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Moya81
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Posted - 2008.10.08 18:17:00 -
[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 situations and result in a more realistic feeling to the game and exploration aswell as 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 is on-board 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.
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Moya81
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Posted - 2008.10.08 19:06:00 -
[2]
Edited by: Moya81 on 08/10/2008 19:06:43 I have a alot of ideas I have not posted yet because I would like to get some feedback from the community as a whole in order to avoid misintepreting and thus discrediting the problematics, benefits and disadvangates.
Comments suggestion and opinions are very much welcomed. Please do so in a constructive way thus please elaborate your reasoning and if necessary also your flames 
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Crewman Jenkins
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Posted - 2008.10.08 21:30:00 -
[3]
Edited by: Crewman Jenkins on 08/10/2008 21:34:43 Edited by: Crewman Jenkins on 08/10/2008 21:32:51
I kind of like the idea of the black-ops being able to "freeze" local or disrupt comms of everyone in system so that a stealth insertion could actually be stealthy. However, I think in order to affect the entire system there should be some kind of cyno-like beacon that must be deployed. The catch would be everyone in the system would be able to see where the black-ops was. I'm not sure its realistic to disallow use of the jump gates under such an attack, but if one could just jump out of system and then start squawking about the blackout in X system..that would sort of defeat the whole idea. It sure would add some cool confusion chat to alliance.
The ability to "freeze" local, without any tell-tale signs like the beacon I mentioned, is probably a more realistic feature. Since people are prone to use communications beyond the game. I sure like the comms blackout idea though, if noone used out of game communication it would be great.
I also agree that mass should have some effect on bumping. As for your 5th point I dont think there is enough time for such dealings once the target is into structure to take full advantage of that system.
Edit: yea so I guess I read your post wrong. Well..I stand by my comments
spacial anomalies would be annoying as hell.
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Nikita Alterana
Gallente The Antikythera Mechanism
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Posted - 2008.10.09 04:53:00 -
[4]
OP, these are all good ideas.
they would also lag the game to hell and back.
There used to be collisions, there used to be ship death splash damage, and there used to be LOS considerations. all those ideas went out the window the first time BoB dropped 300 dreads into siege mode and the server exploded. __________________________________________________ |

Rivercuomo
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Posted - 2008.10.09 06:39:00 -
[5]
I wish they had some damage modeling, and some death animations. Something the client could do itself that didnt really matter to the server.
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Moya81
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Posted - 2008.10.09 12:46:00 -
[6]
Edited by: Moya81 on 09/10/2008 12:47:51 That's a shame, didn't realize that it was due to technical issues. It does sound logical concidering that it's a centralized server structure thus the available amount of calculation power is already at it's maximum capacity. So if I understood you correctly, in order to solve this problem it would require a complete work-over of the game's functions in order to allow the individual clients to make a portion of the calculations neccesary. Sounds really expensive aswell as being as security problem. Where can I read up to better understand how this gaming technology works? At this point it seems very important to undertand this before I can make any valid and realistic suggestion.
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