
Scotsman Howard
S0utherN Comfort Test Alliance Please Ignore
152
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Posted - 2016.08.29 16:36:16 -
[1] - Quote
CCP Fozzie wrote:I'm really excited that we're finally this close to such a highly anticipated feature rework! After so many discussions with so many of you about what the new system needs, we're finally almost here.
Looks good overall. Thank you for clarifying what each blog will cover so we do not have to guess lol.
A couple of scenerios on how the links will work.
Assume the following:
A fleet as 2 people providing the same boost. 1 player has max skills while the other has just basic skills.
Now:
1. If both ships are running their boosts, and all ships are in range, the higher skilled players boosts take over. I believe this is straight forward and from the blog.
2. If the boosting ships are seperated a little - What happens if an allied ship gets hit by the high-skill players boost, flies around for 30 seconds (out of range of the high-skill player boost) and gets hit by the low-skill pilot (who is then destroyed right away)? Does the allied ship keep the high-skilled boosts for the next 30 seconds (for a total of 60 seconds) or do the low skill players boost override them since the pilot is no longer in range of the high-skill pilot (effectively losing 30 seconds of max boosts).
a. If the allied ship keeps the high-skill boosts for an additional 30 seconds, does the player now have no boosts (because the low-skill player died) or do they get the 30 seconds of low skill boosts they could have gotten?
b. Reverse of the above scenerio.
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New scenerio: A fleet is using a max-skill booster for armor hitpoints %.
An allied ship is receiving boosts and thus more armor. Will we start seeing ships in low armor just blow up when fleet boosts get destroyed? I thought a titan was destroyed a while ago when they messed up the fleet booster position.
Along the same line, will we not see ships with shield and armor HP amounts jumping up and down during a fight with this?
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Finally, TIDI
How will these function in TIDI (timers as well as game performance). Will the timers be tied to the server or real time? In large fleet battles where we will see many backups (now that that is a thing that you do not need to worry about positioning for) you have basically introduced a smartbomb that is exponetially larger than any other in the game. Now, in order to cause TIDI to anchor a citadel, all you need is to undock a fleet with command links and just start activating them. This is now a valid tactic that is allowable since having multiple boosters active at once is encouraged. |