These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Boarding parties (DUST integration). A serious comprehensive proposal

Author
Crimeo Khamsi
Viziam
Amarr Empire
#1 - 2013-01-14 00:33:46 UTC  |  Edited by: Crimeo Khamsi
I'm aware this has been suggested before, but I couldn't find any good brainstorming threads. Usually it comes up in response to something else, and in my experience, people tend to completely ignore comprehensive, detailed mechanics suggestions if they aren't in the OP...

So, here is my version, designed to add flavor and strategy and awesomeness while minimizing tedium and situations where Eve players have to sit around doing nothing.



Pre-Battle Preparation

Before you leave the station, you in Eve do two things, if you suspect boarding parties or wish to board somebody else's ship.

1) Based on your ship type, you have a certain number of "marine bodies" on board. These are not yet linked to actual human players. They are just empty comotose shells, similar to jump clones. They are the bodies that DUST players to be able to inhabit those bodies later to fight for you later on. There could be a variety of different basic types, like "light infantry" "heavy infantry" "sniper" "demolitions" or whatever makes the most sense for the details of the gameplay. While at a station, you can specify which proportions of which types you would like to have available on your ship.

Larger ships also get a certain number of NPC defenders in addition to any marines they carry. So you could never just take over a titan with like 4 guys. But frigates have no NPCs (they have no crew), and cruisers might only have a handful, by contrast. Also, the NPCs don't fight as well as humans, and they are spread out around the ship and won't pack together to defend chokepoints, etc. like humans would. But they will still slow attackers or kill unskilled DUST players.

2) You set the maximum amount of isk that you are willing to pay mercenaries to fight for you. This may or may not be specific to the troop type.

How it actually goes down in the skies

1) Somebody gets within 2500 meters of your ship
2) They click some button for boarding parties
3) They enter their desired number of different kinds of troops they want to land on your ship. You could have presets for this to save time.
4) There could possibly be some modules or skill that might help alter the odds of a boarding party successfully reaching the ship or not.
5) If the landing capsule reaches the ship, then a 5-10 second dialogue box pops up for the defender. The box tells them how many marines they have available (and how many could actually be filled based on the number of DUST players ready to play and willing to accept their amount of pay), as well as the number of boarders have arrived. You are given two options: either immediately self-destruct, or take the risk of repelling the boarders. If you choose to repel, then you are no longer allowed to self-destruct until the battle is decided. otherwise you could just talk to a DUST player on voice chat and blow yourself up the instant you're about to lose, and stupid things like that. If you don't respond, it chooses "repel" for you.
6) If you choose to repel, then you get to input the number of marines you wish to activate, again with presets available, etc.
7) The game matches you up with DUST players on both sides, and the fight begins.
8) In the meantime, you can continue to fly around and do anything you could normally do in your spaceship.
9) If the defenders win, nothing happens. If the attackers win, though, you are instantly pod-killed, and your ship is left floating in space pilot-less, available for anybody to claim.

Random other rules:
* Maximum battle time is something like 10 minutes. If boarders fail to pod kill you by then, they lose.
* If you dock at a station, then the timer instantly drops to 1:00 remaining, if it was >1:00 before. You are locked in the station until the end of the battle (max 1:00). "Station security is being mobilized" is broadcasted to DUST folks, and they get swarmed by station cops after 1:00 and they auto-lose. If they manage to pop your pod in that 1:00, though, then you are still pod-killed, and the ship is transferred to the ship hangar of the guy who boarded you, and is now his property.
* If the ship that unloaded the boarders gets blown up, then the boarders lose! Important! (They are in danger of losing their data link to get home, so they leave their bodies to avoid getting trapped and abandon the fight)

[edit: removed a section about how to match up players in eve and DUST, since it wasn't really important to the gist of the idea]
Crimeo Khamsi
Viziam
Amarr Empire
#2 - 2013-01-14 00:38:50 UTC


Gameplay implications

Remember, the goal here was to increase strategy and awesomeness, but minimize waiting around twiddling your thumbs while DUST people have all the fun. This setup does that.

Nobody would ever attempt to board your ship if you were crippled, outnumbered, webbed, and warp-jammed. For example, in the aftermath of a fleet battle that you lost. It would be pointless to do so, because obviously, you would just choose "self destruct" instead of risking them getting your ship. The attackers know that, and won't bother. They'll just shoot you. Therefore, you'll never be in a situation where you are sitting around helpless for the full 10 minutes of DUST battle havign no fun.

