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Player Features and Ideas Discussion

 
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NPC behaviour modified to encourage PvP, not PvE fits.

Author
Major Trant
Brutor Tribe
Minmatar Republic
#1 - 2014-01-31 13:35:02 UTC
I know much of this has been proposed here, but that was in 2007, it is time it was revisited. http://oldforums.eveonline.com/?a=topic&threadID=567610

NPC behaviour is such that pure PvE fits are encouraged for running, missions and anomolies. Pure PvE fits favour (for example) long range shield fits with all mids devoted to the tank and an AB which is adequate to keep range from the NPCs. No tackle is carried and defensive mids like TDs and Damps are useless because they can only defend from one ship at a time.

The problem this creates is that it encourages people to choose before they undock as to whether they are going to engage in PvP or PvE. If you choose to run a PvE site in a PvP ship you gimp yourself for that mission. But if you run it in a PvE ship you cannot compete against another player and in low / null sec your only option is to run when they appear on the scene.

I would like to suggest the following changes to NPC behaviour.

1. When damage to an NPC reaches 50% armor, it turns and flees directly away from the player doing most damage to it. Fleeing enemies will reset to full armour and shields if they take no damage for 1 minute and then turn back towards their attackers.
2. When damage to an NPC reaches 90% armor, it warp out (unless tackled). If they are already fleeing, it is assumed it is already aligned and goes straight to warp. Otherwise, standard align time prior to going to warp.
3. When an NPC warps out, all damage to it is reset to zero
4. One minute after warping out, the NPC warps back to the nearest NPC (from the highest damage dealing player) + upto 100 Km closer to the said player, representing warping from an in line point to a range from his NPC buddy. The restriction against warping into a deadspace area is not applied to the resident NPCs.
5. If there are no NPCs currently in the deadspace. Warped out NPCs will not come back unless there are additional deadspace rooms that still need to be run. In which case they will join the NPCs in any compulsory room that remains. If the last NPC warps out from the last room, combat ends, failing the mission if the objective is the NPC that warped out.
6. Significantly fewer NPCs, with shorter range, but individually faster, with higher tank, DPS and bounty.

Effects:
- PvE fits will have to carry tackle or have very high alpha.
- The distinqtion between PvPer and PvEer becomes blurred leading to crossover.
- Mission runners have the tools to defend themselves if attacked by other players.
- PvPers can run PvE sites while waiting for PvP opportunities.
- PvPers can bait run PvE sites without it being obvious.
- Solo ganking mission runners will be more challenging.
- Defensive mids for PvE become viable and experience in their use is gained.
- Group PvE becomes more likely
- Real skills for PvP are honed in PvE: Kiting, Divide and conquer, when to dive in to get tackle on, when to warp out, logi and tackle in group PvE.
Kagura Nikon
Native Freshfood
Minmatar Republic
#2 - 2014-01-31 13:45:11 UTC
That could be very well made for high end PVE (for low end better not to not increase the complexity that new players need to face).

Also I wish we had LESS NPCS overall and stronger NPCS. MOst pirate rats should be as strong as the current Officer rats and there should be way less NPCs around.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2014-01-31 13:48:24 UTC  |  Edited by: Danika Princip
I'm pretty sure this would do nothing but force every mission runner into a short ranged armour tanked boat with an MWD, booster and tackle in the mids.

Last time I checked, that wasn't a description of every PVP ship ever, it's one tiny fraction of them.

Better just to roll out a somewhat nerfed version of incursion art AI to everything. Reduce the numbers of rats and increase the power (and bounty) of those that remain, and probably tone down the drone shooting habit they have too. At least that way you still have some variety of fits and ships, not nothing but megas and typhoons.


Edit: Kagura, you do realise that officer rats require capitals dropped on them, right?
dexington
Caldari Provisions
Caldari State
#4 - 2014-01-31 14:07:26 UTC
I like the idea of missions being more like pvp, but i don't think this is the way to do it.

The current missions are just not designed to look like real fights, you warp to the mission area and kill 10 battleship with 20 support cruisers/frigates, solo flying a battleship... it's just not very realistic if compared to real pvp.

Forcing people to fit web/scram, is not really going to change the fact that the missions them self are not designed to mimic real pvp. You are just forcing people to use ships that have better room in the mids for the added mods, and ranged weapon systems become useless.

If this should be viable ccp would need to add a hole new line of missions, designed to mimic real pvp. Where you fight a small group of rats that are much stronger, and have more utility.

