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James Zimmer
Furtherance.
26
|
Posted - 2015.06.12 23:42:46 -
[1] - Quote
I think that warp prevention mechanics are very extreme. If a combat-fit ship runs into a gate camp, it will get caught nearly 100% of the time. However, if it's travel fit (MWD cloak trick in low or interdiction nullified in null) it will get caught nearly 0% of the time. I think this leads to boring, farming gate camps and risk-adverse travellers. In addition, I think it drives combat heavily into areas where you have a way out, such as gates and stations, because everyone's scared to death of getting pointed out in some distant part of space and having no chance to get out; hense complaints when people AFK cloak.
I would like to open a discussion on the topic, and I have an idea on how to fix it. If you feel my idea is garbage, but see this as an issue, please don't let my idea limit the discussion. If you don't see an issue and think I'm just whining, well, I'm sure you'll tell me that :)
So here's my proposed solution: Bubbles get a point strength of 1 each (maybe 2 for HIC bubbles. The MWD/cloak trick and interdiction nullifiers go away and warp core stablizers get substantial changes. The new WCSs are an active module with very low cap requirements (think damage control). There is no penalty to fitting this module (beyond the PG/CPU you need to slap it on your ship), but when the module is active, all EWAR, damage (to include drones), and remote assistance modules cease to work. This module would not increase warp core strength until the end of its cycle, at which point it increases it by 1 and its cycle time doubles. The first cycle would be in the ballpark of 20 seconds or so, next is 40 seconds, then 80 seconds etc. This module would also negate the impact of scrams on MWDs/MJDs once it reaches great enough strength. Overall, this is designed to prevent any ship from being completely safe, while also giving every ship at least a chance to get away as lonv as they fit it, thereby bringing warp prevention in from both extremes. |

d0cTeR9
Astro Technologies SpaceMonkey's Alliance
180
|
Posted - 2015.06.12 23:50:27 -
[2] - Quote
People have been asking for a bubble nerf for ages.
It's one of the most OP thing in the game. Absolutely absurd and i have been playing since 2004.
A dic bubble should have a strength of 1 and a HIC bubble a strength of 2. Bubble that overlap onto other bubble should still have the same strength and not add-up to discourage bubble-spam.
Wanna catch a supercarrier or titan? You have to use a HIC + script and not some guy in a 50 million isk dic that bubble spam. Wanna catch a proper travel-fit capsuleer? Bubble him + have some fast locking ships with points (i beleive we have ships with bonuses to point distance... hmnnnn).
What does this mean? It means that if you are going to start running WCS then you have to suffer or counter the debuff it gives. Also it would encourage people to travel, maybe use mobile depot to refit for proper pvp, etc.
Maybe give a -% to MWD/AB to bubbles to even things out. |

Tappits
North Eastern Swat Pandemic Legion
102
|
Posted - 2015.06.13 00:22:33 -
[3] - Quote
I think HIC bubbles should stop MJD's I also think HIC bubbles should be bigger. |