Conversely, nobody would fly up in an indy ship and try to board a battleship by themselves. because the battleship would get aggro on them due to the boarding, blow them out of the sky, and end the battle long before losing the ship.

Instead, boarding battles would happen IF and ONLY IF you were in the beginning or middle of a spaceship fight with an as-of-yet uncertain or incomplete outcome. In this type of situation, you would not choose "self destruct," because your guns and modules are still needed to help win the fight. And at the same time, your enemy would have a good reason to try and board you, because if they can win the spaceship fight afterward, then they have a decent chance of securing a new ship.

Therefore, it is guaranteed that whenever there is a boarding battle, you will have plenty of other things going on at the same time, and will not at all be bored or sitting around. Instead, you'll be in the middle of a pitched battle, and will have plenty to occupy you. As well as options to influence the outcome of the boarding battle.

Then, if you lose the spaceship fight, the boarding battle will already be halfway over, and at most, youll have to sit around for 3-5 minutes. Big deal. If anything, you deserve being bored for a couple minutes for having lost your fight. If you really can't stand waiting and are sure the day is lost, then there could be a "suicide" button.

If you suicide, it sends you back to your home base and you can continue on your way. The battle rages on on your ship, and if the DUST boarders win, the ship can be captured. If they lose, the ship auto-destructs after the battle is over.

If you win your spaceship fight, then you have various other active options to try and influence your own fate. You can try to get to a station in time. If the guy who boarded you is still in range, you can try to kill him to end the battle. You can also call over a friend so that they can get close to you and be in position to take your ship back before the enemy can board it if you lose the boarding battle. Etc.

Wouldn't this screw up the mineral and shipbuilding markets, etc.?
No, because it would be fairly rare to actually capture a ship.

Remember, there is only an incentive to have a real deck battle if BOTH sides have some reason to believe that they might possibly win the spaceship battle going on. Any uneven battles like gate camps are not going to lead to deck battles.

Since the majority of kills in Eve are one-sided ganks, not true evenly matched battles, deck battles wouldn't even occur at all in most cases. In any other cases, they will just get repelled by blowing up the boarding ship, or the defender will opt to self destruct.

And even if one does occur, the ship still may get destroyed, for example, if the defenders win the deck battle, but lost the spaceship battle, in which case the capsuleer would have suicided and the ship will blow up.




So capturing a ship would only even be an option like 10% of the time tops, and even then, there's a good 50% chance it will end in an explosive failure. With such numbers, it should not adversely affect the manufacturing market for ships.
Paikis
Vapour Holdings
#3 - 2013-01-14 00:51:44 UTC  |  Edited by: Paikis
I see a pretty glaring problem here.

A Dust match takes how long? Are you going to hold a ship down for that long to determine the outcome?

EDIT: After reading the rest of the first page, I've changed my mind from "How would that work anyway?" to "DO NOT WANT!"
Crimeo Khamsi
Viziam
Amarr Empire
#4 - 2013-01-14 00:58:46 UTC  |  Edited by: Crimeo Khamsi
Paikis wrote:
I see a pretty glaring problem here.

A Dust match takes how long? Are you going to hold a ship down for that long to determine the outcome?


Please read the idea before posting. There are at least 3 completely different pieces of information in my OP that you must have not read in order to be asking that question.

1) I included in my post that there would be a max time limit, probably something around 10 minutes. This would NOT be the same type of gameplay as regular DUST planet battles. It would be a much more fast and furious minigame geared toward shorter times. Most FPS games have different modes to them, like "deathmatch" and "capture the flag" etc. Same thing here.
2) You are not "held down" at all. You can fly anywhere you want and do anything during the battle, unless your ship is warp scrambled or whatever as per regular Eve mechanics, of course.
3) If you make it to a station while the deck battle is ongoing, the timer instantly drops to 1:00 minute
Luc Chastot
#5 - 2013-01-14 01:00:39 UTC
Honestly, you could have posted a general idea. So many details are only a waste of time.

Make it idiot-proof and someone will make a better idiot.

Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2013-01-14 01:03:25 UTC
oh god just shut up.