I'm a relatively respectable citizen. Multiple felon perhaps, but certainly not dangerous.

chaosgrimm
Synth Tech
#5 - 2014-01-31 14:13:43 UTC  |  Edited by: chaosgrimm
+1 to this for 2 reasons

1) you're not selling a pve change as a "imma pvp'er and pve'ers should have to do x".

2) I thought it would be funny if you had 666 likes.


Ultimately I'm with Nikon on this. Pve'ers are usually confused enough when beginning pve, even when starting 4s.

Plus I do enjoy the lols when you see the hardcore and tenured pvp'er decide to mission and fit buffer on their active tank
Thelonious Blake
Miles Research and Development
#6 - 2014-01-31 14:27:01 UTC
Danika Princip wrote:
Edit: Kagura, you do realise that officer rats require capitals dropped on them, right?


Actually... No. You can solo kill officer rats with moderately pimped fit, otherwise you need friends with either more DPS or logies.

True that most people don't bother and just drop them with carriers.

On the topic: I support the idea of NPCs having more complex AI, bigger bounties and to pare down their hatred towards drones a bit (although the latter some might argue excludes the part of better intelligence but w/e).
Zan Shiro
Doomheim
#7 - 2014-01-31 15:27:50 UTC  |  Edited by: Zan Shiro
Danika Princip wrote:
I'm pretty sure this would do nothing but force every mission runner into a short ranged armour tanked boat with an MWD, booster and tackle in the mids.

Last time I checked, that wasn't a description of every PVP ship ever, it's one tiny fraction of them.




This. I have my anti falcon hml cerb fit for example. No tackle is fit. Gives more room for sebo. The idea that drove it....be beyond falcon ecm to either kill it or scare it off the field when its getting banged up too much.

Then I have my fun wolf fit I picked up from somewhere. MSE fit + prop mod (for op this means no more mids for tackle). Its a roam/fleet fit. I rely on others to tackle. Not being restricted to armour tank fit. I can gyro and te the crap out of it. Most times this worked out well enough and the target(s) did not chew through the buffer shield tank.


And not all pvp bs' are sr either. And even not all sr fleet fits run tackle. Game would quickly become a pita to play if level 4 mission runners log in and go dammit....no friends on to tackle. Guess I will go play mine craft or something. This would be why I'd like to try wormhole but don't as an aside. I play an odd time (oceanic/asia, hard to find strong wh presence here when I looked long ago) and have really odd working hours and rl schedules to boot. I'd be forever alone most of the time likely as even I don't know when the hell I can log in lol




And as I always say in these threads, op, you can run "pvp fits" in pve right now. Its player choice here. Most opt for the "pve fit" for the all mighty isk/hour. When I started eve and saw me suck ass on low sec fun roams I practiced tackling rats in empire missions on non-roam nights. Can't manual orbit a rat, humans won't make it better. So I practiced to at least not suck as bad on rats. No need to hand feed this when good old fashioned initiative can do the trick.
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#8 - 2014-01-31 16:27:03 UTC
Meh, another "Idea" which wouldn't solve anything at all.

PvP'ers should know that you don't engage in fights with odds against you. Now what do you think what the following situation would be:

- you run a mission in a PvP fit and a pirate warps in. Now you do have to fight NPC's and the pirate. Odds in your favor? No.


Tell me - why should I force myself into a situation with odds against me, even if it's 50:50 that I have odds in my favor (as NPC's could switch over to the pirate)? Even if I would have a PvP'ish fit for doing missions - why should I force myself into such a situation?

That doesn't make sense, especially if you consider that most peeps do missions to earn isk, and losing ships won't earn isk.


PvP and PvE are entirely different things, and trying to merge them won't lead to more PvP for pirate-wannabes as most people would still do missions for isk, and would still prefer the save way in 90% of the times because it just makes sense.

There are great sources of isk in dangerous space allready, and those willing to take the risk are taking it allready. Those not willing to risk it won't suddenly take it because the odds would still be against them.

Lephia DeGrande
Luxembourg Space Union
#9 - 2014-01-31 16:35:20 UTC
Stronger Mission NPCs but less would be nice, some Missions are simply ridiculous..
Batelle
Federal Navy Academy
#10 - 2014-01-31 17:38:34 UTC
I don't think this idea is workable at all, as it would involve a complete rewrite off virtually all PVE combat, and would force all PVE to a 24km window.

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