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loon Mabebu
Green Mining and Industry Manifesto.
10
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Posted - 2016.10.29 15:51:23 -
[1] - Quote
Alright one of the biggest issues i have with this game at the moment is cloaked camping.
The reason i have this issue is because you can set up a character and cloak in the system you want to camp, you can then walk away from your monitor and never have to think about it again. They are not in a pos, they are not in a station, they are just out in space so there is no way for anyone to know anything about them. This would not be a problem if they where effected in turn, or actually had to engage in what they where doing. They basically get free pressure for nothing.
That being said i understand that it is a good mechanic in the game, the ability in null sec to be able to bring adm's down in huge. It is a mechanic that is needed so i am not looking for any sort of way to completely shut them down.
So what i propose is that we add a cycle time to all cloaks.
I propose 2 parts to this, part 1 Cloaks start with a minimum cycle time of 1 hour, This is an extremely short amount of time i understand. How ever if you are going to camp a system you should be engaged anyway so 1 hour isn't that bad. Also for those of you in exploration i say that you don't necessarily need 1 hour of time most of the time anyway.
part 2 Have the cloak skill add +20% to the amount of time to the cloak. This results in that when you have cloaking 5 you will in fact have 2 hours before you must re-engage your cycle again after its brief cool off period. This also help those that do need a longer cycle time or to be more effective in a wh.
I bring this forward because I think there should be a chance to catch campers. This does not prevent cloaked camping. It just means that to camp a system in game you must be more active. I believe in part this will provide 2 improvements to the system,
1 it will lessen the ability to be able to adversely effect your enemy when you are no where near the game and don't have to do anything. 2 it provides more of an opportunity for there to be for people to engage one another.
Again this does not remove the mechanic from the game. It leaves it in place. How ever it makes it so you actually have to engage in the game. This also provides opportunities for both sides to better use it. If you have to come back every few hours to re cloak then you might just find a carrier on d-scan and get a bunch of buddies to come kill it. Where as if you are being camped you will be able to occasionally catch people that are afk or having to wait for the reload time. |
Jad Crosman
Status Unknown. Manifesto.
5
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Posted - 2016.10.29 16:18:46 -
[2] - Quote
Yes. Various solutions to this problem have been suggested so many times it is FINALLY time that this is fixed. Anything that allows AFK playstyle doesn't help the fun factor of the game in any way. I find the ADM play mechanic excuse is quite poor: ADMs will decay on their own.
I'd suggest a random element to the time limit to make this interesting. Cloaking a massive spaceship should be unreliable subject to the randomness of the solar wind, particles flying by, etc. And an hour or two sounds about right to cover any legitimate activity in game.
However, expect some aggressive opposition to this idea. Cloaky camping favours richer corps with the resources to do this. Seriously, how is cloaky camping fun?
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ISD Dorrim Barstorlode
ISD Community Communications Liaisons
7245
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Posted - 2016.10.29 18:07:46 -
[3] - Quote
Quote:Forum rules17. Redundant and re-posted threads will be locked.As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread.
May I recommend using the thread that we've been using for quite some time? It can be found at https://forums.eveonline.com/default.aspx?g=posts&t=397030&find=unread. Thank you.
ISD Dorrim Barstorlode
Vice Admiral
Community Communication Liaisons (CCLs)
Interstellar Services Department
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