The fate of my ship should not be in the hands of console kiddies.


How do they get past my armour, shields and hull? Why can I not space them immediatley? Why can I not flood those compartments containing attackers with plasma, radiation or some other nasty? What about the hundreds or thousands of members of my crew? Can they not slaughter the laughably outnumbered attackers? Why can't I release the hounds, or carry a hundred drones to go butcher them?



It's MY ship. It's fate should be in MY hands. Boarding actions and dust links take my ship out of my hands and give me absolutley no way to defend myself. This is NOT A GOOD THING.
Crimeo Khamsi
Viziam
Amarr Empire
#7 - 2013-01-14 01:14:05 UTC  |  Edited by: Crimeo Khamsi
Luc Chastot wrote:
Honestly, you could have posted a general idea. So many details are only a waste of time.


Fair enough. I just edited out the "matching players" section because it was pretty unnecessary. Most of the other details I think are important, due to preventing various pitfalls that might make for boring gameplay.

Quote:
It's MY ship. It's fate should be in MY hands. Boarding actions and dust links take my ship out of my hands and give me absolutley no way to defend myself. This is NOT A GOOD THING.

There are many MANY ways to defend your ship, which you have conveniently ignored:

1) Pay more than the other guy (which will end up getting you more highly skilled mercs fighting for your side) and bring more marine bodies along in your hold. This is similar to paying more for nicer modules or faction ships, or carrying cap boosters in your hold, and is thus not very different than existing Eve strategies in terms of things "being in your hands"

2) Blow up the ship that deposited marines in yours. If you blow up the landing ship, the boarders all abandon their bodies instantly and you win the deck battle. This is very much in your hands.

3) Don't let indy ships that might be full of marines get within 2500 meters of you during battles...

4) Get to a station before the deck battle is too far along.

5) Last ditch, but still a defense: have friends nearby that can rush in and take control of your ship if you lose the deck battle

6) Surely there are many other creative defenses I'm not even thinking of

The only way you lose your ship is if you were a cheapskate AND let boarders approach you AND failed to point or kill the ship that landed them AND failed to get away to a station. That is in no way "out of your hands."

Quote:
How do they get past my armour, shields and hull? Why can I not space them immediatley? Why can I not flood those compartments containing attackers with plasma, radiation or some other nasty? What about the hundreds or thousands of members of my crew? Can they not slaughter the laughably outnumbered attackers? Why can't I release the hounds, or carry a hundred drones to go butcher them?

In order:
1) They cut in with torches/drills/whatever, of course. Unlike a battle with another spaceship, they don't have to rip apart your entire ship to meet their goal. They only need to make a 1 meter diameter hole... Much easier. Also, they are at point blank range.
2) They're wearing space suits... space doesn't hurt them.
3) Why would your ship have giant tanks of random irradiated plasma sitting around, with convenient pipelines connecting it to every single compartment? That sounds like an absolutely horrible idea and a huge safety threat for your crew. Any light damage in normal combat would case that crap to flood over your crewmembers and kill everyone and cripple your ship...
4) Your crew members DONT have space suits. When the boarders attack, they simply leave a path to the hole in the side of your ship that they entered from, and a vacuum follows them as they move, causing your crew to suffocate, except for the minority of your crew members who are outfitted to repel boarding attacks and have appropriate gear available. I.e. a limited number of NPCs + however many DUST marines you hired to defend. Even if your scientists and engineers did survive, a guy with a clipboard provides absolutely no obstacle to a heavily armored space marine with a laser machine gun...
5) Drones are actually a pretty good idea. I wouldn't be opposed to the option of having items you can buy and put in your hold that act as sentry bots to aid in the battle, etc.
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2013-01-14 01:25:28 UTC
Cost is never a way to balance, so paying more is irrelevant. You won't get higher skilled mercs, you'll get whatever console kiddies clock accept.

Packing more marines in the cargohold isn't practical. It's a massive nerf to anyone who uses ammunition or cap charges, while buffing lasers and pure droneboats hugely.

Nailing the landing ship is not always practical. How's my carrier going to do that if my fighters are elsewhere? or my dread if it's in siege and can't track the ship that just warped in at zero?

Again, how is a triaged or seiged cap, or any supercap, any ship in a wormhole, any ship in hostile space or even just in a system without a station going to dock up in a hurry?

