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Steppa
Gallente Sturmgrenadier Inc R i s e
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Posted - 2007.01.02 22:43:00 -
[1]
Edited by: Steppa on 02/01/2007 22:46:15 ...because I want to beat a hopefully undead horse...(read World War Z)
If you really want to end blob warefare and truly extend the length of time combat lasts, we need to artificially reduce focused fire. I believe the benefits that would be realized in true fleet/wing/squad tactics, along with fire teams, short-medium-long range, etc, would more than make up for all the bellyaching the snipers are going to do.
Call it whatever you want to: multiple sensor interference, weapon wakes, whatever, but limit the number of people that can do full damage to a ship (based on the size of the ship) before additional weapons hitting it suffer the same sort of diminishing returns stacking modules does.
This forces fireteams and multiple leaders and primary targets. It gives meaning to the fleet structure we now have in place, as well as the coming VOIP (give it a chance).
Add the ability to warp to any ship on your overview that's 150k away regardless of gang member status, and I'm one happy camper.
You want combat to last longer and involve more fleet-based tactics than PRIMARY, SECONDARY PEW PEW PEW??? Vote anti-focused fire.
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Garonis
Caldari Templars of Space CORE.
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Posted - 2007.01.03 01:19:00 -
[2]
Sounds good, Steppa. This would actually allow the battlefield specialists time to do their work, I.E. recon/EWar, Logistics, close range support. I like the idea of pulling a taffy with small ships running through the battlelines, not getting blasted because there were no more targets left. This is my sig ^^ |

Alpine 69
Slacker Industries
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Posted - 2007.01.03 13:53:00 -
[3]
Originally by: Steppa Edited by: Steppa on 02/01/2007 22:46:15 Add the ability to warp to any ship on your overview that's 150k away regardless of gang member status, and I'm one happy camper.
gate sniping will be impossible then, as blaster*****s will just warp straight ontop of the sniper and wtfpwn them, without having to have either mwd the 150km to the target in the line of fire or a covops warpin point. eeeeeeek my sig got nerfed again :( |

Hoshi
Blackguard Brigade
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Posted - 2007.01.03 14:16:00 -
[4]
I and others suggested that almost 2 years ago and the devs where actually considering doing it (was listed in the drawing board and I think was even moved to the under development section), but the idea was flamed to death by people on this forum who mostly didn't understand what it would mean.
So now the devs are working on other things to accomplish the same thing, the addition of anti blob weapons (revamped stealth bombers) which are supposed to force blobs to spread out combined with much reduced ranges are in theory going to make it so that the entire fleet can't be in range of the same target and will have to have to divide fire because of that.
Of course this route is much hard and more complicated to balance out. ---------------------------------------- A Guide to Scan Probing in Revelations |

Kharakan
Amarr Morticus Impendium
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Posted - 2007.01.03 14:44:00 -
[5]
Originally by: Alpine 69
Originally by: Steppa Edited by: Steppa on 02/01/2007 22:46:15 Add the ability to warp to any ship on your overview that's 150k away regardless of gang member status, and I'm one happy camper.
gate sniping will be impossible then, as blaster*****s will just warp straight ontop of the sniper and wtfpwn them, without having to have either mwd the 150km to the target in the line of fire or a covops warpin point.
Good riddance. Maybe they should sit inside 150km? =P
this signature space is claimed in the name of eris, haha I got to him first. neeneer
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Aakron
Hybrid Syndicate
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Posted - 2007.01.03 16:45:00 -
[6]
I don't personally believe in any artificial limits to focus of fire... I actually think HP buff didn't help the situation, if ships had less HP then it would be stupid to have 300BS in one big gang as a much smaller number would be as effective.
This would have encouraged large gangs to split down into smaller subcommands where you have 4 or 5 different targets on the go, but anyway thats my take on the situation.
Things could change when the first battle sees the majority of the fleet turning up in carriers rather than BS...  ---
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Steppa
Gallente Sturmgrenadier Inc R i s e
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Posted - 2007.01.03 20:00:00 -
[7]
Originally by: Alpine 69
Originally by: Steppa Edited by: Steppa on 02/01/2007 22:46:15 Add the ability to warp to any ship on your overview that's 150k away regardless of gang member status, and I'm one happy camper.
gate sniping will be impossible then, as blaster*****s will just warp straight ontop of the sniper and wtfpwn them, without having to have either mwd the 150km to the target in the line of fire or a covops warpin point.
Explain, then please, why I can warp to can, but not a ship?
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Skal
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Posted - 2007.01.04 08:09:00 -
[8]
Originally by: Steppa
Originally by: Alpine 69
Originally by: Steppa Edited by: Steppa on 02/01/2007 22:46:15 Explain, then please, why I can warp to can, but not a ship?
Because the can doesn't have any engines. Gheez, don't try to apply logic to something like 'warping to cans in space'. I agree with the objections to 'warp to anything 150k away'... it would force FOTM blaster-specialization jousting.
Also, FIX FOCUS FIRE. PRIMARY PEW PEW 4tl.
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Hllaxiu
Shiva Morsus Mihi
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Posted - 2007.01.05 06:35:00 -
[9]
So nobody would ever lose a capital ship again? --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Steppa
Gallente Sturmgrenadier Inc R i s e
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Posted - 2007.01.05 19:04:00 -
[10]
It would be staggered. A frigate can only have x number of weapons engaging it, but a battlecruiser would have x+5 and a cap ship x+10. The point being, the bigger the ship, the more weapons could hit it without interfering with each other simply due to more realestate to shoot at.
Conversely, there would have to be something in the mechanic that took the size of the weapons being used into consideration. In other words, two large railguns can hit without penalty, but four medium railguns can do the same, as well as eight small railguns. I'm just throwing these numbers out to illustrate the logic.
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Hoshi
Blackguard Brigade
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Posted - 2007.01.06 00:39:00 -
[11]
One of the idea was that each extra weapon targeted at the ship would lower its signature radius (think of it as more space junk around it and more interference from the other ships active sensors). A capital ship has larger start sig radius. ---------------------------------------- A Guide to Scan Probing in Revelations |

Alucard Draconis
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Posted - 2007.01.06 09:09:00 -
[12]
I like what the idea would create but I dont like the idea itself...Tricky balance for me. It would be very nice to see poeple more 'involved' into fleet ops.
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Steppa
Gallente Sturmgrenadier Inc R i s e
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Posted - 2007.01.08 21:42:00 -
[13]
Originally by: Hoshi One of the idea was that each extra weapon targeted at the ship would lower its signature radius (think of it as more space junk around it and more interference from the other ships active sensors). A capital ship has larger start sig radius.
I think that's a great approach, although different types of weapons should affect this stat more. Larger weapons should have more of an impact than smaller ones.
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Benglada
Infinitus Odium
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Posted - 2007.01.09 05:03:00 -
[14]
Originally by: Alpine 69
Originally by: Steppa Edited by: Steppa on 02/01/2007 22:46:15 Add the ability to warp to any ship on your overview that's 150k away regardless of gang member status, and I'm one happy camper.
gate sniping will be impossible then, as blaster*****s will just warp straight ontop of the sniper and wtfpwn them, without having to have either mwd the 150km to the target in the line of fire or a covops warpin point.
I SUPPORT THIS IDEA *shines ion IIs* ---------------------------
Originally by: Arkanor
0.0 is the Final Frontier. Bring money and friends.
Sig By Ortos |
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