
Grorious Reader
Mongorian Horde
38
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Posted - 2015.10.18 07:22:19 -
[1] - Quote
The Tackling Mechanics.
- Change scrams and disruptors to work on a percentage chance per cycle, similar to ECM jammers. This would generally decrease the risk of death in any given PvP engagement (especially solo and small gang), which would increase the number of people willing to engage, which would result in more PvP engagements. EVE, unlike virtually all other PvP games, leaves very little room for retreat as a tactical option, especially for larger ship classes. This is a failing that greatly increases the risk of any PvP engagement and therefore deters players from engaging in PvP.
- Remove the disruptor module and make it a built in ability for all non industrial ships.
- Change bubbles to work on the same percentage chance, with each bubble you're in applying its disruption chance as though it were a disruptor module targeting every ship in range. Doing this means bubbles aren't the be-all-end-all of solo ganking, but they still disrupt fleet operations as any fleet warp would end up with some percentage of the fleet warping while the other portion remained trapped.
- Change warp stabilizers to be a cap intensive active module that doesn't cripple your ship's combat capability. Make them work against scrams and disruptors the way ECCM works against ECM.
- Change d-scan so that narrowing the field increases maximum range significantly. This not only facilitates scouting, but also makes it easier to chase a ship that escapes tackle. Chases are fun. That's why every action movie has chase scenes.
- Streamline the probe scanning interface and make it usable directly in space, again with the idea of facilitating chases.
Other Stuff
- Allow players to right-click a gate in space and get a list of objects (basically a d-scan) on grid at the exit gate. This allows people to scout without having to basically sacrifice an alt character for 1 chance to not die to a hell camp. It also means you need more tactics to do a good camp than just "sit a bunch of ships with bubbles on a gate and wait". The report could be delayed by some amount of time, thus retaining some measure of uncertainty about the jump but still giving diligent players a chance to scout without forcing them to run 2 accounts.
- Two words. Collapsible overview.
- Make local chat in 0.0 systems depend on the presence of a player built structure.
- Improve NPC AI and capabilities to make PvE combat more like PvP combat. Doing this, especially for missions, will facilitate moving new players into more PvP oriented parts of the game.
- Create a random anomaly/mission generator so not every detail can be looked up on a website.
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