How the hell are console kiddies going to get to my pod? It's supposed to be in the deepest, heaviest armoured part of my ship. A doomsday device can't total it through my ship, so how can handheld weapons?

There are plenty of ways that your awful 'lol boarding parties' idea takes the fate of my ship out of my hands.




How the hell are drills going to cut through shields, or armour that resists nuclear weapons, lasers, or titan doomsdays? Do you not think the ship based weaponry, rounds bigger than cars, blobs of antimatter, missiles the size of buses, weapons that can devastate entire planets and the like are going to be a tiny bit more effective than handheld drills?

Sudden decompression can still blow you out into space if you're in a suit.

Why would you not carry some kind of bullshit if you thought there were boarding parties coming to steal your ship? Then again, if these people are strong enough to get through armour plates that withstand impacts from shells the size of volkswagens without a problem, I suppose there's nothign they can't do, right? :V
Crimeo Khamsi
Viziam
Amarr Empire
#9 - 2013-01-14 01:40:28 UTC  |  Edited by: Crimeo Khamsi
Danika Princip wrote:
Cost is never a way to balance, so paying more is irrelevant. You won't get higher skilled mercs, you'll get whatever console kiddies clock accept.

Packing more marines in the cargohold isn't practical. It's a massive nerf to anyone who uses ammunition or cap charges, while buffing lasers and pure droneboats hugely.

The balance issue is a good point. This part of the idea could be removed, and replaced with just a stock number of marines that are available with any given ship hull, and are auto-refilled at stations (not taking up any cargo space). E.g. frigates get up to 2, cruisers 5, blah blah.

Quote:
Nailing the landing ship is not always practical. How's my carrier going to do that if my fighters are elsewhere? or my dread if it's in siege and can't track the ship that just warped in at zero?

It's not supposed to ALWAYS be super easy to do. If it were trivial to always win by doing X, then it would neither be an interesting nor well balanced game mechanic.

This is just one option of something you can do to defend yourself. It's up to you to set yourself up so that you don't get caught with your pants down and nobody nearby to help you pop the boarding ship. Ever heard of support fleets?

Quote:
Again, how is a triaged or seiged cap, or any supercap, any ship in a wormhole, any ship in hostile space or even just in a system without a station going to dock up in a hurry?

Again, this is one of several methods you can use to defend yourself. If you choose to operate in wormhole space where stations are harder to come by, then it's your responsibility to compensate for that by making sure the other ways of defending yourself are more reliable to make up for it.

You seem to be confusing "Within my control" with "So easy that a braindead monkey could do it."

I never promised it would be trivially easy to repel boarders. I just promised that it would be within your hands. It's still up to you to be smart, think ahead, and compensate for any weaknesses you anticipate. Just like anything else in Eve.



Quote:
How the hell are console kiddies going to get to my pod? It's supposed to be in the deepest, heaviest armoured part of my ship. A doomsday device can't total it through my ship, so how can handheld weapons?

How the hell are drills going to cut through shields, or armour that resists nuclear weapons, lasers, or titan doomsdays? Do you not think the ship based weaponry, rounds bigger than cars, blobs of antimatter, missiles the size of buses, weapons that can devastate entire planets and the like are going to be a tiny bit more effective than handheld drills?

These are EXISTING problems with realism in the Eve universe. Ask the Eve devs if you're upset about the illogical fact that armor on the back side of my ship still protects me from bullets hitting the front side. That's already illogical.

If that illogicalness bothers you so much, then why are you playing the game as it exists right now? Obviously you don't ACTUALLY think it's that big of a deal, and are just pretending it's important to you so you can use it as argument fodder. I'm not falling for it.

If you've never complained about how armor makes no scientific sense already, then I don't see why you have a right to complain about it still not making sense in the future.
Crimeo Khamsi
Viziam
Amarr Empire
#10 - 2013-01-14 01:52:21 UTC  |  Edited by: Crimeo Khamsi
Quote:
Cost is never a way to balance, so paying more is irrelevant. You won't get higher skilled mercs, you'll get whatever console kiddies clock accept.

Oh I missed this one.

Sigh... that other guy told me I had too many details, so I removed the part that explained how it matches you up with DUST players, and of course, now you are complaining about stuff that I explained in that section I removed.

