FeyPrince
Dead Monkey Holding
0
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Posted - 2017.02.08 10:13:02 -
[1] - Quote
Ready for some really radical Ideas?
In a world of Interdiction, there needs to be nullification, otherwise there will be no counter to them. The two are intertwined, elsewise you'll end up with only having giant bubble laden slugfests in null. or citadels with a hundred bubbles around them keeping anyone from attacking during repair timers etc. If there is no way to counter it, people will find every way to abuse it.
That being said, I'd say the arguments for and against nullification and interdiction boil down to a frustration. Either you're frustrated you can't kill them, or you're frustrated they can kill you. it seems most people argue against the side they aren't on. Here's some proposals:
Combat ships: Interceptors- I'd agree with the idea of a tackle inty that is nullified and a combat inty that isn't but stronger in combat. Yes there should be travel ceptors, you can smartbomb them if you really don't like them, or maybe a hictor can script to stop nullfied warping around him. I think that's a good idea.
T3s- Not really my area of expertise but I feel the ships are sluggish enough when taking gates that unless covops fit you could take them there, if covops fit they serve a great role of hunters and killers or scouts or hackers
Hictors/Dictors- These ships are the bane of many ships in the game, adding interceptors and nullified T3s to this list with specialized equipment may be a good or bad thing, but its a good idea
Non-Combat I really don't think it needs to be on many noncombat ships in fact I'd like specifically to talk about the Blockade Runner. I think the ship should double down on its blockade running abilities (to not be completely overshadowed by Jump Freighters) but i don't think that should be done with nullification, instead I propose allowing BRs to run prop mods (or maybe just afterburners) while cloaked as a way to outrun the blockades. I think it'd make for a more engaging gameplay but still advantage the BR
Anchorables This is what I'd really like to talk about here. Many people are complaining about anchorable bubbles and want them to "decay." I'd like to see an awesome new system of anchorable bubbles rather than "I hate you guys who just put up blockades you make it not easy for free miner kills." I think blockading should be more meaningful and purposeful and also more intractable between both attackers and defenders. I propose 3 different types of deployables to replace the current ones which seem to be more skill and price point locked than anything (why use anything other than smalls and Large tech IIs?) Based on what i see the common uses for deployable bubbles to be:
-Small deployable for gate camps. Works very much like current Bubbles small medium bubbles, but has a one hour expiration timer (visible to the deployer so he knows when to save it) Designed to be dropped by a group of destoyers or campers to form gate/pipe camps (could come in Tech II flavors that stop cloaks or nullification if need be)
-Large Blockade Units. These would be in place on the current uses for large T2 bubbles namely blockading away systems. Instead of bubblefucking a gate with 5-40 bubbles, you could deploy one of these on a gate (it only anchors when within so much of a gate and attaches to it) and it provides a large bubble around the gate (maybe 40-100km of the gate). Once deployed it takes an takes an anchor time then can be turned on to blockade away a gate. This object doesn't decay but instead consumes some sort of fuel (probably an ice product, LO or Stront or Heavy water or something) to stay up and running with its bubble. The defender needs to fuel it to keep it up and running, and the owners can turn it on and off at will (probably a 10 min timer between switching it again). For attackers you can ingore and burn through it, or you can shoot it. If you deal damage to it (probably about the same HP as a single Large bubble) you knock down its shields, the bubble turns off and the Blockade unit enters a reinforcement period for about 10-15 mins. The attackers than then continue on or they can wait around/come back and the Blockade unit starts a repair cycle (which could be sped up by entosising it or repping it or something) in which the attackers can shoot it again to destroy it permanently. The point of this being you can establish and take away system control through blockades (you can even blockade others into their own systems if you want)
-There should probably be a medium sized deployable to anchor on structures/undocks if there is still a need for the hellcamping tactic to be accomplishable in eve in an offensive role. I think this can be solved with a smaller tempory version of the blockade unit which can be attached to enemy structures. But citadels have too many teeth and they'd just kill it unless it was not targetable by citadels. Food for thought at least
All that being said I think alot of the real problem cases with the mechanics are mostly edge case scenarios and instead of putting the blame on what can be a fun and engaging game of using interdiction (and conversely countering with the limited selection of nullified ships) creatively and purposefully.
Thanks for listening to my ideas, and my thoughts
Tl:dr Most of the mechanics are fine but some QoL and elimination of edge cases should happen. Also I have an idea for a cool new deployable to replace hellbubbled gates with an engaging gameplay for both sides |