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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Sylwester Dziewiecki
Interregnum.
315
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Posted - 2014.06.28 11:27:00 -
[1] - Quote
Jerricho Lionheart wrote:Hello there, while I may have no credibility as a game designer or expert player*, I was thinking of an interesting change to the battlefield that would make the game more intense and dynamic without the need to change much.
Seeing that there is NEVER going to be deploy-able installations, that a dramatic buff to the hit points of weapon installations would make a lot of sense. Right now, the only thing they are good for are Pilots and AVers to farm early warpoints at the beginning of a battle. They make seemingly no difference in battle and aren't really a threat to anybody with mild common sense. But, if they were buffed to a reasonable level (I'd say to about the EHP of supply depot) that people would take them far more seriously.
Imagine if pilots had to start strategically maneuvering around not only other tanks and forge gunners, but also powerful installations. Their teammates would now need to start carefully infiltrating the area and hack the installation for their team pilots to safely access the region. This would give scouts more EWAR focused missions to have (minmatar), add additional ways to setup fortified strongholds, and give some of the newer players and those without proper AV an actual chance to stand toe to toe with skilled pilots.
I haven't spent extensive time as pilot, so if any of you think this would be unreasonable, please speak up. Some of the current installation placements may make this idea problematic but I think so much could be added to the current meta with this change, and in a positive way. Thanks for your time and I'd like to know what you all have to say on the matter.
Problem of installations always consist in how quickly they can switch side and became extremely dangerous. Yes, they are dangerous that's why everyone is destroying them at the beginning of match. It has nothing to do with they EHP, they are silent-killers - if you will let blueberry to hack them, he will not defend them from enemy hack, when they are red and you retreat next to them with 25-35%HP left you are dead.
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Sylwester Dziewiecki
Interregnum.
316
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Posted - 2014.06.28 13:45:00 -
[2] - Quote
People, you are all crazy. Instead of focusing on reducing lag you want to waste CCP employees time on minor changes.
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Sylwester Dziewiecki
Interregnum.
316
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Posted - 2014.06.29 05:26:00 -
[3] - Quote
Nothing Certain wrote:Sylwester Dziewiecki wrote:Jerricho Lionheart wrote:Hello there, while I may have no credibility as a game designer or expert player*, I was thinking of an interesting change to the battlefield that would make the game more intense and dynamic without the need to change much.
Seeing that there is NEVER going to be deploy-able installations, that a dramatic buff to the hit points of weapon installations would make a lot of sense. Right now, the only thing they are good for are Pilots and AVers to farm early warpoints at the beginning of a battle. They make seemingly no difference in battle and aren't really a threat to anybody with mild common sense. But, if they were buffed to a reasonable level (I'd say to about the EHP of supply depot) that people would take them far more seriously.
Imagine if pilots had to start strategically maneuvering around not only other tanks and forge gunners, but also powerful installations. Their teammates would now need to start carefully infiltrating the area and hack the installation for their team pilots to safely access the region. This would give scouts more EWAR focused missions to have (minmatar), add additional ways to setup fortified strongholds, and give some of the newer players and those without proper AV an actual chance to stand toe to toe with skilled pilots.
I haven't spent extensive time as pilot, so if any of you think this would be unreasonable, please speak up. Some of the current installation placements may make this idea problematic but I think so much could be added to the current meta with this change, and in a positive way. Thanks for your time and I'd like to know what you all have to say on the matter.
Problem of installations always consist in how quickly they can switch side and became extremely dangerous. Yes, they are dangerous that's why everyone is destroying them at the beginning of match. It has nothing to do with they EHP, they are silent-killers - if you will let blueberry to hack them, he will not defend them from enemy hack, when they are red and you retreat next to them with 25-35%HP left you are dead. No one uses them because they get destroyed as soon as you do, if a scout doesn't put one in your head. Make them worth defending and people might defend them.
BS, people always will value more null-cannons over some stable installation that will not blowup they MCC from the sky. Beside, there was always a crowd of people here on forum raging on snipers that play no contribution to they own team - if this buff will go through, and players will start to effectively use installations we will have bunch of even worst snipers, because none on current installation are place so they can camp terminals directly.
Thats why I think that buffing installation without other changes is bad idea. I propose that we remove option to hack them, and bound them to team that holds null-cannon in they closest proximity - if someone will start the process of hacking null-cannon, defense system of installations is disable temporarily, as soon as hack is finish all installations is switching to defend that n-c. It will annihilate problem of unexpected silent-killers, and at the same point will make job of gunner more safe(because no one will come to hack it).
One more thing, there shouldn't be neutral installation at beginning of match. They should appear after n-c is hacked.
Nosum Hseebnrido
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Sylwester Dziewiecki
Interregnum.
320
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Posted - 2014.07.03 07:24:00 -
[4] - Quote
I want AAI(Anti-Aircraft Installation), with is set on angle to kill air vehicles but not ground one 15-90*.
Nosum Hseebnrido
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