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Hottie McGee
GoonFleet GoonSwarm
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Posted - 2008.07.31 19:29:00 -
[31]
as much as it seems like a good idea (i loved homeworld 2, and using bombers to that effect was fun), there are a couple flaws. the main one- lag generated by only a couple hundred ships shooting one pos lags a system as is with nothing else to speak of going on in system is a problem as it is, having the servers have to calculate even more divvied damage would kill performance and nodes.
it would be awesome if it could work in this game, but i fear that current mechanics and software wouldn't be able to support it.
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0mega
GoonFleet GoonSwarm
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Posted - 2008.07.31 20:57:00 -
[32]
I think it would be an interesting change to the game mechanics if super-capitals (and possibly capitals) couldn't be tackled in the same way as current ships. Instead, warp disruptors and webs would increase the time they needed to align for warp, or to spool up jump drives. During this time, attackers could target specific sub-systems such as propulsion, navigation (targeting), weapons, and engineering (self-repair).
The idea of a Freespace/Homeworld-style system for capital ships appeals to me, because it would be interesting to see capital ships as vessels that are tough to destroy outright, but possible to incapacitate. There is even room for currently under-used ship classes such as assault frigates and destroyers to be efficient at damaging capital sub-systems.
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NanDe YaNen
The Funkalistic
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Posted - 2008.07.31 21:22:00 -
[33]
While we're all referencing other games... So there was this game called Empire at War and the absolute greatest damned tricks to pull were either sending in a load of bombers after station shield generators or using hero unit Red Wing with the "Lucky Shot" capability that instantly took out a sub-system.
On to more serious things...To address the issue of what to do with the 100k of damage that hit's Skizzlefist's Titan while people are aiming for the subsystem, do the damage calcs twice. Once for the sub-system, once for the Titan. Subtract the damage that managed to land on the sub-system from the larger number. This way a big fleet alpha from BS's won't be doing 2k to the subsystem instead of the 100k against the Titan. Like I proposed earlier, hits to the subsystem HP should affect the total HP, so the total hit to the Titan would end up being 100k still, with the difference being that a sniper BS fleet would have managed to slide a great deal of it through the keyhole, surgically dismantling a capital ship.
Just make the sensor res small enough and you won't have too many issues with snipers taking out subsystems. I wouldn't mind if they did, but more in a "Skizzlefist's Jump Drive is Primary" alpha-fleet Titan-no-go-home manner. In other words, the ability to put damage onto subsystems accurately is for small ships, but can also be done by small(er) ships, thus preserving balance in huge carrier fleet vs BS fleet battles. Hell, even cruisers would have anti-cap value at that point. Bombers maybe even more so. 250 dps like a scalpel is a pretty focused design.
Skizzlefist's smartbombs got the HIC, but not before Skizzlefists jump drive was incap'd. Skizzlefist loses supercap.
I'd like to see some more entropy from the bottom up. We don't need another supercap or cap killer, just to increase the options for small ships.
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Marcus Gideon
Gallente Excessive Force
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Posted - 2008.07.31 21:29:00 -
[34]
DAMN YOU SKIZZLEFIST!!!
Originally by: NanDe YaNen We don't need another supercap or cap killer, just to increase the options for small ships.
That's what I was kinda thinking would be a good focus/reason for sub-system targeting. To allow the Non-BS/Capital ships a reason to join the fleet. When the final killmail against that Titan reads "Assault Frigate" then I think people will see what we mean. --- Don't take my ranting personally. I may just be arguing the topic, unless you're saying something stupid, and then I mean every word. "Players don't want Variety. They want THE BEST" |
Hottie McGee
GoonFleet GoonSwarm
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Posted - 2008.07.31 21:56:00 -
[35]
Originally by: 0mega I think it would be an interesting change to the game mechanics if super-capitals (and possibly capitals) couldn't be tackled in the same way as current ships. Instead, warp disruptors and webs would increase the time they needed to align for warp, or to spool up jump drives. During this time, attackers could target specific sub-systems such as propulsion, navigation (targeting), weapons, and engineering (self-repair).
The idea of a Freespace/Homeworld-style system for capital ships appeals to me, because it would be interesting to see capital ships as vessels that are tough to destroy outright, but possible to incapacitate. There is even room for currently under-used ship classes such as assault frigates and destroyers to be efficient at damaging capital sub-systems.
I agree with you 100%, but I just don't think that the current game engine can handle such a load. If it could be implemented, that would be amazing.
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Marcus Gideon
Gallente Excessive Force
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Posted - 2008.07.31 22:03:00 -
[36]
Originally by: Hottie McGee ...but I just don't think that the current game engine can handle such a load. If it could be implemented, that would be amazing.
This is the excuse for every other popular idea that has risen on Assembly Hall / Features and Ideas not being implemented.
Maybe CCP should quit wasting so much time and money making patches that suck for weeks after deployment, and fix their game up right and proper first.
Database errors, graphics engine malfunctions... get it right for once. Otherwise... this is a 5 year long BETA test! --- Don't take my ranting personally. I may just be arguing the topic, unless you're saying something stupid, and then I mean every word. "Players don't want Variety. They want THE BEST" |
Drakinar
GoonFleet GoonSwarm
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Posted - 2008.08.01 01:49:00 -
[37]
This might be an interesting feature to implement in the future, but there are more pressing immediate concerns than new features.
The issue of massive lag in large fleet engagements has and still is being neglected in favor of making more and more shiny new toys for people to use to keep them playing and paying for the game instead of fixing the core issues that would ultimately make the game much more enjoyable.
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Dierdra Vaal
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Posted - 2008.08.01 02:25:00 -
[38]
I specifically like this as an anti-capital tactic for smaller ships, though the server performance and UI issues are valid points raised.
Someone mentioned having a Sub-System Targetter module. Combining this with scripts (low/mid/high slot script, or maybe specific module/types scripts) can determine what you will be targetting. Why a script? Because the Eve UI is terrible, and menu's will be too unwieldy during combat.
Training Director :: EVE University
CSM Representative |
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