What happens is that DUST players can enter a minimum amount of isk that they are willing to fight for. Then the game gives you the highest quality players (based on their ladder rankings / win-loss records, etc.) that have a number less than or equal to the amount you are offering per mercenary.

So actually YES, if you pay more, you will in fact get higher skilled mercs. Which makes this is very much a means by which you have control of the outcome of the battle.
terzslave
Caldari Provisions
Caldari State
#11 - 2013-01-14 02:02:51 UTC
No, **** off.

But yeah, at fanfest CCP said that they would not be implementing it unless a lot of people wanted it.
Bienator II
madmen of the skies
#12 - 2013-01-14 02:07:13 UTC
this could be a way to take over next gen POSes. If your mercs win its your pos. If they fail it self destructs.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Crimeo Khamsi
Viziam
Amarr Empire
#13 - 2013-01-14 02:09:21 UTC  |  Edited by: Crimeo Khamsi
Bienator II wrote:
this could be a way to take over next gen POSes. If your mercs win its your pos. If they fail it self destructs.

Yes, it could be used for POSes.

However, adapting such an idea to POSes would require a whole bunch of different mechanics, to make up for the fact that POSes don't move and thus cannot easily avoid boarders. They would need other ways to defend themselves to make up for that to make it balanced and not cause systems and/or stations to flip ownership constantly.

Let's worry about that later, if and when people decide they like this idea, and after knowing more about POS changes...
Daichi Yamato
Jabbersnarks and Wonderglass
#14 - 2013-01-14 03:22:23 UTC
the drama of a boarding party is good fun for sure. rarely very practical however. I think it would be far too much hassle to attempt

PvP at such close range is usually very violent and very brief. half the time u wont even have time to type how many dust bunnies u wanna send over before one ship is destroyed. but u did mention that this would rarely work, so i guess u thought of that.

also, what happens if a ship with no dust defenders gets boarded? is it just players vs NPC then? would that be so one sided that the defender will just self destruct? and if so, does that create an instant 'i-win' for any frig that gets close enough to any other ship?

rather than gimping ppl via their cargo hold...crew/boarding party slots?? (dnt hit me). Such could be small/med/large depending on ship size.


it does sound better suited to structures. They last a lot longer than a few seconds in a fight and assaults and defenses are easier to plan for rather than spontaneous. something like a reinforced timer gives both attacking and defending dust bunnies a time and place to meet up for a rumble.

personally i'd do away with pre-allocating how many heavies, scouts or whatever. just keep it simple and supply them with a number of 'clones/respawns'. The problem is that attackers could have several loads of clones ready to constantly attack a target, and defenders could have stupid amounts stored in corp hangars or a nearby freighter, leading to a very long fight. Whether dust folks would be up for this or not, i dnt know. (btw, assuming this becomes POS only, clones being stored in the cargo holds of large transports makes more sense)

drones could be a cheap alternative so u can defend ur stuff purely using NPC's. naturally they are less effective than player controlled clones.

i'm definitely not liking this for ship v ship fighting, and skeptical for a POS bashing variant.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Zan Shiro
Doomheim
#15 - 2013-01-14 04:06:46 UTC
so to do a roam/op in goon space you have to load up on mercs because they have the ample resources of something awful to pull from since a mutli game environment.


Or any of the reddit happy crews. PL iirc is also multi-game/platform as well.

Or the above just hot drop you with their army of console gamers.



And this is good because? Well actually I see one good thing..it would make falcon faeggotry obsolete. You would have no reason to complain about falcon permajam when the falcon alt blinds you to let the main get a t3 solo kill in an af after 10 minutes of "fighting"....the boarders would kill you faster lol.

Bienator II
madmen of the skies
#16 - 2013-01-14 04:25:39 UTC
Crimeo Khamsi wrote:
Bienator II wrote:
this could be a way to take over next gen POSes. If your mercs win its your pos. If they fail it self destructs.

Yes, it could be used for POSes.

However, adapting such an idea to POSes would require a whole bunch of different mechanics....

pos shield down, POS at hull, done

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Crimeo Khamsi
Viziam
Amarr Empire
#17 - 2013-01-14 05:52:59 UTC
Zan Shiro wrote:
so to do a roam/op in goon space you have to load up on mercs


Daichi Yamato wrote:
rather than gimping ppl via their cargo hold...crew/boarding party slots?? (dnt hit me). Such could be small/med/large depending on ship size.


