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Removing Reinforced Mode: Maybe we should?

Author
ShahFluffers
Ice Fire Warriors
#41 - 2015-03-17 03:57:45 UTC  |  Edited by: ShahFluffers
Reina Xyaer wrote:
Why? Seriously, please make an argument against it. The hours of grind? Is that what makes it horrible in your mind?

I edited my post. Have fun. Blink
Lienzo
Amanuensis
#42 - 2015-03-17 04:06:15 UTC  |  Edited by: Lienzo
We need reinforcement for formup timers, and some role for capitals in the new environment. Otherwise, massive super blobs would just steam roll every hp based structure and then log off. New Eden would largely become devoid of fortresses, and POS there are essential for forming fleets. It would be harder for new alliances in subcaps to actually marshal force against the established entities.

If we didn't have new timers in the system, ihubs and the like would just instantly blow up, and I'm not sure you could even have sov levels with that scenario. Not 100% sure on that.

To keep a role for caps in the new ecology, I think seige mode should parallel the entosis module. For capitals, they should simply be the same module.

That sounds weird, but it kinda works because it's not an hp dependent process. It doesn't speed up just because you bring more caps. That means you could have a single cap backed up by a subcap escort fleet, and it would have the same effect on structures. You could even have 10 caps spread across 10 anomalies.

Additionally, seige prevents remote repping, so the anti-logistics effect is very similar. Seiging for half an hour is pretty risky, but the timers are expected to be cumulative.

The real question then would become, how do we distinguish capital entosis effects from trollcepters?

The best solution I can think of is to do two things:

1)Only allow trollcepters to activate entosis in sov level 1 and maybe 2 systems. Allow seige-entosis to be activated in sov 2 or maybe even 3 and below systems.

2)Require that every level of sov in a system have a strict requirement of having all adjacent systems be within one sov level. So if you have a Sov 5.0 system, then it must be surrounded by sov 5 or 4 systems. If any of those systems drops to level 3, then the sov 5 system goes to a four after twenty four hours.

This instantly creates a center and a more vulnerable periphery. It makes campaigns important, and modulates the effect and focus of trolling. It allows defenders the options of falling back to chokepoints. It makes fortresses strong and sprawl hard.

In sov 5 systems, super fleets can reinforce and destroy POS, but Stations, TCUs and Ihubs remain invulnerable.

Another good, but largely separate idea is to create a four general shield amplification modules. Each of them requires a different sov level to activate, and cost exponentially more in resources at each level. Sov V would be so high that even absurdly large super fleets would groan at the idea of it. It would be offset by the ability of dedicated lesser forces being able to chip away at it over time, the naturally exponential nature of sov periphery creation, and a concomitant weakening of base stats on vanilla structure shields in sov 1.0 systems, weak enough that even a small squad of cruisers could destroy them. Merely flipping status with entosis modules shouldn't destroy anything, only change ownership.

Perhaps we could even halve reinforced timers at each successively lower lower level of sov, just to make the process at the periphery quicker, and see more turnover of the front lines.
Reina Xyaer
Tha Lench Mob
#43 - 2015-03-17 06:38:16 UTC  |  Edited by: Reina Xyaer
ShahFluffers wrote:
Reina Xyaer wrote:
Why? Seriously, please make an argument against it. The hours of grind? Is that what makes it horrible in your mind?

I edited my post. Have fun. Blink



You sold me on the BILLIONS of hitpoints.

But I'm a bit offended by the snarky "don't know what you're talking about" comment. You must have misread what I wrote.

Quote:
Pro-tip: don't suggest changes to things you don't understand. The bit that I underlined above pretty much shows that you have no experience or knowledge regarding POSs.


Wow is that pretentious or what?

I never once said that POS guns currently go inside the shields, I know exactly where they go. That underlined sentence was meant to be read as one thing...

"make POS guns so that they can be... [achored outside the shield like they currently are, but] offline and ready to turn on if someone finds the POS"

After the hitpoints, all my other suggestions to POS changes were on the assumption they would be hidden and need to be searched for and found.

