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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
389
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Posted - 2013.11.14 20:01:00 -
[31] - Quote
CLONE117 wrote:..... why not just make it to where each individual player can only have one uplink active at a time?
lets say all they have is a std uplink in their equipment slot. they place one down.
then place another one down. the previous one disappears.
expanding this effect across all uplinks on a fitting would be more effective..
Not to be snarky (ok, maybe 90% to be snarky, but not 100%!) but have you read any part of this or the other 985 threads about uplinks?
Also: What is your suggestion "more effective" than? Not having uplinks (or logis!) at all? Please clarify your goal.
Templar'd for her pleasure
Amarr victor!
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Krom Ganesh
Holdfast Syndicate Amarr Empire
670
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Posted - 2013.11.14 20:28:00 -
[32] - Quote
John Demonsbane wrote:1) The problem I have with the GÇ£reduce spawn time for stacked uplinksGÇ¥ solution is that people like the one described above donGÇÖt give a sh!t. They are not doing that for strategic reasons, they are farming WP. They will just keep on spamming uplinks all over the place, dropping their militia hives right on top of my ADV/PRO ones all day (or they may do it to awox, too). A stacking penalty wonGÇÖt even cross their minds.
However, increasing spawn time would discourage this behavior as people are less likely to spawn on uplinks that would cause them to wait longer to spawn meaning the spammer would be getting less WPs. Once the spammer realizes they are wasting their time throwing down tons of uplinks, they should either start placing less or find other ways to better farm WPs.
In addition, people who do spam uplinks tend to do it either around a resupply depot (which are not normally near critical areas)... or are playing ambush (but you can always "smart" deploy to avoid long spawn times from spammed uplinks which should discourage spam).
Quote: 2) Similarly the draconian hard caps that have been proposed will end up hurting strategically-minded players like Skihids (or myself) and our teams. I spend at least 30% of each battle running around like a madman trying to place uplinks where they either are or will soon be needed so that my squadmates can concentrate on killing. (Plus another 1 or 2 as fallback position(s) if we get overrun and need a rally point, but I digress). If I can only place 2 uplinks total, then suddenly everyone is going to have to carry them, and most of them have not invested the SP to get good ones nor will or should they invest the time and effort to put them in the best locations. ThatGÇÖs what a logistics player is for! (Or a good scout, IGÇÖd love to run some scout fits but damn they are made of paper and balsa wood.)
If you are referring to limiting the maximum amount of active uplinks per player/team, that is not what I'm suggesting as that would not prevent a team from putting 5+ uplinks in a small area.
Quote: 1) Making a radius for uplinks makes sense. You canGÇÖt drop them within, I dunno, letGÇÖs randomly pick 10-20m of eachother for the sake of argument. The way to implement this would either be: - One of them pops (IGÇÖd vote that the lower tier link does) - The new one sits there dead and maybe activates if the original one is destroyed or otherwise disappears.
Having higher tier uplinks destroy lower tier ones is a bad system. I use the stable std uplinks because they are easy to fit (and my scout needs every cpu/pg it can get). Say I put my uplink in a difficult to reach spot that has a high strategic value. Why should you be able to spawn on my uplink, place your own, and get to reap the benefits of my work? Simply put, uplink tier != value of placed uplink.
The deactivated uplink idea is not bad though.
Quote:2) If you instituted caps, it would have to be done in a way that does not penalize people who actually play logistics GÇ£properlyGÇ¥ (bad term, I know), meaning those who actually think about where they drop this stuff. This way, only those people who take the time and SP to really specialize would have the ability to drop a lot of links. The result would be probably a small decrease in the total number of uplinks dropped but a significant increase in the intelligence of their placement. I've proposed this before: A way to implement this would be making the equivalent of a weapon proficiency skill, but for equipment, so you could have, say, 1 link active total at level 0 proficiency, 2 at level one, and maybe 6 or so at level 5.
Do you mean across all tiers? Then that is a good idea as well though 6 is still quite a lot of uplinks. However, while it is related, it is not the issue I am addressing.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
389
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Posted - 2013.11.15 00:48:00 -
[33] - Quote
1) eh, I think you are giving these people a little too much credit. Besides, you have to spawn somewhere, so there would still be WP to be had. Also: smart deploy is not in any way smart, I personally avoid it like the plague.
2) See below. I'm talking about inflexible (hard) caps like 2 per person, 6 per team, overly restrictive things like that.