Nyalnara
Dark Evil Undead Ponies Productions
18
|
Posted - 2015.06.13 00:54:19 -
[4] - Quote
James Zimmer wrote:So here's my proposed solution: Bubbles get a point strength of 1 each (maybe 2 for HIC bubbles. The MWD/cloak trick and interdiction nullifiers go away and warp core stablizers get substantial changes. The new WCSs are an active module with very low cap requirements (think damage control). There is no penalty to fitting this module (beyond the PG/CPU you need to slap it on your ship), but when the module is active, all EWAR, damage (to include drones), and remote assistance modules cease to work. This module would not increase warp core strength until the end of its cycle, at which point it increases it by 1 and its cycle time doubles. The first cycle would be in the ballpark of 20 seconds or so, next is 40 seconds, then 80 seconds etc. This module would also negate the impact of scrams on MWDs/MJDs once it reaches great enough strength. Overall, this is designed to prevent any ship from being completely safe, while also giving every ship at least a chance to get away as lonv as they fit it, thereby bringing warp prevention in from both extremes.
Active WCS without current debuff? Yeay, now i can go PvP, and fit a "Get out of disruptor" button. Seriously, as long as you don't try to enguage brawl ships with scrambler, it means you can't get destroyed. So, no.
Also, about the "no remote" part: someone caught in a campgate is alone. Nobody wwill try to remote him. Then it is not a debuff.
Also, about the "thing cycle, and warp core strength keep going up": no. Just afk 10-15 minutes on a deep safe, then engage people as much as you want, because you are not unscrambable, and number of enemies won't matter. Just don't get volleyed and you'll be fine.
TLDR: No, we don't need a module that much unbalanced.
In case of ponies, keep calm and start running.
French half-noob. Founder of [DEUPP]Dark Evil Undead Ponies Productions.
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Aza Ebanu
HC - Serenity
98
|
Posted - 2015.06.13 01:08:27 -
[5] - Quote
d0cTeR9 wrote:People have been asking for a bubble nerf for ages.
It's one of the most OP thing in the game. Absolutely absurd and i have been playing since 2004.
A dic bubble should have a strength of 1 and a HIC bubble a strength of 2. Bubble that overlap onto other bubble should still have the same strength and not add-up to discourage bubble-spam but encourage spreading out the bubbles to catch more ships (instead of 50 bubbles in the same spot).
Wanna catch a supercarrier or titan? You have to use a HIC + script and not some guy in a 50 million isk dic that bubble spam. Wanna catch a proper travel-fit capsuleer? Bubble him + have some fast locking ships with points (i beleive we have ships with bonuses to point distance... hmnnnn).
What does this mean? It means that if you are going to start running WCS then you have to suffer or counter the debuff it gives. Also it would encourage people to travel, maybe use mobile depot to refit for proper pvp, etc.
Maybe give a -% to MWD/AB to bubbles to even things out. I would support this. Pre bubble EVE Online made null sec fun! |

James Zimmer
Furtherance.
28
|
Posted - 2015.06.13 02:27:08 -
[6] - Quote
Nyalnara wrote:
Active WCS without current debuff? Yeay, now i can go PvP, and fit a "Get out of disruptor" button. Seriously, as long as you don't try to enguage brawl ships with scrambler, it means you can't get destroyed. So, no.
Also, about the "no remote" part: someone caught in a campgate is alone. Nobody wwill try to remote him. Then it is not a debuff.
Also, about the "thing cycle, and warp core strength keep going up": no. Just afk 10-15 minutes on a deep safe, then engage people as much as you want, because you are not unscrambable, and number of enemies won't matter. Just don't get volleyed and you'll be fine.
TLDR: No, we don't need a module that much unbalanced.
One kiting ship may struggle to hold you, AFTER you've decided to nerf your fit by sacrificing a low, and AFTER you've given up on the fight and deactivated your offensive mods for 20 seconds. 3 kiting ships would take 2 minutes and 20 seconds to get away, plenty of time for a kill. Toss a bubble on top, and you're at 5 minutes flat. Of course the specific times could be tweaked if it got too easy to escape.
You would not be able to AFK for 10-15 minutes and go nuts. As soon as you turn off the module, which you would have to do to shoot, you're back to 0 warp core strength. You would be able to dive in, provide a warp in for a fleet, and then warp off, but given the charge time, that would still be less powerful than interceptors right now, which don't have to charge.
The remote rep thing was referring to the ship using the WCS. THAT ship wouldn't be able to remote rep someone else, so logi wouldn't be able to make themselves uncatchable while repping. |

ShahFluffers
Ice Fire Warriors Snuffed Out
8179
|
Posted - 2015.06.13 02:34:19 -
[7] - Quote
Long, long ago... when Warp Core Stabs had just been introduced...
- battleships used them. A lot. Players would load up the low-slots of their BSs with them... snipe at a range where only frigates and probers were a threat... and then warp away as soon as said frigate(s) tackled their battleship. ------- the only counter to this tactic was to use frigates with a minimum of 4+ mid-slots so that they could fit 3+ warp scramblers (6+ points of disruption). And it still wasn't enough because many battleships have 7 or even 8 low-slots.
That is when the DEVs introduced the harsh range and locking speed penalties.
Today... in a time when...
- fleet warping to a probed place is on the chopping block - MicrojumpDrives exist - superfast ships, kiting, and range tactics are the "rule," not the "exception"
... I say that Warp Core Stabilizers should NOT be buffed. They already do what they do best; help a person avoid being pinned down in the first place. But... like everything... it is still no guarantee against people who planned and committed more than you did (see: if your opponent put more effort and/or committed more people into his/her tactics, he/she are probably going to beat whatever counter you devise).
How did you Veterans start?
The Skillpoint System and You
|

