
steave435
Caldari SniggWaffe
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Posted - 2009.05.31 12:39:00 -
[1]
Awesome idea, target get a higher chance to get their expensive pod away, and the attackers get a chance to secure a free ship if they notice fast enough, everyone benefit. With 1 single change, you boost both survival for targets, encouraging more people to go there, and boost profit for the attackers, making it easier to use piracy/pvp as an actual profession that you can make a living off rather then just something you do for fun while you make money by running missions, mining, manufacturing or whatever to pay for that fun. A side effect of that is that less PVPers will be doing those things, which means profit margins increase for miners and manufacturers aswell. It helps alot of people, doesn't hurt anyone, and you still have access to the old eject effect aswell, so all in all, AWESOME idea.
The only possible modification I'd consider would be to add something to encourage people to eject earlier to create a balance between the increased chance of saving your pod and the increased risk of the attacker managing to take your ship. This could be something like giving people the ability to choose in what direction they want to be ejected and how far in that direction they want to go, obviously with a max possible distance, and how badly damaged your ship is would be a modifier to the accuracy of the ejection. If you eject immedietly when you're still at full shields, you have very good accuracy and can be almost certain you'll land where you wanted to (for example, you got stuck outside the shields of your POS, so now you want to direct the ejection towards the tower so you get protection from the shield), but the more damage you take, the more likely it is that you will go too far, passing trough the pos shield and out again on the other side, or not far enough, not reaching the pos shield, or the course is set slightly wrong, making you go land at the desired distance, but still not in the safety of the shield. Same thing would apply if you're in a 0.0 bubble and want to avoid that second bubble off to your right when you eject. This could be calculated by first adding up your max amount of HP in all 3 layers, and then doing the same with your remaining hp and comparing those to add a modifier to the accuracy. If you don't like chance based mechanics, you could instead make it so that your max ejection range decrease as you take more and more damage.
The result would be that the target need to make a tactical choice between ejecting early, making sure he gets his pod where he want it, but giving the attackers a higher chance of stealing his ship (so that the target does not get insurance), or ejecting late, making it more risky since he might end up going to the wrong place, or not be able to go far enough, but increasing the chance of getting his insurance and not giving the enemy a free ship.
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