Quote:
Also, "no" to not being able to probe down a POS. It is similar in concept to an old idea where a ship, mod, structure creates an AoE cloaking field to hide fleets in.
It was rejected by the community as being "too overpowered."


I think it's time to revisit that. With major changes to 0.0 needed, specifically to POSs. I've been convinced, for now, that at least I can't come up with a better way to handle structures than RF timers... but other changes are still sorely needed.
If 0.0 gets a huge industry buff, I think that should include WAY more opportunities and things you can do with your own structures.

And frankly I think it's just plain sickening that you can't have a "hidden base" in this space game.

But again, you got me on RF timers, but wow with the "Things you don't understand rararara." "shows that you have no experience or knowlerrrrgerer" LOL
Lugh Crow-Slave
#44 - 2015-03-17 07:02:19 UTC
Reina Xyaer wrote:
And frankly I think it's just plain sickening that you can't have a "hidden base" in this space game.


Why's that for the most part hidden things just means players can't interact with them and in a game built on player interaction it's just not a good thing
Sean Parisi
Blackrise Vanguard
#45 - 2015-03-17 07:28:33 UTC
Captain Phil wrote:
Danika Princip wrote:
And how are you going to win the fight to keep your stuff if you're an EU based alliance and some Australians come kill everything you own at 5 AM?


Recruit Australians.


Whenever I think about what can and can't be accomplished in EvE, I ask myself "What would GoonSwarm do?"

They would make a plan, and follow through.


Obviously you dont. Because then you would of known that your orca would get ganked.

Timers are a neccesary evil. Unless assets were cheaper, weaker and easier to put up such things only benefit large groups.

Live out of a POS in a wormhole? Nah man - F-you, all your assets are gone. You have yet to provide a reason why this is a good idea.
Danika Princip
GoonWaffe
Goonswarm Federation
#46 - 2015-03-17 12:44:19 UTC
Reina Xyaer wrote:
Danika Princip wrote:



You do realise that every single system would have hundreds of POS, right?

And that it'd be literally impossible to destroy them all?



I didn't say you could put up infinite POSs at each moon did I? Still only one POS per moon, just doesn't have to be at single grid that everyone warps to.

In fact, on a totally unrelated note, I say get rid of the single "warp to" grid for each planet/moon/celestial. If you warp to Planet V from one side of the solar system, you land within X km of the planet on that side of the planet. Warp from the other side, you land on the other side.




It is not uncommon for a system to have fifty moons. (Dek averages 44, but 50 is a nicer number)

Even if we assume you're using a full 250 dreads, it'd be five hours per pos. Twelve days to clear a 50 moon system if you have no downtime at all. Some systems have

It would take your 250 dreads two years of non stop grinding to clear all of Deklein's 2994 moons.

Now. If someone were to take Deklien away from GSF, would you really think it a good idea to have them spend multiple years clearing out our old towers?
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#47 - 2015-03-17 14:11:26 UTC
Captain Phil wrote:
Lugh Crow-Slave wrote:
no major alliances would just get bigger since you would be forced to join them or be unable to hold anything




as far as micro gameplay goes timers cause fights as it gives both sides a time to show up



your idea just makes it so bashes are nothing more than that since the defenders are not going to be able to get a defense up in the 45 min it takes to grind out a tower


Given our current style of play, you are correct. Player tactics would have to change, yes.

and the large fleets would just get bigger so they could take out structures faster. tactic changed.

this is eve, everything gets changed for the shear efficiency of benefit. and if that means I can take a bigger fleet since im from a large alliance to blow up your pos because you have smaller numbers to 1 have numbers where you wont even think about defending your pos and 2 be able to kill your pos before you even have a chance to even go "hey guys our pos is under attack, we should fleet.......aaaaannnnnnd its gone".

you will find large fleets that operate off of peak hours for the whole reason of running around and killing the pos's and setting up their own.

I know because I was in a fleet from a wh that attacked another wh that did that but they took their sweet time and ended up losing everything invested in the invasion because all they did was smack talk and lazily attack a few pos's declaing themselves winning before being run over by mercs.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

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