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Zero Notion
Red Star Jr. EoN.
193
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Posted - 2013.08.13 17:16:00 -
[1] - Quote
Uplink spam is annoying and doesn't utilize uplinks in a way that promotes strategic or tactical use, rewarding WP's for pretty much nothing in many cases (not always).
I think an inherent penalty should exist when two or more uplinks are set in close proximity of one another; the spawn timer increases, the number of clones they can spawn decreases while the chances for them to appear on the radar and map increase. The further apart, their signature profile is significantly lowered, spawn timer and clone counts remain the same. I'd say 10 meters would be reasonable. This, over time and with experimention, would promote more diverse use of uplinks.
How about uplinks performing better the nearer they are to a functioning CRU (within a 25 meter radius)? Say a 5% boost to spawn time.
I'd love to be able to hack uplinks, too. |
Zero Notion
Red Star Jr. EoN.
193
|
Posted - 2013.08.13 17:20:00 -
[2] - Quote
Skihids wrote:Taking that idea further, you would actually need to declare just where those clones are if you have a fixed number of them.
How many are in that particular CRU? How many are in your warbarge and available for DU wormhole placement?
Then you get into the fun of being able to steal clones in battle by hacking CRUs or being able to destroy multiple enemy clones by blowing up a MRCU.
Oh, the strategic implications of being forced to conform to your lore...
I'm not sure this is how clones work but that would make for a fairly interesting addition to tactical consideration; at least, on a PC level. This would be terrible for pubs. |
Zero Notion
Red Star Jr. EoN.
193
|
Posted - 2013.08.13 17:40:00 -
[3] - Quote
Skihids wrote:Cosgar wrote:Skihids wrote:Taking that idea further, you would actually need to declare just where those clones are if you have a fixed number of them.
How many are in that particular CRU? How many are in your warbarge and available for DU wormhole placement?
Then you get into the fun of being able to steal clones in battle by hacking CRUs or being able to destroy multiple enemy clones by blowing up a MRCU.
Oh, the strategic implications of being forced to conform to your lore... What if CRUs had a set number of respawns or added to the number of available clones over time to what team had control over it? You would have to eliminate physical clone bodies as the limiting factor and substitute some non-physical limit in its place, akin to the BPC concept. The problem with that is CCP has already specified physical clones as the limit in PC and I don't see an easy way to reconcile the two.
There could exist a mechanical variable that allows for a bonus of X amount of clones based on retaining a CRU for a period of time; if you successfully keep and defend your CRU, you gain 25 clones. Hack and retain an enemy CRU, you gain 10, for a potential total of 35 extra clones. There is only one chance on each timer, as soon as it is disrupted there is no chance to regain the bonus clones.
The timer could be 5 minutes on each CRU.
I think this would also mean that each team would have no 'starting' CRU (as in already owned) and would have to hack it at the beginning of the match to begin the timer. |
Zero Notion
Red Star Jr. EoN.
193
|
Posted - 2013.08.13 17:57:00 -
[4] - Quote
That was poor wording. The mechanic I was referring to would be the timer to achieve the bonus clones. |
Zero Notion
Red Star Jr. EoN.
193
|
Posted - 2013.08.13 18:17:00 -
[5] - Quote
Skihids wrote:Zero Notion wrote:That was poor wording. The mechanic I was referring to would be the timer to achieve the bonus clones. That wouldn't do anything to rationalize physical constraints of clones as you can't grow any inside a CRU.
I didn't assume that clones would be growing within the CRUs.
My line of thought would be that during an emergency situation (a district under attack), the activation of a CRU would signal Genolution that the mercenary corporation may have need for 'emergency clones' (produced in a Genolution lab). Use of these clones would have an ISK equivalent due to the short notice need (the five minute timer) and providing the wormhole transport of the clones (through the CRU). Payout would be taken from the corporate wallet with each clone used or taken from the total payout at the end of the match, an overall percentage that each player would lose. |
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