
Tarish Montrey
Gallente Vindicate and Deliverance ASGARDIAN EMPIRE
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Posted - 2007.05.01 17:34:00 -
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Originally by: Clavius XIV However new belt exploration is implemented, it MUST allow/encourage combat to occur there. The current problem is that it is entirely to easy to avoid combat in belts by just pulling the plug warping to ss/cloaking. If properly implemented, belt exploration sites could actualy improve gameplay in this area:
I think the answer was alluded to earlier in the thread. Set up the exploration areas with an "environment" that you can't just warp out from.
For example your typical belt could be more like a deadspace pocket, with some modifications. You go in and once there the only way out is via an accelleration gate or someting similar.
The NPC/objects/roids are spread around a bit in it, and there is lots of stuff to interact with.
Further the pockets are designed so that it is not possible/desireable to sit on the exit point and shoot stuff from there.
Ctrl-Q inside a pocket gives you a 15 min pvp timer so you can be probed out.
NPC spawns work in wave style. So if the NPCer kills a wave off, it is very likely that a lot of next spawn will agro on attackers.
Typical of deadspace areas: lots of debris, objects, clouds, making cloaking problematic.
Now you have some interesting possibilities:
-Pirates have the time that it takes to get to an npcer area and the npcer can't just pull the plug or warp-out and cloak. They need to work their way to an exit point
-since the exit point is different than the entrance point "npcers" can camp the entrance and turn the tables on their attacker who can't just warp away if they don't like what they see their vagabond.
-Maneuver and weapon ranges will matter more in the pockets since you don't have the ability to warp out at will, and speed setups setup to operate outside of web range aren't invulnerable.
The key to this working of course is to design these sorts of belt pockets with PvP in mind from the outset.
For this to be actually implemented you must allow first for AOE defensive combat. Allowing a mining group to become involved with PVP you must allow non combat ships to have defensive abilities. With AOE defensive combat you could keep on mining and repelling your enemies. Allow only large ships to enven come close to combat with a mining barge. Having frigates embarking on taking down a barge is not feasible. AOE should be able to destroy frigates.
Bottome LIne PVP should be encouraged. THere should only be a warp out gate but the warp in point should be able to be trapped by AOE defensive combat with a password. NPC combat has the same effect on the mining op as today and also has to prepared for combat. Sig follows- .Join |