
Kuetlzelcoatl
11
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Posted - 2015.12.04 15:44:12 -
[1] - Quote
-Rethink all the free intel via Local, Map Stats, Watch Lists, Locator Agents, Kill Mails, and API
-Revisit warp speeds to make solar systems feel like Solar Systems instead of rooms that you can cross in seconds - (may require moving gates far closer to center of solar systems to not dramatically increase interstellar travel)
-Revisit the damage system to make it more than just shoot to zero HP and boom
We get way too much intel from too many sources without any meaningful gameplay being involved. As well, we move at such speeds that individual solar systems are frequently just speed bumps in our path to get where we want to. Finally, the damage system is still based upon models from the first games where zero hit points means you are dead.
We should need to work for any information that we gain. We should need to scan to see how many players can be located around us. We should need to go to individual solar systems and perform some gameplay to gain any information regarding that solar system. We should not be able to determine if someone is logged into the game for free and automatically as if we are stalking them. We should not be able to locate someone with 100% accuracy unless we see them on our overview. We should not be able to determine exact fits from kill mails. Kill mails should not even exist. The API should not give out free intel that could be gained within the game via meaningful gameplay.
Movement in this game is simply way too fast. We can cross multiple systems in the same time that it takes to walk to the car IRL. We can cross the entire star cluster in less time than it takes to go to a movie. We should move all gates close to the stars and decrease warp speeds so we can still move in similar time frames, but makes individual solar systems bigger. A delayed NPC logistical system should be implemented that charges you per jump with LowSec and NullSec surcharges that doesn't compete with player created logistical organizations but provides a reasonable service. Maybe 12 hrs per system movement speed.
The damage model should be changed to something more interesting and realistic to where shields and Armor act as damage reduction and the damage that gets through actually damages critical components that degrade ship performance as they become more damaged. This could still allow for shield and armor tanking where the increased resistances and buffer increases the damage reduction. The critical components could allow for something similar to sub system targeting in which one could try to focus on shooting propulsion systems that could increase align times and decrease the effectiveness of prop mods. Thus, armor and shield reppers would only repair the damage reduction capacity of those systems while in space, but one would need to use other services to repair critical components, while maybe allow for backup components to be designated. There is a lot of potential with this.
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