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TJ17
Gallente Black Omega Security Pandemic Legion
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Posted - 2008.07.30 01:28:00 -
[1]
Originally by: Rezaa Edited by: Rezaa on 28/07/2008 20:48:18 I have a simple and elegant solution that would address the proposed speed problem. One in which I believe the player base with accept with out too much fuss and it still will address the speed issue definitively.
IÆm not sure how knowledgeable you are with aeronautical terminology so I will keep things simple.
I propose there be a new facet introduced to all ships. (Not just hull based) And that new facet should be called Vne (Velocity Never Exceed). This is an actual aircraft rating in the real world. In layman terms itÆs a speed at which you start causing abnormal stress/damage to an aircraftÆs hull. IE if you exceed the Vne too much for too long the wings will rip off or cause other catastrophic damage. By instituting this new dynamic you will be able to effectively kill the ôludicrousö speed as noted in the blog. With out the huge sweeping changes that are on SISI now.
As an idea how this would work: say a ship has a Vne rating of 5k/ms. Now if that same ship exceeds that rating it would start incurring hull damage. Now the amount of damage incurred VRS the amount of speed over the rated Vne is of course variable. And just as in real ships/aircraft some hulls are built more heavily then others.
Since this new dynamic is based in real life most every one will understand it and accept it. And bluntly it just makes sense that this is how things should work. Just as in real life: sure you can strap a MX missile to your back, nothing is stopping you. But youÆre not going to live long if you fire that bad boy off.
But an important effect of instituting a change like this is you can leave all the modules and implants at their current nominal values. So people with snakes in their heads or people that have a lot of time in trained skills donÆt wined up having their efforts completely destroyed. Of course no one is ever happy at the prospect of having their efforts completely destroyed by the institution of a new policy.
I think most every one would agree that this would not kill small gang warfare, but rather it would add a new dynamic to the necessary piloting skills to be successful. Since speed tanked ships donÆt fit reps having even a small amount of hull/armor damage is a huge factor in the decision making process of any one piloting a nano/speed tanked ship. Conversely people might actually fit remote hull repairers to their ships for after combat repairs. And since these modules are very power thirsty, I would not think they would/could be use them wile still in combat. And I would bet most people would acknowledge that remote hull reps are almost completely absent from roaming speed gangs.
MOST importantly in the end analyses making a change like this adds new decision VRS penalty choice that every pilot would have to make. Yes people would be able to go at ôludicrousö speeds, but NOT FOR LONG and not with out a PENALTY. And as an added benefit since you are not making a huge change to the game dynamic. So I would expect the resulting ôUNEXPECTED result of X nerfö would be greatly diminished.
NOT TO MENTION YOU WOULD NOT HAVE A HUGE PORTION OF YOUÆRE PLAYER BASE UP IN ARMS. Happy customers are repeat customers!
i fully support this awsome idea all hacs/cruisers should have a 5km/sec cap besides the vaga which should have a 6km/sec cap since its made for speed. and battleships and commander ships like a 3-4km/sec cap so you can still make station huggers cry.
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TJ17
Gallente Black Omega Security Pandemic Legion
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Posted - 2008.07.30 01:33:00 -
[2]
Originally by: Arcane Carnage
Originally by: Rezaa Wellàààààalmost 200 reviews of this thread, and no one has jumped in to tell me how stupid I am and how this would never work!!
Hmmmm àà.. Might be onto something here.
I will be the first to say there would need to be some details that would need to be hammered out.
Such as- What about people that are logging back in to the game wile not in an alliance POS. // well you could code a delay to the Vne effect when some one just logs in. That would take care of that nicely.
And such as- What about caps that jump in on top of one another? (BTW both caps would be bumped pretty fast) my opinion would be to let them both suffer damage. Since the cyno pilot was dumb enough to pop it in the middle of the enemy cap fleet. (Knowing full well about the Vne effect beforehand) Once again calling for skill.
I think the best part of this solution is, it side steps all of the issues of balancing Modules/Skills/Gang effects/Implants completely. So no one loses out here. Every one can fit their ships how ever they want/trained for. And it doesnÆt make a difference because once you exceed Vne you take damage.
On a side note POPING you OWN ship from going to fast is not something any one is going to do very often. <Evil Grin> But will sure make for some funny comms!!!
I like the idea, however I cannot justify it as this is space and in space there is no drag as someone said... might work in warp speed.
also your other point about taking damage if youe being bumped this is very close to the old impact damage idea that many people have brought up and been shot down over the years for over many different reasons the most memberable being the jita undock point. I still support the impact damage idea btw if anyones asking :p
your missing the point everything in eve is not effected by realife physics like someone pointed out with the range of railguns and missles in space. its not like ccp is trying to make this game somewhat realistic.
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TJ17
Gallente Black Omega Security Pandemic Legion
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Posted - 2008.08.01 13:59:00 -
[3]
Edited by: TJ17 on 01/08/2008 13:59:06 would be nice to get some feedback from nozh and the other gms about this idea instead of letting this idea go to complete waste |
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