Nevyn Auscent
Broke Sauce
2234
|
Posted - 2015.06.13 04:05:10 -
[8] - Quote
ShahFluffers wrote:Long, long ago... when Warp Core Stabs had just been introduced...
- battleships used them. A lot. Players would load up the low-slots of their BSs with them... snipe at a range where only frigates and probers were a threat... and then warp away as soon as said frigate(s) tackled their battleship. ------- the only counter to this tactic was to use frigates with a minimum of 4+ mid-slots so that they could fit 3+ warp scramblers (6+ points of disruption). And it still wasn't enough because many battleships have 7 or even 8 low-slots.
That is when the DEVs introduced the harsh range and locking speed penalties.
Today... in a time when...
- fleet warping to a probed place is on the chopping block - MicrojumpDrives exist - superfast ships, kiting, and range tactics are the "rule," not the "exception"
... I say that Warp Core Stabilizers should NOT be buffed. They already do what they do best; help a person avoid being pinned down in the first place. But... like everything... it is still no guarantee against people who planned and committed more than you did (see: if your opponent put more effort and/or committed more people into his/her tactics, he/she are probably going to beat whatever counter you devise). Actually this proposal solves your argument already. You can't just skip off as soon as a frigate tackles you. Because you have to turn all offensive modules off. You can't receive remote reps, and you can't rep someone else. So it makes using it a dangerous proposition, since you can be burnt down while you try and build warp strength to warp away, but if they don't have DPS to actually kill you you will eventually escape thus making stalemates where a lone frigate tackles someone down for hours less common.
I like the idea of it being an active module. Especially if you limit it to just one per ship so you can't fit more to get past the cycle time build. |

Hopelesshobo
Tactical Nuclear Penguin's
486
|
Posted - 2015.06.13 04:16:51 -
[9] - Quote
Step 1: Fit a vindicator with a full rack of the new WCS Step 2: Undock from a trade hub and flash suspect Step 3: When the heat gets too extreme, activate all the WCS and warp away in 20 seconds with 8 WCS
Good job, station games only last 20 seconds now instead of a full minute.
Lowering the average to make you look better since 2012.
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McChicken Combo HalfMayo
The Happy Meal
766
|
Posted - 2015.06.13 04:28:27 -
[10] - Quote
Did not read the OP properly. Ignore this.
There are all our dominion
Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin
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James Zimmer
Furtherance.
28
|
Posted - 2015.06.13 05:35:28 -
[11] - Quote
I've notived a few people mention potential issues with multiple WCSs. Maybe it could be solved with some sort of stacking penalty where more stabs = longer cycle time. |

Iain Cariaba
1519
|
Posted - 2015.06.13 06:46:56 -
[12] - Quote
James Zimmer wrote:I've notived a few people mention potential issues with multiple WCSs. Maybe it could be solved with some sort of stacking penalty where more stabs = longer cycle time. Better suggestion would be to toss this idea out like the rubbish it is.
EvE is hard. It's harder if you're stupid.
I couldn't have said it better.
Will troll for a t-shirt.
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Nevyn Auscent
Broke Sauce
2234
|
Posted - 2015.06.13 07:58:13 -
[13] - Quote
James Zimmer wrote:I've notived a few people mention potential issues with multiple WCSs. Maybe it could be solved with some sort of stacking penalty where more stabs = longer cycle time. *can only fit one of this module* Much simpler solution and since it scales over time there is no need for more than 1. Bubbles should have a higher strength than 1 obviously. But the ability for ships to have a combat fit, engage and then execute a disengage over time if they can survive the incoming fire is actually a good thing. Not a bad thing. |

Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
10048
|
Posted - 2015.06.13 09:20:17 -
[14] - Quote
Aren't this what neuts are for? Cap out the tackle and gtfo.
I don't actually have any experience with bubbles so I'll refrain from commenting there there but I don't think theirs anything wrong with the current targeted tackling, I'm not averse to discussion on changing it now but I don't actually have anything currently in mind.
=]|[=
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Nevyn Auscent
Broke Sauce
2234
|
Posted - 2015.06.13 09:24:21 -
[15] - Quote
Neuts don't help vs the long points with links behind them. And small and medium neuts sure don't either. The other thing people are missing, if this went through those stabbed FW plexxing ships wouldn't be able to insti escape from under a point anymore. It nerfs their instant escape ability, but buffs long term escape for other people. Makes for a meeting in the middle where engaging isn't a fight to the death every time, but also makes more fights happen for short times.
It won't be a magic escape bullet anymore than a TSB is or ECM is or Neuts are, but it will cause more moderate effects. |

