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redeyehunter
Minmatar Shinra Lotka Volterra
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Posted - 2007.02.23 14:10:00 -
[1]
Hello All,
I am just putting forward an idea for a new way to do fleet battle. You may as why, and the simple answer is unplayable lag in large fleet engagements.
Here it goes.
When fighting fleets engage are engaged in a system that has sovereignty and a Conquerable Station or Outpost, the proportion of defenders and attackers should be set to what the system can handle at a playable level. for example if a system can safely play 100 people, then lets say 60% Attacker and 40% defender alliance. (defenders normally have tactical advantage, and attackers need more firepower to break.)
It is very simplistic but I would rather go down fighting, then to be lagged out and find myself in a pod. What happened in JV1V recently would be a good example of what too many people can do to a system.(from info i got even GMs could not fix that)
Questions that even I ask .
Q:what if you get your ship blown up? A:if defender get new ship at station, or pod yourself out of system to let someone else in, if attacker pod yourself or leave system to let someone else in. (note this someone else could be a logged out character in system. Also nice way to deal with log on traps)
Q:what if I logged out of system and the limit is reached? A: Well, you should have though of that first before logging out in a war zone. Maybe a mechanism that let you move yourself 1 jump out of system might help, but thatĘs a Dev call.
Q:what if my alliance has numeric advantage over defending alliance? A: well; until system can cope with 1000s of PVPers in system slogging it out, this seems to be a logical way. Remember Node crashing hands a tactical disadvantage to defenders and attacker randomly(randomness is not what this PVP is about, itĘs about solid tactical fighting), attacking form attackers can get slaughtered jumping in if they are the ones lagged out. I also think that it is unfair that a highly skilled player with loads of training i.e. fleet command 5 should be crashed out. Crashed out means reforming fleet 90% of time and your skills advantage is rendered void, due to numbers and the pot luck chance defenders and attacker have at re-entering system. Besides if you fleet has numeric advantage you will always have someone ready to jump in when you one of your members dies in the disputed system.
I think the above idea is in the spirit of what EVE Fleet PVP was designed for. With the reality of hardware limits (both bandwidth and servers) it would represent a good compromise in my opinion. But what I want to hear is your opinions especially Devs, maybe you see problems that I can not possibly know of.
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redeyehunter
Minmatar Shinra Lotka Volterra
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Posted - 2007.02.23 16:03:00 -
[2]
In post above I did say would be nice if those logged of would be given option to move to a system 1 jump out. Alternatively they could just wait it out till space becomes available. Remember I am not saying other system which do not have player owned stations have this limit
In any case you make good points keep it comming guys
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redeyehunter
Minmatar Shinra Lotka Volterra
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Posted - 2007.02.23 18:51:00 -
[3]
Edited by: redeyehunter on 23/02/2007 18:48:20 Edited by: redeyehunter on 23/02/2007 18:47:49
Originally by: Steve Bennett
There would be some game-mechanics issues .. such as - how do you tell who is the attacker/defender? Could you circumvent the limitation by splitting your alliance into several small alliances, and having them all attack at once (each getting the 40 ship cap)?
Defender would definately be the one that holds sov. The sov alliance (maybe plus friends) is allocated so many seats in the system to defend. Attackers are basically war decing parties. (at least war dec would mean something in 0.0) so if system can hold 100, then 60 seats reserved for war decing alliance attacking sov system of enemy. Of course if there is no war you could have others enter system, but sov alliance always hold 40 seats.
Again I am just thorwing ideas out there.
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redeyehunter
Minmatar Shinra Lotka Volterra
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Posted - 2007.02.24 11:43:00 -
[4]
Originally by: Mister Spanky Edited by: Mister Spanky on 24/02/2007 01:24:43
A simple solution to the current problem of "Gate Blobs" would be to introduce "Jump Gate Interference". This 30km sphere of static would prevent you from targeting ships within it or activating Warp Disruption Bubbles or Cyno Generators anywhere near it.
This would force battles away from the gate and encourage a more strategic approach to fleet warfare. Pirates may have objections to this suggestion but I'll deal with that issue later. let's concentrate on breaking up the blob.
Gangs, wings and fleets should have an optimum number of pilots and exceeding that optimum number should result in a "pilot stacking nerf" which reduces the bonus effects of their gang modules. If the gang is ridiculously over the top then the nerf would become a penalty and the gang mods would be rendered useless.
Forcing combat away from the gates and breaking up large gangs in favor of smaller and more specialized groups would go a long way to creating the "Chess in Space" gaming strategy most people would like to see the game adopt.
To assist in this process it would be necessary to make a few changes to other items, like giving Gang Bonus modules additional secondary benefits to encourage their use and allowing Warp Bubbles to be set up in a system between gates so that the Pirates can continue to have their fun. 
Another idea that would help reduce gangs would be to introduce a "Warp Gravitation Factor" so that the more people you have in your gang the greater its potential "Fleet Mass" becomes. This in turn effects how long it takes to get your gang into warp and the speed at which you travel while warping. If your gang is ridiculously large you may not even be able to warp at all.
This could then lead to the development of new Gang Modules like a "Warp Drive Accelerator" and a "System Scanning Matrix" which would allow the pilots in your gang with scanners to co-ordinate their searches and allow for the rapid scanning of entire systems (again good for Pirates, too). It would be cool if this scanning operation were to appear on the system map like a radar screen so that everyone in your gang could see it happening in real time and watch the enemy ships "ping" on their map as each one is found.
Chess in Space!
I like your ideas, in particular how to deal with gate blobs and pulling targets out with strategic laying of mid warp bubbles. All is good so long as it means that the game will be playable and as lag free as possible.
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