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BlG MAMA
PLAYSTATION4
53
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Posted - 2013.04.21 13:57:00 -
[31] - Quote
OR CCP could make the respawn point on the ground ONLY , there is one many ignore , its next to MCC when you choose to respawn
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Sloth9230
Reaper Galactic
954
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Posted - 2013.04.21 17:38:00 -
[32] - Quote
Garrett Blacknova wrote:Sloth9230 wrote:slypie11 wrote:DeadlyAztec11 wrote:Bojo The Mighty wrote:Then they will AFK on the ground...solves nothing. You can kill them on the ground... unless their in the redzone My LAV says high. So do 90% of players in the match with weapon range greater than that of a Shotgun. Except most of them spell it "hi" instead, since it's a greeting, not a reference to being up in the air. lol |
Adstellarum
G I A N T EoN.
41
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Posted - 2013.04.21 20:18:00 -
[33] - Quote
da master beta wrote:Why not put a timer in the MCC? You have to drop within 10 seconds or die. It sucks to play a pub match and when it goes bad about a third of the way through, people start camping the MCC. I'd quit the match if not for the fact that I wouldn't get any SP or ISK from it - but I'd lose more from dying in dropsuits and equipment than I would gain if I played out the match.
Have you forgotten about the starter fits absolutely free |
Jedah McClintock
McClintock's Mercs
13
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Posted - 2013.04.21 20:24:00 -
[34] - Quote
I have a solution which is based on an idea of mine: MCC mounted weapons. Seems like the MCC should be able to fire back, and what better ammunition than AFK mercenaries? |
Adstellarum
G I A N T EoN.
41
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Posted - 2013.04.21 20:41:00 -
[35] - Quote
Garrett Blacknova wrote:Terrible ideas for how to solve the AFK problem:
-This one. -Many others, most of which are never going to be posted because, like this one should have, they fail the pre-posting "is this really a good idea?" test.
VALID solutions to the problem of MCC AFKers:
-Make the MCC floor open up as a "forced drop" mechanic if someone stays in there too long. -Make the inside of the MCC count as part of the redzone so you have 20 seconds to jump. -Rebuild the SP system to AKFing isn't rewarded like it is at present. -Plenty more, all of which still make sense after pausing for half a second to think "is this really a good idea?"
one way they could get rid of the afking sp gainers is to make all WP accumulated before capping count for 3x as much and remove the time in battle part because in skirmish you could make a battle go on for a very long time not sure how long it would take with just both the MCCs attacking each other without anyone taking a null cannon installation... ISK rewards would be contract acceptance merc fee (it would be a fixed amount for everyone they would get so say it would be 50k) then the rest is based on WPs, biomass destroyed (winning team gets more while the losing team less so if the winners get 20% more the losers would get 20% less.... lets go with a hypothetical battle to show..... Team A wins, each clone in an of itself is worth 80k isk but then you add in the fitings people roll on their suits and lets say that the cost of all the fittings and suits with clone cost totals 100 mil (I know not likely but it is a hypothetical battle) the Battle Contract itself was worth 15 mil... now since this is a Pub match in a draw each side would get 50 mil but with Team A being the winner they would receive 60 mil while Team B receives 40 mil, but Team A also receives 15mil on top for the win the 60 mil is split according to WP, then the 15 mil is split evenly between them all so if it was a 16 man squad they each get slightly less than a mil where as Team B only gets 50k isk plus the 40 mil split up |
Scheneighnay McBob
Bojo's School of the Trades
1276
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Posted - 2013.04.22 02:01:00 -
[36] - Quote
This would just make MCCs pointless. We just need to stop rewarding AFKers; maybe we shouldn't have even let people start spawning on MCCs yet, we clearly don't use them for anything. |
Shijima Kuraimaru
WarRavens
181
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Posted - 2013.04.22 02:30:00 -
[37] - Quote
Give people who spawn in the MCC a one minute kill timer. It'll give them a full minute on spawn in to orient themselves, position, then jump. Otherwise they die a red-zone type death. If one minute is too long then fourty-five, or even as little as thirty seconds.
Or even better. Players spending 30+ seconds in the MCC get flagged as friendly fire targets until they leave the MCC. Those shooting the FF flagged mercs are not FF flagged unless they go over 30 seconds as well.
The last one should be easiest and encourage occasional spawns into the MCC to kick out SP farmers. |
BlG MAMA
Mannar Focused Warfare Gallente Federation
54
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Posted - 2013.04.22 10:15:00 -
[38] - Quote
Scheneighnay McBob wrote:This would just make MCCs pointless. We just need to stop rewarding AFKers; maybe we shouldn't have even let people start spawning on MCCs yet, we clearly don't use them for anything.
no it wont make MCC pointless because the point is still to destroy it to win
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