
Andre Vauban
Quantum Cats Syndicate Spaceship Bebop
419
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Posted - 2015.09.17 15:53:49 -
[1] - Quote
How are you going to prevent a single kiting sniper from applying damage constantly to prolong the repair timer until you have to go to sleep? Ie warp a sniper corm in at range, shoot once, warp off. Repeat this with a single pilot until you have to log off. It's nearly impossible to stop and you have effective control of the grid, but you can never repair your structure since they are taking pot shots at it.
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Andre Vauban
Quantum Cats Syndicate Spaceship Bebop
422
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Posted - 2015.09.17 18:01:29 -
[2] - Quote
I like the DPS mitigation idea (I actually suggested something similar years ago), but I'm worried about the gameplay that will involve around this. Nobody "small" will drop dreads on a structure, it is just to dangerous as 30 minutes is long enough for somebody bigger to come by and hot drop O'Clock.
The most effective force for grinding a structure will be stealth bombers. At 500-600dps each, we are talking about a really low number, 8 for small and 24 for large, to reach the max dps. If the defender shows up, they just cloak and warp off. They have 15, 30, or 60 minutes to reship and come back and fight it they want to. That is plenty of time. The attacker really gets to dictate the fight and there is no chance for the defender to get the drop on the initial reinforcement.
Ninja dreads were an interesting form of game play where the attacker risked a lot on the initial reinforcement (ie drop dreads), as there was a high probability they could be gone before anybody noticed. If they were noticed during the 5 minutes, it was a fun fight for both sides (ie attack/defend in under 5 minutes before the big targets in space jumped out). WIth the new system, nobody is going to put up a bullseye like that by dropping dreads as it's near 100% chance you will be noticed in 30 minutes. The only people that will drop dreads are those that drop small dreads and a cyno on multiple targets and then have 500 people and 100 supers ready to bridge in wherever needed.
This isn't all bad, but I will miss the risk/reward factor with reinforcing a structure. There is now nothing to gain by risking more valuable targets on the field.
Also, POCO's should also be changed in the same manner as Citadel's, it will get to confusing if they are not.
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