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Kebal
Minmatar
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Posted - 2007.07.03 14:03:00 -
[1]
Like i have heard so many times, fleet battles are not (as i think at least) as they would be if it were real. The best example of this i have found is a reply to the latest Rev 2 trailer release.
Saying things like "Fleets would never approach at sub warp speeds" and "Titans would never face off like that"
In reality they probly wouldnt they would just send in a drone with a huge arse warhead and wipe out the opposing fleet therefor no battle, but thats just not fun.
Heres what i think could solve it to make fleet battles like that and change the way our role specific ships affect the turn out of battles.
Make a new module that is similar to a mobile warp disruptor but 1 or 2 ships in a fleet could use it so that the exit points of the approaching hostile fleet is 300km away or whatever the largest range on a single grid is.
This would force fleets to approach at sub warp speeds and allow the approaching hostile fleet to get shelled on its approach from snipers just like current warfare, capital ships being slow as they are would be rear bases and smaller wings of faster craft would be the first into the close combat areana. at least until the warp disrupting ship is taken down then its carnage again.
Not sure if this could even help with lag as both sides would get more time to load the grid befor the firing started.
Imagine it the fleet warps in and exits at huge range, the artilery starts flooding, the titan fires its dd as the first alpha strike, while the titan recovers from that the smaller strike forces move in to take down strategic targets, then the larger Dreads, carriers and BS get into range to finish the job, that is if they survive the approach.
Just an idea but i think a good one. not sure if it will be accepted by the huge blob addicted members but i would like to see it implimented in some way.
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James Duar
Merch Industrial We Are Nice Guys
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Posted - 2007.07.03 14:14:00 -
[2]
Having some way to force the start of engagement ranges of two fleets be completely out of range of each other would certainly create an interesting tactical environment.
And yes, it would actually solve two issues - one is that WTZ on a sniper group can't be done but conversely you can't end up in range of them if you try to enter the battlefield, the other is of course everyone gets plenty of time to grid load.
It would be an interesting environment to be sure, the question is how to make it so creating it is fair.
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Tintifish
Coreli Corporation Corelum Syndicate
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Posted - 2007.07.03 14:38:00 -
[3]
It sounds like maybe putting fleet battles automatically into a deadspace somehow. I really like these kind of ideas, being a RTS player. However, i dont think its eve. Doing this would change the game so drastically and i cant think of how it could be fitted in with the PvP anywhere kind of ideas.
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Kebal
Minmatar
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Posted - 2007.07.03 15:00:00 -
[4]
its not realy the smaller engagements that i meant this for, its the huge fleet battles with cap ships and super cap ships.
Pvp in the terms of say gate campers and small squads of people say hunting pirates or actualy being pirates wouldnt fit with this to well.
Maybe if it were a super cap ship bonus or a capital ship only module which caused any fleets that approached them to drop out at max grid range.
having a dedspace area as a battle ground that fleets could honourably engage each other on the battlefield would be nice as a perk, a ded with 2 access gates or more.
But thats not an ideal situation in a war, you dont want to fight fair, you wanna sneek up behind your enemy and **** em over the head till they die.
just my views but as it is right now on cap ship battles theres very little in the way of tactics and stratergy, ok maybe a little with getting the c-fields up and a little for the support; but there could be so much more to it than that.
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