
Ninth Guardian
Guardian Ipseity Tri Sol Syndicate
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Posted - 2012.01.13 00:30:00 -
[1] - Quote
Line of sight firing will open a whole new set of creative tools to expand combat experiences. Imagine traveling through rock tunnels like you already can find in mission pockets looking for a players micro player owned station. The two chief difficulties in introducing this. One is to tweak bouncing ( at least in these specific places) so players are not flying off each other or the walls too dramatically. The other is to add of course the line of sight where either it is a sudden full mitigation and target lock is maintained or perhaps introduce along with line of sight a particle lock system that only applies to specific instances.
I feel a complete loss of lock will limit the creative potential of designers for these places it is used; as well as tasking the devs with having to address all the many exploitable cases where people are maneuvering around stations or even asteroids in normal space, which yes implies the first phase of this concept may best be left only to mission pockets and special wormholes.
That said I was thinking wormholes could be added to the game where fantastic new types of pvp can be had. Some can be inside fractured planets that were perhaps fractured by the wormhole itself sights that defy the laws of physics as we know it.
Others could take place inside Nebula where storm pillars act to disrupt line of sight and "fog" can either mitigate or behave the same as a wall. The concepts are many that make this effect happen, ( super massive ice fields), but the heart of it is to force fleets to roam in a way they have not quite been able to do successfully I feel and ill demonstrate some important reasoning to how this holds true soon.
I trust there is a lot of tools that already exist in the game can make this easily accomplished and setup for many phases of development. I enjoy thinking how something like this will help to remove pvp from following a recipe that always includes the use of a station, a POS, a gate, pretty much some form of escape. This kind of game of chess and blob pvp i feel personally to be boring. And even 1v1 pvp presents its own tedious aspects that increasingly seems like a dieing breed anyway.
In the case of tunnels you encourage fleet pvp, but the effectiveness and abuse of blobs goes away and various pve rewards can serve to feature make it feel balanced and interesting. I'll leave rewards for another time, but i don't think full on tech 4 items is necessary.
Another supporting tool that is already in the game is clouds that cause damage based on proximity and number of other ships. Now even though my point of this is about line of sight and not how to get rid of blobs, I am wise enough to recognize that if 30 team blue ships see 2 team red ships even though 40 team red ships are right behind them, I do not see that as a very fun or economical/fair thing to use... and can go right back to camping at sweet spots =(. Now i don't see any flaws with "spider holes" that are planned out by developers.
You could then introduce a kind of capture the flag thing, but please make it tasteful using science fiction based stuff NOT some cartoony and childish ooo go fly through the green cube junk. Maybe a module to remove/secure a reward like new sleeper stuff. Maybe a special item has to be in the cargohold and will kick out enemy fleet ( using faction triggers) that then offers the winners to secure a period of time to loot/ harvest rewards.
Like I said I feel like this is something that should not be too demanding to start introducing as something the meets both the demands of new content as well as integrating the desired remodeling of existing content. I understand i made a lot of points and i hope anyone interested takes the time to go over this again and sorts them out.
Thank you,
Guardian |