
Elistara Eldore
Light Sparkle Development GoonSwarm
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Posted - 2008.08.02 13:07:00 -
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Originally by: Kelsin The capture and reclaiming times can be tweaked to create a maximum incentive for Defenders to interrupt a gate capture rather than wait for it to be complete to reclaim it, and Contest period durations can be adjusted to reach the right rate of turnover in a conflict between two forces battling for control of a territory, whether they are in the same time zone or not.
So a large alliance will either wreck a smaller one in one time zone or in many. If you cut the time limits, you make it time zone dependent. Domination in one leads to victory in that time zone, which can be overturned in the next. This leads to stalemate, boredom, and just going through the motions to repeatedly shift the "winner" at a certain gate without opposition. Or, it leads to complete victory for any alliance that can overwhelm it's enemy round the clock, OR just in their prime. After all, if you can swamp them in their prime time, without it being yours, you can certainly screw them over out of it. Alarm-clocking will only do so much.
Then, if you leave the time limits, you also make it time zone dependent. As soon as your attendance drops, theirs overwhelms. It will just remain, as it has been, about who can get the most people on the field at the correct time. Nothing you have said so far will in any way affect that.
Quote: The contesting of stargates across a constellation or region turns what would be a series of individual fleet conflicts into an ongoing battle for dominance in an area over days or weeks... Small scale combat can now make an impact on the sovereignty of an area - though small scale combat alone will still never dislodge a sitting power, it can however weaken and harass it.
This also just sounds like replacing the current boredoms of POS warfare with a higher class of boredom. Instead of sitting for an hour shooting a pos while you hope the enemy fleet arrives so you actually get a fight, you sit for half an hour on one of many different gates while you hope the enemy fleet doesn't arrive, because you can't run away without completely and utterly wasting the 25 minutes you've sat there. Unless, of course, you're blobbing, which this is supposed to avoid.
Quote: Clearly a small alliance cannot destroy or dislodge the holdings of a larger, equally well coordinated, alliance under this proposal. Blah blah blah, blah blah...
This entire paragraph basically says "people who are capable of holding 0.0 now, will probably be capable of holding it in the future". Well done. Large corps/alliances that have made friends with other large and capable coprs/alliances will not suddenly fall apart. The reasons they survive now will be the reasons they survive in the future. They have friends, they're not ******s. Not as a whole anyway. The individual members can be.
Quote: it would be pretty silly to think that a small adjustable detail would override the broad mission statement.
Your idea is bad, and you should feel bad.
Small corps fail in non-NPC 0.0 not because there's some massive imbalance in the code that automatically favours larger ones, but simply because the larger ones exist. A small group of people who only play in three or four hours out of the day WILL get kerb-stomped by a multi-national alliance who are present all day. If they couldn't, it wouldn't make any sense. If two corps the same size can fight over an objective fairly, then another corp on one side will take objective two unchallenged. If corps three through five join up as well to cover all time zones, they WILL have periods on the clock without opposition. If you somehow nerfed huge alliances, all that would happen is that the alliances would form and organise out of game, as they currently do anyway.
The game is just not built to be friendly to people who cannot make some ****ing friends.
Quoted for truth.
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