Yeah, I already edited the OP earlier to remove the part about having "mercenary" items in your hold. It is definitely a less annoying and less-imbalancing solution to just have your ship class determine how many mercenary bodies you can deploy at a time.
Sam Korak
Doomheim
#18 - 2013-01-14 09:27:14 UTC
Boarding a spaceship is a bad idea, why you ask? Here's why:
1. Capsuleers
2. Cloning
3. This isn't 1v1 game
If you really don't understand and need these points explained to you then sorry but I doubt you will ever be fit to be a captain.
Lucjan
Deutzer Freiheit
#19 - 2013-01-14 21:53:55 UTC
I think the idea would be fun for DUST people. But only after capsuleer have finished with it. So say a titan gets fully blown up in the EVEOnline, then DUST teams would be queued up into order to battle within in. If one side wins, fewer or no modules drop, if the other team wins, mode modules/salvage would drop.

So while this DUST battle is going on the Titan would remain in the process of exploding and would become invulnerable like say Incapacitated POS modules do.

Max battle time 15min. 5min to set up the team in DUST. And 10min to play whatever DUST game fits in there. As soon as it's over the Titan fully blows up and the goodies are available for looting.




Could also do it with POS/Station Capture, Faction warefare timer reductions etc. It could all benefit both games.
For ships, anything below a Ttian would have questionable usefulness.
Crimeo Khamsi
Viziam
Amarr Empire
#20 - 2013-01-15 01:36:31 UTC  |  Edited by: Crimeo Khamsi
Sam Korak wrote:
Boarding a spaceship is a bad idea, why you ask? Here's why:
1. Capsuleers
2. Cloning
3. This isn't 1v1 game
If you really don't understand and need these points explained to you then sorry but I doubt you will ever be fit to be a captain.


I'm sorry you doubt my captaining abilities, but none of these make much sense.
1) Capsuleers fly spaceships, yes... That's why the objective of the boarding party is to destroy the pod, thus eliminating the ship's leadership and leaving it open to be boarded by another capsuleer. That's specifically WHY this idea makes sense in the first place: the fact that there are capsuleers makes this a much cleaner and neater minigame than it would otherwise be with a conventional spaceship, with clear and indisputable victory conditions.

2) Cloning has nothing to do with anything. The goal is to capture the ship, not kill the pilot permanently. The fact that they have a clone waiting for them somewhere does not give you any less of a reason to want to take over their ship.

3) No it's not a 1v1 game... nor is this a 1v1 suggestion. A single ship could potentially land boarders on 5 other ships in the middle of a large fleet battle. Nothing necessarily 1v1 about it.


Quote:
I think the idea would be fun for DUST people. But only after capsuleer have finished with it. So say a titan gets fully blown up in the EVEOnline, then DUST teams would be queued up into order to battle within in. If one side wins, fewer or no modules drop, if the other team wins, mode modules/salvage would drop.

So while this DUST battle is going on the Titan would remain in the process of exploding and would become invulnerable like say Incapacitated POS modules do.

Max battle time 15min. 5min to set up the team in DUST. And 10min to play whatever DUST game fits in there. As soon as it's over the Titan fully blows up and the goodies are available for looting.

Well yeah that makes sense, however a titan only blows up how often? Maybe once every couple days? I don't really know, but not nearly often enough to justify an entire minigame mechanic just for that.

This would have to be adaptable to smaller ships too or it wouldn't be worth it. At the very least all capitals. But are the modules alone worth enough for a whole team of people to wait around for that battle to end? Eh... Maybe maybe not.

When you go from the whole ship hanging in the balance to more like 30% of the modules hanging in the balance, it doesn't sound particularly exciting or worthwhile anymore.




POS's yes. Perhaps that is indeed the only good future for such an idea after all. *shrug*

The problem with POS boarding battles though is that they would be so much more lame in terms of strategy. The point of this thread was to introduce something with 5 or 6 different interconnected relationships between DUST and Eve, so that you actually have serious tactical influence on one another, and there is true integration.

Landing a bunch of people on a POS and coming back an hour later doesn't really have the same appeal... There would need to be much more to it than that.
12Next page