
Eternus8lux8lucis
Primus Inc. LEGIO ASTARTES ARCANUM
639
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Posted - 2016.02.16 01:07:00 -
[1] - Quote
The only solution Id come up with is this.... simply a chance to fail on new disruptors and scrams.
New skill Advanced Propulsion Jamming maybe a 5% bonus per level to success
New disruptors with +2 scram strength but DONT act like scrams do now so no shutting off MWDs but a range reduction. Say 15kms for T2, meta and T1 are lower and faction/DED/officer are more up to about 20kms Id say.
New scrams with +3 natural but range is 7.5kms for T2 with same spread.
The newness is that like ECM there is a chance to fail on every cycle and a failing cycle shuts the module off. This means that you have to reengage it after each failure providing not only RNG limits but human error in combat as well on top of it. Cycle times would be shortened to say 5s each so it would just simply be a module youd have to micromanage in combat.
Downsides: Why use it at all? All combat or PVE ships for the most part dont carry warp stabs anyways. A single point will usually hold them and it will never fail as long as you can keep range.
Who wants to micromanage more modules?
Failure rates means L5 for the new skill is mandatory, not optional really. Everyone whines they MUST train this like the learning skills to compete.
Bring friends and youll likely never have multiple cycle failures or having a mix of these and regular points would mean youd always capture and hold a target.
Upside: It is now a bit more of a chance for a target to get away 1v1.
So not really much upside for a lot of downsides. Having regular points/scrams work in such a way would cause a shitstorm for sure from the player base but would still be an interesting idea none the less. But I think itd be more a though experiment than a practical solution. People will hate the RNG/skill issues the most just like with ECM. But mah experience skillz!! Will be the cry refrain.
Because Eve is about set ups I think itd be more of the setup should be the thing to be made harder rather than the capture. Most fights are won or lost long before you get on grid imo. And that part of the game would be the thing that would be most interesting to change. That being said allowing some sort of chance issues in ALL areas of combat would be neat. Guns that jam and dont fire, random issues with shields, armor, or hull not just in ehp but in resist levels, random boosts like WH effects but limited to ships, mods, etc. Again the balance and coding of it would be intense and the trade off might not be worth it in the long run.
The randomness that makes life what it is, a random walk if you will, is an intriguing prospect but what do you gain with such issues? Now that we have unlimited skills maybe true randomness in gaming might be a thing. Procedurally generated worlds, coupled with fractal based growth patterns coupled with true RNG in all areas even at SUPER low levels for random time frames would present a very unique environment. But pity to the coders and balancers would be needed as they would need sympathy I think.
Imam: Have you heard anything I've said?
Richard B. Riddick: You said it's all circling the drain, the whole universe. Right?
Imam: That's right.
Richard B. Riddick: Had to end sometime.
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Eternus8lux8lucis
Primus Inc. LEGIO ASTARTES ARCANUM
641
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Posted - 2016.02.16 22:50:02 -
[2] - Quote
SurrenderMonkey wrote:Eternus8lux8lucis wrote:The only solution Id come up with Solution to what problem? This is all predicated on the OP believing that there's just no way to escape a point, which is clearly false. You didnt actually read everything I wrote did you? 
Imam: Have you heard anything I've said?
Richard B. Riddick: You said it's all circling the drain, the whole universe. Right?
Imam: That's right.
Richard B. Riddick: Had to end sometime.
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