James Zimmer
Furtherance.
28
|
Posted - 2015.06.13 13:22:32 -
[16] - Quote
Tappits wrote:I think HIC bubbles should stop MJD's I also think HIC bubbles should be bigger.
I would support that. You're throwing a 200 mil ISK ship that can't manuever or recieve remote reps into the thick of a fight. It should be worth it. |

James Zimmer
Furtherance.
28
|
Posted - 2015.06.18 12:07:30 -
[17] - Quote
Nevyn Auscent wrote:James Zimmer wrote:I've notived a few people mention potential issues with multiple WCSs. Maybe it could be solved with some sort of stacking penalty where more stabs = longer cycle time. *can only fit one of this module* Much simpler solution and since it scales over time there is no need for more than 1. Bubbles should have a higher strength than 1 obviously. But the ability for ships to have a combat fit, engage and then execute a disengage over time if they can survive the incoming fire is actually a good thing. Not a bad thing.
If we limited it to one module, I think some ships, particularly industrial ships, would need some love in the form of WCS role bonuses, as they can't tank through damage or manuever away from it like combat ships. In addition, I think that traveling for economic purposes should generally be safer than traveling for combat purposes. Moderately rich players=willingness to risk ISK in PvP, which is what I'd like to see.
Also, what do you think about this: we have a couple flavors of WCSs, some cycle relatively quickly, but subsequent cycles take much longer, while others have a slow cycle time, but the increase in cycle time is much less severe. Maybe something like 20 second first cycle=150% increase in cycle time; 30 second first cycle=100% increase in cycle time; 45 second first cycle=75% increase in cycle time. Small ships would probably favor the faster modules, because they won't have the tank to survive for more than a cycle or two anyway, while larger ships will probably prioritize slipperiness over time. |

Mike Voidstar
Voidstar Free Flight Foundation
756
|
Posted - 2015.06.18 13:03:11 -
[18] - Quote
You are right that tackle is too binary, but if your goal is to increase participation in fights by people who avoid them completely now, then you have not gone nearly far enough.
This is half of why you can't catch many PvE pilots because they run as soon as a name pops up in local. There is absolutely no percentage in letting someone get on grid with you, because once you are pointed, you are dead. Yes, there are counters, but none of them have any effect on rats and so do not often get loaded on PvE boats. The second half is that there is nothing to lose-- you can get ISK and ORE any time, practically any place. Why risk a fight when there is nothing to gain, everything to lose, and no way to escape even if you decided it might be fun to try your luck?
The changes to being tackled need to be an ongoing struggle that can be won or lost at any moment by either party. I would treat warp core stability as another HP bar, which scrams and disruptors damage directly, possibly with regular damage occasionally affecting as well, with a crit chance perhaps. It would regen on it's own similar to cap or shields. At full health your time to warp would be standard for your ship, and would degrade to 2x or 3x up until only 10% remained. Below that point you cannot warp. Warp Core Stabilizers would be active modules that repair your stability, and new modules to give extra stability, or increase it's natural regen could be introduced as well. For real fun you can add in navigation difficulties if you warp at less than 100%, so that if your target escapes you can try to probe him and catch him again since he didn't land at the station or pos he was trying to safe up in.
Scrams and Disruptors would then become similar to other weapons that have a short and long range variant, and should also come in small, medium, and large sizes for dealing with larger and more stable ships.
Now it's possible to try to fight without being 100% boned as soon as something arrived on grid. Ratters might even try their luck and more PvP be had by all, if not more kill mails. |

