Moya81
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Posted - 2008.10.08 18:06:00 -
[1]
To make a long story short, when are you going to consider making the Black Ops ships useful for anything apart being an expensive target? Would be nice if with the discussed speed-tweking you would consider giving the blackops some survivability such as speed AND the ability to warp while cloaked.
Off-topic suggestion:
1. Make random spacial phaenomenas that for a certain amount of time can disrupt warping out of a system; targeting; cloaking; capacitor power; communications (shutting down chat) etc etc in a system or region. This would shift tactical tactical situations and result in a more realistic feeling to the game and exploration and opportunities.
2. With the same concept as point 1, you have implemented the last expansion allowing faction warfare but have failed to give a real ambience of war. Factional warfare has become (unfortunately) a big blobbing with no sec penalty. You have correctly implemented NPC fleets in certain systems, but it would make the whole scenario alot more realistic if NPC fleets where to fight among each other, push forward into enemy systems allowing players to participate with clear objectives and possible rewards. This way you could "channel" into a certain path of low populated systems the masses of players participating, without further lagging out the systems already overpopulated.
3. Collisions ship-to-ship and ship-to-collidables with no damage whatsoever is very unrealitstic and also implies various problems with intentional bumping from docking range by neutral flagged alts, to the advantage of the main players character (exclusively a highsec problematic). Furthermore having so called shutlle blobbs dropped in such numbers as to render movement of a freighter completely impossible. Allow damage to occur when two object collide, the amount of damage distrubuted should be shared proportinally to the masses and speed of the colliding objects. This would mean that a nanoship "bumping" a carrier off a station to actually die from the collision, while the carrier taking a scratch at it's shields. It would also mean that pilots docking or undocking would have to fly their ships with more attention and skills. The overall realism would be improved.
4. Self-destruct mechanism are to be tweked, the amount of time necessary to self-destruct a ship should be proportinal to the ship size. The only benefit the current self-destruct option provides, is a way for a doomed ship to avoid giving a killmail and loot to his aggressors and as such it is very frequently abused creating frustration. The self-destruction should have a few advantages aswell as disadvantages. Allow self-destruction to do splash damage in the surrounding area, the amount of damage and range should be proportional to the size of the ship. The self-destruction sequence should be "quiet" and only the pilot who activates it should be given a timer warning. The self-destruction sequence should have a disadvantage of not allowing the pilot to survive if he doesn't eject before the countdown ends. Allow the countdown to continue even after the pilot ejects and only to be disarmable if another pilot boards the ship in time.
5. Allow modules to take damage and fail once the target starts taking structural damage. This would allow various options among them the possible advantage of having a new specialization (wich in my view should be the present one called: surgical strike) allowing a pilot to target certain primary modules categorized in: weapons; propolsion; power (targeting this shouls have a certain percentage of causing either an instand explosion or total ship deactivation). This would open a whole new range of options and strategies forcing pilots to think even more during stress situations. E.G succefully shutting down the power would eject the pilot in his pod...
These are the main ideas and tweaks I consider would greatly improve the quality and overall ambience to this game.
Best regards
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