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Ghostwarden
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Posted - 2007.07.18 01:23:00 -
[1]
Disclamer: This is not intended as a "We must have this NOW!" thread. Its simply some musings I've had and I would like to see what you think. I also realize that some or all of these ideas could take a great deal of extra codding and server usage and so could be beyond the developers ability to implement.
1. Insta-hit weapons. Hybrid, Laser and Projectile weapons are all insta-hit weapons in eve. I would like to see this change somewhat because its silly that any weapon other that a Laser would be able to hit instantly. So I was wondering what would happen to combat tactics if you had a time delay for both Hybrid and Projectile weapons based on range to target.
2. Missiles, and Torpedos. These weapons have great explosive special affects with expanding waves of energy. But they only affect a single target. How much would it affect combat to give them a sphere of damage to match their graphics. Also, Missiles are targeted weapons and thus are controled by the ship fireing them. When a target goes pop why couldn't you at least have a chance of redirecting the missile to your next target. If you have to make it yet another skill to train up (say a x5 to x8 training multiplier). This could at least make missile boats a little more effective in fleet combat.
3. Decoy missiles. Ok I have to admit that I got this idea from the Honor Harrington book series but I thought that It could be well used here as well. The general idea is this. Take a missile and cram it with electronics so that it can mimic your ship and possibly draw fire from your enemys. It had a flight duration of course and once again you could create a new skill to govern the useage of this missile type. Frankly I would say that you would have to fit it to a torp launcher but....
The Decoy probably has the most potential to change combat tactics and in my opinion the most chance of unballancing the game. All of the ideas here could cause more load on the servers and so might not be viable. but I'd like to hear you thoughts anyway.
Ok......flame away!!!!
Ghost
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Ghostwarden
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Posted - 2007.07.18 01:35:00 -
[2]
Atius: I COMPLETELY agree that the Devs need to fix the preexisting bugs first. These are just some of my own personal musings and honestly I think that they could all cause more problems in the long run so I dont even know if they are workable.
Thanks for the complement though!
Ghost
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Ghostwarden
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Posted - 2007.07.18 01:48:00 -
[3]
DubanFP: No offense taken. However, part of the reason I posted this topic the way I did was to get FEEDBACK.... You know, a discussion. I give a suggestion, you reply back on why you think its good or bad and I can do the same, and maybe somewhere along the way some good ideas might be formed and friends made (you know that whole community thing that everyone likes to talk about).
All sarcasim aside though. You obviously think that my ideas are lame or useless....how about you tell me why and maybe I can learn something.
Ghost
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Ghostwarden
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Posted - 2007.07.18 02:40:00 -
[4]
Originally by: Tovarishch'Tracking' the shot takes a lot of CPU usage. Insta-hit weapons are a major load reducer. Not to mention... the game is balanced upon this concept already.
Torpedoes were once AOE weapons. It was a total mess in empire... particularly during empire wars.
Huge balance issues with this idea. [url="http://oldforums.eveonline.com/?a=topic&threadID=541598" This[/url] is what missiles need.
Also, there is a forum for 'Features and Ideas'.
Thank you Tovarishch. Its refreshing to get good replys here on the forums and I appreciate you input.
So the general reason that the first two ideas are wonky is due to server load, lag and aggression problems in empire. Ok. I was pretty sure that I was going to hear that but I wanted to confirm my suspicions.
On the topic of fixing missiles....I wasn't really tying to fix them so much as bat around some ideas to see if any of them might be viable before I posted them on the suggestions forum. For the most part I think that missiles are fine the way they are. I'm ok with them being less effective in Fleet engagements. I do wish that they were more effective in small scale PVP but what are they going to do that wouldn't unballance them in other areas. I was going more for that aspect than anything else.
I also agree that the Decoy could have some serious balance issues but it might be useful in Fleet engagements as long as there were some serious restrictions in place as to how many, duration, range (up close they wouldn't work as well) that sort of thing.
Ghost
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