Phaade
Perimeter Defense Systems
358
|
Posted - 2015.06.18 14:54:19 -
[19] - Quote
d0cTeR9 wrote:People have been asking for a bubble nerf for ages.
It's one of the most OP thing in the game. Absolutely absurd and i have been playing since 2004.
A dic bubble should have a strength of 1 and a HIC bubble a strength of 2. Bubble that overlap onto other bubble should still have the same strength and not add-up to discourage bubble-spam but encourage spreading out the bubbles to catch more ships (instead of 50 bubbles in the same spot).
Wanna catch a supercarrier or titan? You have to use a HIC + script and not some guy in a 50 million isk dic that bubble spam. Wanna catch a proper travel-fit capsuleer? Bubble him + have some fast locking ships with points (i beleive we have ships with bonuses to point distance... hmnnnn).
What does this mean? It means that if you are going to start running WCS then you have to suffer or counter the debuff it gives. Also it would encourage people to travel, maybe use mobile depot to refit for proper pvp, etc.
Maybe give a -% to MWD/AB to bubbles to even things out.
Totally agreed. The single reason I will never go to Nullsec is because of bubbles. Garbage mechanic.
I don't think I'm alone either... |

Phaade
Perimeter Defense Systems
358
|
Posted - 2015.06.18 14:57:14 -
[20] - Quote
Hopelesshobo wrote:Step 1: Fit a vindicator with a full rack of the new WCS Step 2: Undock from a trade hub and flash suspect Step 3: When the heat gets too extreme, activate all the WCS and warp away in 20 seconds with 8 WCS
Good job, station games only last 20 seconds now instead of a full minute.
Reading comprehension.
Pretty sure he mentioned "damage control" in the OP. Pretty sure you can only fit one damage control.
By extention, we can assume..... |

ShahFluffers
Ice Fire Warriors Snuffed Out
8215
|
Posted - 2015.06.18 15:16:42 -
[21] - Quote
Nevyn Auscent wrote:ShahFluffers wrote:Long, long ago... when Warp Core Stabs had just been introduced...
- battleships used them. A lot. Players would load up the low-slots of their BSs with them... snipe at a range where only frigates and probers were a threat... and then warp away as soon as said frigate(s) tackled their battleship. ------- the only counter to this tactic was to use frigates with a minimum of 4+ mid-slots so that they could fit 3+ warp scramblers (6+ points of disruption). And it still wasn't enough because many battleships have 7 or even 8 low-slots.
That is when the DEVs introduced the harsh range and locking speed penalties. Actually this proposal solves your argument already. You can't just skip off as soon as a frigate tackles you. Because you have to turn all offensive modules off. You can't receive remote reps, and you can't rep someone else. When you are sniping, you are not RRing or being RRed. And by the time the frigate reaches a sniping battleship (or is less than 50km away), the battleship is already making (or has already made) moves to leave.
So no... using the proposed Warp Core Stabs isn't dangerous at all. It just adds an extra step.
Mike Voidstar wrote:Scrams and Disruptors would then become similar to other weapons that have a short and long range variant, and should also come in small, medium, and large sizes for dealing with larger and more stable ships.
Now it's possible to try to fight without being 100% boned as soon as something arrived on grid. Ratters might even try their luck and more PvP be had by all, if not more kill mails. Mike... there is so much wrong with that.
People would not "stay and fight" if they were given more opportunities to escape. The exact opposite would happen. People would not stay at all unless they were sure they could actually win. I mean honestly... would YOU stay and fight in a min/maxed ratting ship that is hardnened against only two damage resistances... unsure if the hostile has more friends on the way?
The reason that warp disruption mechanics have stayed binary is because people are psychologically pretty binary when it comes to conflict and combat. They either run and avoid it altogether... or they prepared for it in the first place and fight. There has to be some way to reliably FORCE people to stay.
How did you Veterans start?
The Skillpoint System and You
|

Mr Mieyli
Hedion University Amarr Empire
11
|
Posted - 2015.06.18 15:24:46 -
[22] - Quote
Warp combat in eve is definitely far too binary and I believe OPs proposal is great. The fluff reason could be that it redirects power from weapons to the warp core to boost integrity or something.
It should be limited to one per ship perhaps with rigs or modules reducing cycle time to still allow ships to fit for max sliperiness for travel reasons. It would allow combat ships to disengage and wait for their warp strength to build enough, however multiple points will make this effectively impossible as expected. |

Serendipity Lost
Repo Industries
1105
|
Posted - 2015.06.18 15:27:19 -
[23] - Quote
This whole discussion is simply amazing.
It's a pvp game folks. PVP consent occurs when you push the Log In button. You know what warp bubbles are and how they work so figure out how to deal with them.
What's the logical end game after this game mechaninc falls?? Replace lasers with non lethal flashlights? Rubber projectile ammo? Happymatter charges that are comprised of space paint?
Can a thread be locked because it goes against the soul of the game? If so, then please lock this thread. |

