G Torq
ALTA B2O
199
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Posted - 2013.08.13 19:01:00 -
[1] - Quote
The following are just thoughts and ponderings, and may reflect to or conflict with previous posts.
Orbitals in Insta-battles (NPC provided) Orbital provided to the team for every 400WP average earned across combatants on a team.
- Orbital available on a first-come basis to all qualified Squad Leaders
- Squads must consist of at least two (2) mercs to qualify
- Last Squad to direct an Orbital do not qualify (spread the load/love)
- All mercs deployed, in squads or solo, counts toward the 400WP average
- The Squad Lead is given an Assist for each killed enemy, as are any hitting or scanning/"painting" the enemies just prior to them dying from the bombardment
The 400WP is slightly less than the current 416,6 average required for a squad of 6, and since it is across the whole team, it should allow for occassionally earlier and slightly more frequent orbitals, but not incur a significant difference in the quantity of orbitals. As it is counted across the team and available to multiple Squad Leaders, it would show less favour to the squads doing the proverbial "Pubstomp", but instead leverage the Orbital Bombardment mechanics as something available to everyboty. In turn, it also means that less experienced Squad Leaders may "miss-use" a bombardment in a rush to deploy it.
Orbitals in Factional Warfare and Planetary Conquest battles (player provided) Orbital provided to the team, when an EvE pilot is connected to the district beacon.
- EvE pilot to connect to district and select 1 or more Squad Leads to communicate the availability to
- Squad Leads are informed of the availability, including type and size of bombartment munitions
- 1 or more selected Squad Lead places request with location and type of bombardment
- EvE pilot to choose which request to follow and deploys weaponry
- Bombardment causes EvE pilot to loose connection to the district, and triggers a 45 seconds cool-down before reconnect
- Kills are given to the EvE pilot, while the Squad Lead gets assists, as are any merc hitting the enemy combatants just prior to them dying, or to any merc having actively scanned/"painted" them
Non-directed bombardment When an EvE pilot is connected she can elect to perform a "blindfire" in the general direction of an objective. A blindfire bombardment is hostile to all merc in-theather, also in Factional Warfare, meaning this is a dangerous tactic, but a valid last-resort if no coordination can be arranged with the ground-forces for any reason. Location will be semi-random around either an installation/objective, MCC or a friendly Squad Lead.
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G Torq
ALTA B2O
201
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Posted - 2013.08.15 09:43:00 -
[2] - Quote
Jack Vanus wrote:We (my alliance mates) do not feel the pilot should have to select a squad leader, as all squad leaders should be able to request fire and then the appropriate pilot can choose to fire or not based on the squad leaders request by ammo type. More than one destroyer on grid gives more than one possible ammo type available usually. If any squad leader should be able to call in three OB in succession if the mechanic determines how many OB can be called because the tactical situation dictates it good on them and better for larger scale team work.
I disagree with the disconnect idea because its an unneeded mechanic preventing the pilot from firing for more than one squad in succession if he is the only ship there and multiple squads can call in OB.
We feel limiting firing rate is unreasonable and if anything would unfairly benefit a larger fleet which shows up. If a small fleet or even one brave pilot wants to come out and fight we feel they should be able to have the option to get as many shots off as possible in a hit and run maneuver after all they are risking their ship on grid against a much larger fleet waiting for them.
I think highly of the ideas you mentioned with kill assists for the mercs marking the targets and for the EVE pilots to get some recognition as well. It would create some good cross platform pride.
I am not a big fan of the wild bombardment ideas until the battlefields get a lot larger or there is a reasonable tactical situation where that would be the better choice.
Good points, but allow me to try to counter :)
Selecting 1 or more Squad Leads allows the EvE pilot to favour a specific person, or exclude a known "issue" (bad or suspected rogue Squad Lead). Conversely, it allows for combined "Awox'ing + Jenza'ing", if a party can manage to insert both a Squad Lead and an Egger in a PC combat. In Factional Warfare, it allows the EvE pilot to select a known party, instead of randoms. Basically, purpose is to allow for more dynamics between the EvE pilot(s) and the infantry.
The Disconnect mechanics for the district beacon is to limit the situation where only 1 side fields EvE pilots. Many Corps (currently) have no EvE presence, and having a pilot in orbit should not be an automatic win. At least having 45 seconds between bombardments should give a window where the other side know they are fairly safe. Note: The disconnect should be on the beacon-side, so all pilots are taken off-grid. Effectively, no-one can fire during the window.
Finally, Blindfire allows different mechanics, either by rogue pilots, or in situations where there is a lack of coordination. The latter will likely be in case of Factional Warfare, since Planetary Conquest will have better communication. As the theather grows, it should become more directly useful (you observe this yoursef).
I'm not saying I'm right or anything - Is good we have the discussion, and I hope SocksFour is reading it :) |