3) Hadn't thought of the scenario you describe, my experience is always worse uplinks next to mine. Fair enough, first uplink wins.
4) Yes, all tiers. No matter what the type, you can only have x number of uplinks active, based on your level of specialization. I see it like this: Uplinks are very valuable, so, short of eliminating them altogether, a certain amount are always going to be dropped by an organized squad/team. As most of us know, in many cases said squad will have one dedicated logi to take care of this so that the others can carry either nothing, nanohives, or even reppers in their single equip slot if they wish.
Thinking of it in that context, the problems with inflexible individual caps on equipment become obvious: Suddenly everyone has to carry them. This de-incentivizes skilling up into higher tiers and carrying equipment, so if you think you see a lot of murderlogis now, just wait until nobody can drop more than one nanohive or uplink at a time! Maybe you get fewer links total, but they are lower quality and not placed with as much care.
Enter my solution: This rewards specialization/diversity (a goal Dust should always be striving for) because only people who choose the support role will be able to place a lot of equipment and therefore be rewarded proportionate to their efforts. If 6 uplinks sounds like a lot, if you consider how big some of the new 5 point skirmish maps are, it's really not.
Also, as it stands now, if you have drop uplinks to level 3, which is not a big SP investment, you can easily fit a std logi suit like the Sever to drop at least 4 with a single fitting! I'd have to check, but you might be able to do three just with uplinks at level one!
Templar'd for her pleasure
Amarr victor!
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Oswald Rehnquist
570
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Posted - 2013.11.15 01:01:00 -
[34] - Quote
I actually agree with this, and for those saying that it can be abused, you can currently suicide yourself to make a team lose and once TTK is open in FW you can purposeful get killed, its part of the game
What this does is give a trade off between the benefit to stacking all of them in a good well defended area vs having them more spread out without a hard restrictions of giving them a radius.
Below 28 dB
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Spectre-M
The Generals EoN.
100
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Posted - 2013.11.15 04:54:00 -
[35] - Quote
So if I drop my 5 sec uplink, then some blueberry drops his 10 sec right on top, I get penalized. Hell no.
They should just limit the amount of uplinks per team. I don't want my SP invested uplinks to be nerfed by dumb players dropping MLT craps.
I'll just switch to carry a scanner, and I know you don't want that. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7217
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Posted - 2013.11.25 03:46:00 -
[36] - Quote
Still want
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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SirManBoy
Molon Labe. RISE of LEGION
358
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Posted - 2013.11.25 10:41:00 -
[37] - Quote
No limits on equipment. EVER!
Sandbox creativity ftw! Deal with it. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7322
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Posted - 2013.12.07 05:31:00 -
[38] - Quote
SirManBoy wrote:No limits on equipment. EVER!
Sandbox creativity ftw! Deal with it. Stacking a bunch of uplinks clustered together... sooo creative. It wouldn't limit you anyway, it wouldn't prevent you from being able to do it.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7500
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Posted - 2013.12.17 06:23:00 -
[39] - Quote
Still want
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Terry Webber
Turalyon 514 Turalyon Alliance
364
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Posted - 2013.12.17 07:27:00 -
[40] - Quote
I'm not sure if anyone thought of this already but why not cap the Warpoints earned for uplinks like the Warpoints earned for repairing? The close proximity idea will be unnecessary as player will be more concerned about placement than about farming.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8074
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Posted - 2014.01.09 22:27:00 -
[41] - Quote
Still want
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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bogeyman m
Learning Coalition College
7
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Posted - 2014.01.15 04:53:00 -
[42] - Quote
CLONE117 wrote:since there r really only a few individual players that drop 50 uplinks in a single match.
y not just limit the players abillty to drop them lets say cut them down to where only a single person with uplinks can only deploy 1 uplink.
this means that they couldnt run several different uplinks on a logi suit and drop them all in the same area.
if they tried they would all get insta destroyed.
some what like std uplinks where if u deploy one in one area and deploy another the previous deployed one will disappear.
so if a team wants spam uplinks the entire team would need to be carry an uplink.
which would make them difficult to spam as it would be a pain just to try. and thus hurt those uplink spammers and actually give the other team a chance at taking the objective.
right now the only way to deal with uplink spam would be a well placed orbital.
this would mean the player couldnt just run up to an objective drop 50 uplinks all around the place and hold it forever.
it would mean they would have to actually be careful about the placement of their uplinks.
^This^ would also help the increasing lag problem.
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