Mike Voidstar
Voidstar Free Flight Foundation
757
|
Posted - 2015.06.18 15:33:52 -
[24] - Quote
ShahFluffers wrote:Nevyn Auscent wrote:ShahFluffers wrote:Long, long ago... when Warp Core Stabs had just been introduced...
- battleships used them. A lot. Players would load up the low-slots of their BSs with them... snipe at a range where only frigates and probers were a threat... and then warp away as soon as said frigate(s) tackled their battleship. ------- the only counter to this tactic was to use frigates with a minimum of 4+ mid-slots so that they could fit 3+ warp scramblers (6+ points of disruption). And it still wasn't enough because many battleships have 7 or even 8 low-slots.
That is when the DEVs introduced the harsh range and locking speed penalties. Actually this proposal solves your argument already. You can't just skip off as soon as a frigate tackles you. Because you have to turn all offensive modules off. You can't receive remote reps, and you can't rep someone else. When you are sniping, you are not RRing or being RRed. And by the time the frigate reaches a sniping battleship (or is less than 50km away), the battleship is already making (or has already made) moves to leave. So no... using the proposed Warp Core Stabs isn't dangerous at all. It just adds an extra step. Mike Voidstar wrote:Scrams and Disruptors would then become similar to other weapons that have a short and long range variant, and should also come in small, medium, and large sizes for dealing with larger and more stable ships.
Now it's possible to try to fight without being 100% boned as soon as something arrived on grid. Ratters might even try their luck and more PvP be had by all, if not more kill mails. Mike... there is so much wrong with that. People would not "stay and fight" if they were given more opportunities to escape. The exact opposite would happen. People would not stay at all unless they were sure they could actually win. I mean honestly... would YOU stay and fight in a min/maxed ratting ship that is hardnened against only two damage resistances... unsure if the hostile has more friends on the way? The reason that warp disruption mechanics have stayed binary is because people are psychologically pretty binary when it comes to conflict and combat. They either run and avoid it altogether... or they prepared for it in the first place and fight. There has to be some way to reliably FORCE people to stay.
I would certainly try. I hate the mechanics that dictate running before you even attempt to engage. Of course, my ships use omnitanks these days thanks to the reactive armor hardener. You don't even have to tackle me, I'm in a Maurader most of the time.
I am not all that risk adverse though. I don't just throw away ships, it's the absolute nature of tackle that makes it not with the risk of an encounter for me, and the fact that I prefer PvE and there is no win condition for me in a PvP fight. I lost at least time, and usually my ship with it, with nothing in the encounter for me to gain.
The reason tackle mechanics are as they are is because it's not enough for most people to win. They have to stroke their Epeen while they are at it with kill mails. |

Mr Mieyli
Hedion University Amarr Empire
11
|
Posted - 2015.06.18 15:35:54 -
[25] - Quote
Serendipity Lost wrote:This whole discussion is simply amazing.
It's a pvp game folks. PVP consent occurs when you push the Log In button. You know what warp bubbles are and how they work so figure out how to deal with them.
What's the logical end game after this game mechaninc falls?? Replace lasers with non lethal flashlights? Rubber projectile ammo? Happymatter charges that are comprised of space paint?
Can a thread be locked because it goes against the soul of the game? If so, then please lock this thread.
Great explanation of your issues with the proposal.
Your slippery slope argument is a load of nonsense, nowehere does it say that people will be any more able to escape pvp than they are now. In fact they will be less able as they now would need to wait for their warp strength to build instead of just having +X warp strength all the time. |

