are trying to achieve, noob rush? 
Performance. Gangs deliver the minimum feature set required , ie. you can gang warp and got that one channel. For the most part the coordination side of things happens on voice comms anyway. All the fancy gang skills won't do you any good if you're waiting for the system to load for 5 minutes while it shuffles bonuses around or you're relogging after the n+1:th node drop of the day. Not to mention it seems you're planning to remove exactly the parts that caused the performance hit from the gangs. Namely the damage updates and gang skills. Not a bad deal, eh?
This would be considering we've had node drops with 40 vs 40 and anything truly decisive nowadays is at least 100 vs 100. That said, reducing the load from BM handoffs and the constant stream of buddy list spammage while logging in after a node drop does look good. Wait and see I figure.
To reiterate, the three things needed for fleet battles nowadays would be 1) Server performance 2) Server performance 3) Server performance. All the other stuff is just arranging the deck chairs on the titanic if you can't deliver the one thing that enables the rest, and that's enough server stability and performance to make trying it out worthwile. Keeping in mind all the gang/formation skills and such seem to be aimed at larger scale pvp activity. If you want to mine you can use a gang. Or maybe split the barges into their own squad for that sweet sweet mining foreman skill. It doesn't take a multitiered structure though.
What the new gang limitations and the split into squadrons are addressing is the performance hit on your gang, where your gang is what's crashing the node. It's not only the damage indicators, it's also the multitude of possible gang bonuses that can now possibly come from any gang member on any stat, which may or may not be active and when active/inactive, has to be propagated to all the members of your gang, which are then calculated into anything affecting those gang members, like, getting shot at.
So... basically, we're moving away from team game play and towards a loose collection of players who happen to share the same leader?
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