
Warpfactor 9
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Posted - 2009.01.11 23:23:00 -
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Edited by: Warpfactor 9 on 11/01/2009 23:26:58 It is exciting to see so many ideas being explored in "Under Development". "Shantytown" has so many possibilities. There are endless amounts of game play features that could be incorporated with that feature. Many other ideas under development sound awesome.
There is one idea under development I want to comment on:
Exhaust Ports
"The ability to target individual sub-systems of a ship in EVE is an old and oft-repeated player request, giving combat pilots more tactical options, such as disabling certain native ship abilities before closing in for the kill (or the ransom). However, combat is currently far too short for this kind of tactical decision-making û and of course there are still some thorny questions, such as which sub-systems are targetable (warp drive, shield recharge, cap recharge?) and when are they vulnerable? (After shield is down? Then what happens to armor tanks? After armor is down? Are we then talking about structure tanks too?)."
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As you stated, combat is far too short, so there is a total lack of decision making. It is the act of decision making that forms the core base of game enjoyment! If you shut out decision making, then the game controls you, instead of you controlling the game and the outcome. Players want to feel they are in control. That is where the fun is. We have to be able to make decisions or the game controls us.
Why not simply make combat a bit longer? Also, can't your idea be handled in a much more simple manner? Why not just reduce mods effectiveness or outright working/not working status by random number generator as shield gets down to 10% or so area or amrmor down to 70% or so--NOT a fixed % but again, some random number activation within a range to make it more variable, so we are not sure if and when some systems will go down. Same goes for the ship itself in terms of speed, cap, grid, etc. Also, perhaps having a % chance a ship is unable to warp due to damage taken (you mentioned that). Now, you may possibly not fit a warp scrambler/disruptor but a different mod. Again, more decisions to make which is what we want to do.
The reason is it would be terrific to have to make the decision between finishing one ship off then move to next, or leave that ship alone and start doing damage to another ship and come back later to first ship. When ships pop in seconds, there is no decion making built into combat.
You stated it is an "oft-repeated player request". Players do NOT want to simply be forced to finish one ship off then move to the next one. They want the option of heavily damaging a ship them moving to the next ship. Today, that does not make sense since you could be down to one point of hull and still have 100% offensive ability, so we must finish the ship off. That is unrealistic in real life battles, and in game play, limits decision making. Currently, it is just a simple "blow this ship up, now blow that ship up" and it all happens in seconds.
Heck, it took days and tactical decision making to sink the Bismarck. Can't you give us more than just a second or two?
If you can find a way to make battle more complex and involve more decision making, it will add a huge positive dimension to the game play experience--added fun!
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