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Poonmunch
Sanguis Defense Syndicate
236
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Posted - 2013.09.01 16:48:00 -
[1] - Quote
This idea has some merit.
OBs should actually depend more on what is happening in orbit. If my employer is in control upstairs then I should be able to get steel rain when I need it.
Can you imagine the naval support bombardment during the WWll invasion of Europe depending on the allies winning on the ground? It might have turned out quite differently. Control of the sea was more important for providing bombardments.
A cooldown timer based on my employer reloading his guns and getting into position is reasonable. The number of OBs would reasonably be limited by how many ships were in orbit, the type of ships (maybe OB ships are special and expensive? Maybe they are one-time shot devices that are expensive, big and have to be towed into orbit?), how many were damaged or killed and the level of commitment to victory my employer was. This would also require a degree of skill and integration with the ground forces. A cooldown timer is a good idea.
For FW and PC I think this is an excellent idea.
For pub matches, we obviously have to have the OBs controlled by the ground forces. A cooldown timer for these is still a good idea. I even like the idea of, say, one or two free OBs at the start of the game just to keep things interesting. It would help control zergs for sure. It would limit walkovers where one team gets redlined and everyone magically turns into a redline sniper.
My 0.02 ISK,
Munch |
Poonmunch
Sanguis Defense Syndicate
238
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Posted - 2013.09.01 23:10:00 -
[2] - Quote
For pub games: How about an OB is a cheap equipable item? Something that is deployed and has to be defended for a certain amount of time before it can be used to call in a strike within ,say, 100m (or whatever) of its location. After that it is used up and another has to be deployed and defended before it, in turn, can be used.
Munch |
Poonmunch
Sanguis Defense Syndicate
243
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Posted - 2013.09.02 19:42:00 -
[3] - Quote
hgghyujh wrote:Zero Harpuia wrote:Godin Thekiller wrote: A BS OB would destroy the entire map size we have now.
An XL sized shell is the size of one of those hauling trucks, trailer and all. Not quite enough to annihalate the entire map, but it would be significantly larger than the current ones. E=mv^2 also projectile rounds are explosive.
They don't even need to be high explosive to be dangerous. A large mass or even an asteroid could cause a bunch of damage.
Calling for an orbital strike and having it come in quickly means a very, very high velocity from orbit. There would be a bunch of re-entry friction and some of the mass of the projectile would be burned away (explosive or not). Both passive and self propelled projectiles would suffer from re-entry friction.
Passive projectiles would be hard to aim.
Self propelled projectiles or beam weapons would be more easily guided.
I'm not sure which way to go with the types of strikes.
Anyway, we need to sort out something more balanced for orbitals. They give a big advantage to the winning team, promote pubstomps and cause the players on the losing side to turn into AFKers or instant snipers. Games are becoming short struggles for a few NULL cannons. One team hacks the majority, defends them once or twice from half-hearted counter attacks, then orbitals start and everyone on the losing team tends to give up. I've spent more than a few games watching all the objectives turn red or blue, then we sit for 5 minutes while the losing side hides and their MCC gets blown up.
Even if the losing side stays in the fight, they switch to militia gear and get wiped out faster by the winning team, who are not afraid of pulling out their proto gear. The winning side is also quite happy to bring out more and bigger vehicles, further tilting the balance in their favor.
Giving the wining side a reward for winning is obviously a good idea but giving only the winning side a weapon that obliterates whole groups of counter attackers isn't good. The game just "stops" when orbitals start hitting. Sometimes the game "stops" minutes before the orbitals hit because the losing team knows orbitals are coming.
We are hear to fight but the game doesn't work well if one team leaves the field and watches the winning team shuffle around for 7 minutes.
Maybe an orbital strike on a NULL cannon, CRU, Turret or Supply Depot should cause it to switch back to yellow? A cooldown timer is a good idea if we keep the current system of earning orbital strikes. Making an orbital a piece of cheap equipment that has to be deployed and defended before it goes off might help.
Munch |
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