ShahFluffers
Ice Fire Warriors Snuffed Out
8216
|
Posted - 2015.06.18 18:38:50 -
[26] - Quote
Mike Voidstar wrote:I hate the mechanics that dictate running before you even attempt to engage. It isn't the mechanics that dictate anything. It is YOU who are deciding whether it is worth it to stay and engage or not.
If a player is losing, or thinks he/she is going to lose, he/she WILL attempt to run away.
There really isn't an "in-between" with regards to this.
Mike Voidstar wrote:Of course, my ships use omnitanks these days thanks to the reactive armor hardener. You don't even have to tackle me, I'm in a Maurader most of the time. In other words... you have prepared for a fight.
Mike Voidstar wrote:I am not all that risk adverse though. I don't just throw away ships, it's the absolute nature of tackle that makes it not with the risk of an encounter for me, and the fact that I prefer PvE and there is no win condition for me in a PvP fight. I lost at least time, and usually my ship with it, with nothing in the encounter for me to gain.
The reason tackle mechanics are as they are is because it's not enough for most people to win. They have to stroke their Epeen while they are at it with kill mails. So basically... unless you are SURE you can win or have a high chance of escaping if things turn out badly... you won't engage in the first place.
Congrats. You have just proven what I have been saying (and repeated in the first quote of this post).
Mike Voidstar wrote:Binary tackle is fine if your goal is to make kills, but not if you want more people to fight. Ship-on-ship PvP is about scoring kills.
I fight people to kill people.
I wage war to cause destruction and economic loss.
I am not shooting at people to waste ammo. I am not interested in e-Bushido honor "let's stop when we hit hull." I WANT EXPLOSIONS AND BLOODSHED!
And guess what? The game was (and still is) based on that premise.
All your idea does is increase the need and requirements for blob and alpha-strike warfare. And no one wants that.
How did you Veterans start?
The Skillpoint System and You
|

Mr Mieyli
Hedion University Amarr Empire
11
|
Posted - 2015.06.18 20:12:23 -
[27] - Quote
ShahFluffers wrote:Mike Voidstar wrote:I hate the mechanics that dictate running before you even attempt to engage. It isn't the mechanics that dictate anything. It is YOU who are deciding whether it is worth it to stay and engage or not. If a player is losing, or thinks he/she is going to lose, he/she WILL attempt to run away. There really isn't an "in-between" with regards to this. Mike Voidstar wrote:Of course, my ships use omnitanks these days thanks to the reactive armor hardener. You don't even have to tackle me, I'm in a Maurader most of the time. In other words... you have prepared for a fight. Mike Voidstar wrote:I am not all that risk adverse though. I don't just throw away ships, it's the absolute nature of tackle that makes it not with the risk of an encounter for me, and the fact that I prefer PvE and there is no win condition for me in a PvP fight. I lost at least time, and usually my ship with it, with nothing in the encounter for me to gain.
The reason tackle mechanics are as they are is because it's not enough for most people to win. They have to stroke their Epeen while they are at it with kill mails. So basically... unless you are SURE you can win or have a high chance of escaping if things turn out badly... you won't engage in the first place. Congrats. You have just proven what I have been saying (and repeated in the first quote of this post). Mike Voidstar wrote:Binary tackle is fine if your goal is to make kills, but not if you want more people to fight. Ship-on-ship PvP is about scoring kills.I fight people to kill people.I wage war to cause destruction and economic loss. I am not shooting at people to waste ammo. I am not interested in e-Bushido honor "let's stop when we hit hull." I WANT EXPLOSIONS AND BLOODSHED! And guess what? The game was (and still is) based on that premise. All your idea does is increase the need and requirements for blob and alpha-strike warfare. And no one wants that.
The problem is that the decision to fight or not has to be made before the fight even starts as the first thing anyone does is apply a point and now you're dead. Overheating your point could add another 1 to warp disrupt strength increasing time to warp. This won't encourage alpha doctrines unless you think 3-4 minutes (with one scram) is a short enough time to require alpha doctrines. This change would be good for eve as escaping would be more of a possibility encouraging people to risk taking more fights.
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Leto Aramaus
Spiritus Draconis Spaceship Bebop
143
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Posted - 2015.06.18 20:17:58 -
[28] - Quote
Hate this idea.
. . . . . . .
I liked this idea.
Increasing Warp Strength
The UI update we deserve
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Portmanteau
Garoun Investment Bank Gallente Federation
56
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Posted - 2015.06.18 21:26:32 -
[29] - Quote
This sounds like a nerf to solo pvp and yet more encouragement to blob as if there wasn't enough already. Totally unsupported |

Mr Mieyli
Hedion University Amarr Empire
11
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Posted - 2015.06.18 22:25:40 -
[30] - Quote
Portmanteau wrote:This sounds like a nerf to solo pvp and yet more encouragement to blob as if there wasn't enough already. Totally unsupported
Timers could be set up so that the base module alone takes 1-2 minutes to overcome 1 scram, how often do engagements stay solo past then anyway? But not only that, overheating your point forces him to stay on grid for another 1 min plus. Additional points lengthen this time so you + fast tackle keeps him around for maybe 6 mins more than enough to kill him. |
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