Most of us have heard CCP Rattati's statement at FanFest about orbital strikes, and about how the "1% of the 1% ever actually did them". While I have no doubt that is true, what occured to me is that I don't think the current team is taking into account the lackluster way in which the system was designed, and how
boring it was for both sides.
Part of what I'm working on right now is studying to take the Air Traffic Standardized Aptitude Test, and one of the test portions combined with a conversation with Leither Yiltron brought me to an idea.
During the tournament they did between EVE and Dust at FanFest 2012, the timer on the satellite recycled every 30 seconds, and that was part of what made the EVE strikes seem so dangerous, even though they still required someone on the ground to designate them.
The idea I'm about to present assumes a larger-scale model for Territorial Warfare such that the power of orbital strikes is controlled by the size of the available battlefield. It also assumes the presence of functional orbital defense weapons on the surface as we were originally proposed back in 2012, and that a Commander is also present with an RTS-style interface of the battle from the MCC, also proposed in 2012.
My idea is basically the following:
- An EVE player can equip a module that let's them link with the "District Satellite" and is then given an overhead map of the battle zone
- The EVE player can drop strikes at will, but the map has a VERY slow update rate (10 or even 20 seconds), making dropping strikes dangerous
- The commander in the MCC can "prioritize updates" in a region of the map that then causes that part of the map to update every second for the EVE player connected
- Orbital defense weapons will automatically engage the EVE player if they stay over the "District" for too long. This prioritizes being in contact with Nova forces on the ground such that they can disable those dangerous installations.
In an ideal world, this could be combined with CCP Habakuk's dream of one day having the orbital bodies in EVE behave properly and actually
move in which case we could use a simplified system like having the satellites fixed in space while the planet rotates beneath them (or whatever is simpler on the backend). If the EVE player can only drop strikes while they're overhead, it means they have to periodically reposition which would help fight the fatigue of just sitting in one spot in space for ages waiting for that targetting pop-up that all of us who did orbitals in Dust are intimately familiar with.
Barely any EVE players did orbital strikes because they were painfully boring and the infrequent nature of them meant that they honestly had little impact anyway. I believe that a system that's more active and fluid and relies on more cooperation on both sides could make the experience of dropping strikes exciting for players of both games.
Anyone got anything to add? Suggestions or parts of this you think could be changed?