
Jak'ai
Minmatar The Temple of Ash Ock
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Posted - 2006.11.16 15:51:00 -
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Edited by: Jak''ai on 16/11/2006 15:52:48
- Altering the combat model so that DPS isn't the prime factor in fights, allowing for increased range of viable ships and different approaches to combat. (read alpha strikes, hit-and-fade tactics).
- Introduce subsystem damage mechanics so that combat does not have to be binary (either I blow up the other guy's ship or I've had no impact at all once he's had a chance to use repairers).
- In concert with the first two, define unique roles for ships so that they are not all about how much damage they can do / tank. (i.e. interceptors do little perceptible damage, but can follow targets in warp and bring them back to normal space). As a side effect, give Tech 1 ships a purpose beyond "what people that can't afford Tech 2 fly"
- Change the absolute nature of warp scrambling, stasis webbifiers and nosferatu/neutralizers. I'd suggest an effect for both that "ramps up" over time, taking longer to ramp the larger the module class is. This would allow frigates to dart in and out of range on a battleship equipped with Heavy modules, without rendering the module useless against the frigate if it's not fast/smart enough.
- Further differentiate the ships and weapons of the various races so that there is a definite flavour to a given race's combat tactics (in line with their backstory / mentality).
- Do away with the current POS sovereignty model. Introduce a simpler method of system sov (i.e. one large POS) and allow the placement of system defences which pose a serious obstacle for hostile fleet movement while allowing for small frigate-equipped forces to operate "behind enemy lines". Introduce this system into both 0.0 and the factional war system.
- Implement factional warfare such that players can have a real effect on the face of the game - allow a dedicated effort over months to actually change Empire held space.
- Implement factional warfare such that it is a truly dynamic war between the various elements of EVE. Have CCP / volunteers control each of the factions at the immediate strategic level as though they were player alliances, and give them long range goals / motivations to drive their strategies. Tie in NPC factional content as gaining ôsupply pointsö or something similar which determines the resources available for the factions to wage war.
- Allow sovereignty in 0.0 to gradually affect the security status of the system / constellation. If an alliance wants to dedicate themselves (and most of their resources) to providing an island of high-sec in 0.0 (with all the downsides - i.e. no 1.0 systems with ark, just veld) then let them.
- Change mining so that it is no longer a brainless pursuit. Move the belts to the exploration system and introduce some sort of mini-game where you need to actively do something in order to get the most from your mining.
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