Ubeleins
EVE Protection Agency Bloodline.
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Posted - 2015.06.11 23:20:52 -
[1] - Quote
Black Canary Jnr wrote: This should make fights more interesting and emphasis fleet members controlling more of their own actions or risk being caught out. Looking forward to it.
Except that it won't. It will make FC's warp their probing alt in first, and then fleet warp their entire fleet to said alt. All it does is put the prober at a slightly higher risk of getting decloaked & killed. Nothing for the line member changes.
But hey, while we're removing features of the game that can be easily worked around, let's just go way back & take out 'warp to zero' for gates... |
Ubeleins
EVE Protection Agency Bloodline.
0
|
Posted - 2015.06.12 00:11:33 -
[2] - Quote
Villa Deaver wrote: This won't actually change anything, at least with regard to bomber fleets. Waffles and CFC and the rest will just invest the suddenly-necessary time into copying 10 bookmarks at a time and trading them to everyone in their fleets, because they play the game in a goal-oriented way no matter the cost. More casual and less organized bomber fleets, who aren't willing to invest so much time into un-fun, will be the ones who suffer.
Hanging out decloaked & trading bookmarks in space = getting probed down and killed (depending on the size of the system of course, in a really large system you could probably get away with doing something this stupid.)
As I (and many others) have already pointed out, the FC simply warps his/her probing alt into range, then fleet warps the fleet to his/her alt. All this will do is put their prober at slightly more risk of being decloaked & killed, and it will slightly delay how fast the line members get to land on grid. So I guess this will change average line member's gameplay experience... slightly... they'll be sitting there doing nothing for a few more seconds (or minutes if max tidi) before taking the fleet warp. Mission accomplished?
P.S. Speaking of breaking things that are working fine, can we un-break probes with this change finally? Before Odyssey when you launched probes and opened your map, your probes were at least where you launched them. Ever since Odyssey when you open the map they usually start at the sun, but randomly they'll be off in the middle of nowhere deadspace, but never where they actually are in space (well, I suppose if you warped to the sun before launching them, then they would at least have a chance to start off on the map where they are in space, if it's not one of those random deadspace spawns, but that's besides the point.) I want to be able to jump through a gate, launch combat probes, hit scan, and get results from where I launched them. Having to find them on the map, and move them back to where they actually are in space doesn't make any sense (I can see them on grid, they're right next to me ffs!) And it used to work just fine. It was also really nice for wormhole probing, being able to near instantly ping & eliminate your in-bound sig right after you jump in. And the reason I bring this up in this thread, is that it directly relates to combat probing / fleet warping. If the point of breaking probes in Odyssey was to slow down fleet movement while the FC (or prober) plays "let's find where the map put my probes this time" (which I think is just silly, non-immersive, & counter intuitive) would the change of having to warp his/her prober alt in first be enough of a delay that we could revert the broken probe behavior at least? |