Trac3rt
GoonFleet GoonSwarm
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Posted - 2007.11.13 19:39:00 -
[1]
- Untie SOV from POS. Let POS be used for manufacturing, moon mining, research, invention and other industrial improvements. As a related change, make it so that you can make slots 'public' for your corp or alliance for a fee encouraging alliances to develop their regions using POS. They will remain a valuable asset that can be attacked to cripple an opponents industry but will not be tied to SOV.
- During the Fanfest Q&A, someone mentioned moving the Sov mechanic to planets rather than moons. There can be dozens of moons in a system but rarely more than 12 planets. I like to consider that if I wanted to 'conquor' the Milky Way, the important objects to capture would be the planets and not the moons. I would care more about capturing Earth, Mars or Venus over Saturn Moon #32. It just simply makes more sense to me. You can still do other stuff with planets at the same time, so the excuse given at Fanfest that you have 'other plans' doesn't hold water.
- Introduce 'Tug-of-war' gameplay to take SOV. The easiest way to explain this would be to compare it to the capture system in Team Fortress 2 (or any control point orientated game) - you stand on a control point to capture it, if you die and have an opponent stand on the point the capture is reversed and eventually negated.
Lets say you have a POS/Sov Generator/whatever at a planet that is claiming SOV for alliance X, you shoot it and it starts a timer for Alliance Y. If Alliance X shoots it to retain SOV the timer isn't reset but instead starts counting back down to 0. Once the timer hits a set amount (4-7 days) then the sov claim for that planet switches to alliance Y.
This way you don't just reinforce all the towers and come back in four days once the POS is out of reinforced, but have to maintain a constand presence in the system. It gets around the timezone issue because it is less about who is in the most conveniant timezone, but who can control the system for the most time each day.
- Allow objectives to be acheived without the blob and allow multiple objectives to be acheived at once. A fleet of 50 ships of mixed class should be able to acheive any SOV objective within a reasonable timeframe. More numbers may win you the fight, but should not win you the war - it's what you do with them that counts. In a 200v200 situation, one side may blob up and defend a single objective or system, but the other side may split their fleet and hit 3-4 objectives at once. In an uneven fight, say 200v50 and one side splits their fleet into 4x50 groups the numerically disadvantaged may be able to engage the seperate groups seperately.
This would tie in well with 'tug-of-war' gameplay, because you can blob up a single system all you like but the timers in all of your other systems will be slowly ticking away until you only have the one system left. Blobbing only happens because currently we only get one target to hit at a time, and a very narrow time-period in which to hit it. Moving to a system where it is about controlling multiple objectives at once that are relatively easy to cap would mean that the fleets would spread out over an entire constellation or region playing tug of war rather than blobbing up a single system for 12 hours at a time for a victory determined almost entirely by numbers. This would also tie well into the fleet system and the new Eve-voice improvements which allows a single fleet to be split into multiple wings which can be 'commanded' seperately.
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