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EMERGANCY WARP OPERATION!! & MOAR!!!

Author
Mike Voidstar
Voidstar Free Flight Foundation
#21 - 2013-05-28 23:05:30 UTC
Quote:
And there is an awful lot in this game worth fighting over, but (and here is the scary part!) you might need to venture out of highsec to find it.


Not really. It was more of the same, with more hassle.

If I enjoyed the playstyle of a ganker, it would be fun. I don't. I also don't enjoy the playstyle of space piƱata. So I stay out of the areas where those are my 2 choices.
Douglas Whyte
WhyteKream
#22 - 2013-05-28 23:11:27 UTC
IceGuerilla wrote:
Didn't read your terrible whine post, but I will give it a "like" if you change the thread name to "Emir Gentsy", because I love the comic work of Sasha Baron Cohen.


qq....
QQ.....
QUEQUE!!!!
Mike Voidstar
Voidstar Free Flight Foundation
#23 - 2013-05-29 01:40:13 UTC
I guess I should also make clear that I'm not in any way advocating for the removal of warp disruption. There are aspects of it that I think could be better, in fact much better. The ability for someone to hold you hostage indefinitely is kind of OP, though you are pretty much dead when you get there anyway. A simple change such that warp engines have to build up to a warp threshold, and points add to that threshold so that it takes longer but is not infinite would be great.

My point was that the game would not be destroyed with it's removal, not that it should be removed. There are changes that could be put in place that would allow for a more tactical form of combat.

I just feel that there should be more dimensions to combat than making things explode and the current single path to victory.
Jason Amelana
Royal Amarr Institute
Amarr Empire
#24 - 2013-05-29 01:49:44 UTC
I like it
monkfish2345
School of Applied Knowledge
Caldari State
#25 - 2013-05-29 08:57:45 UTC
warp disruption or not, if you are introducing an 'insta warp to safety' button (regardless of if you need to train it to lvl 5. then you are making most people, in most situations invulnerable.

the only time anything would ever get killed would be to bait ganks and insta lock fleets. any other situation the target just warps away once and is safe providing they are not ********.

also if you try and gimp the skill you've just invented so that you make it that it can't warp for a time or some ****, then everyone just carries probes and scares you into e-warp scans you down and gets a free kill.
even damaging mods is a bad idea, because as well as allowing the target a get out of jail free card, you are also then putting them in a position where even if they wanted to they are less likely to try and turn around and fight back, because they have no cap and damaged mods.

the reason people are saying no to this, is because it is not a good idea, put forward by someone who doesn't understand the mechanics they are trying to effect, or doesn't not understand all of the mechanics it will effect.
Douglas Whyte
WhyteKream
#26 - 2013-05-29 18:41:47 UTC
Umm...
Let's be honest, little of the idea's here are actually put forward, Some do, sure, but most just linger here.

I posted this here not so it get's implemented, I posted it here to discuss what we could do with warp. To brainstorm. I may not understand the mechanic fully, or what these suggestions do to them. That's why I ask for feedback.

Telling me "NO ONE'S LIKES YOU THAT'S WHY NO ONE LIKES THIS", is nothing more then a good bump.

I like thinking, i'm sure allot of people do. However there's allot to warp that doesn't have anything to it more then it just being there. I mean someone else even brought up that odyssey exploration is weak because the event of exploration is tedious. If more was done with warp then perhaps more could be done to a meta-game that doesn't truly exsist yet.

Imagine deadspace pocket's hidden in space, un probable, un scannable. They are there but we never see them. A pilot is scared and engages an emergency warp, only to land on one of these pockets. You just created an experience for a player, a story.

If we are always forced to move on rail's then the expierence will always feel as if we are on a train looking out. It's pretty, but we can't touch it.
Commander Ted
Caldari Provisions
Caldari State
#27 - 2013-05-29 19:00:27 UTC  |  Edited by: Commander Ted
Mike Voidstar wrote:
I guess I should also make clear that I'm not in any way advocating for the removal of warp disruption. There are aspects of it that I think could be better, in fact much better. The ability for someone to hold you hostage indefinitely is kind of OP, though you are pretty much dead when you get there anyway. A simple change such that warp engines have to build up to a warp threshold, and points add to that threshold so that it takes longer but is not infinite would be great.

My point was that the game would not be destroyed with it's removal, not that it should be removed. There are changes that could be put in place that would allow for a more tactical form of combat.

I just feel that there should be more dimensions to combat than making things explode and the current single path to victory.

That is also a terrible idea, Mike we all know here that you haven't even tried the "ganker" life style so much to know killing carebears is the least common activity most pvp players do.
If your caught by someone, you can self destruct, or kill them.
Either way his back up is on the way and your idea would kill the idea of frigate tacklers.

Fit a warp core stab.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

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