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Thread: Deep Space PvP Decay

Fidgiter
Wed Nov 17, 2004 8:16 am
#14

In principle I agree however there are some kinks on how to impliment.


For example: I have my ship rather beat up from helping someone out on a Master Mission and have just enough left in her to get to the Deep Space sector where I get myself killed deliberately.


Should I suffer decay or not? If the answer is "No, you should not decay" then what is to stop cheeseballs from exploiting this to avoid decay? If the answer is "Yes" then how can you distiguish between the decayable damage and the nondecayable damage?


I find the whole "Could you kill me so I can get to the science outpost quickly" pvp/duels to be cheap and devalues the gaming experience. I don't want to see suicide zergers giving prestigue points to people so they can avoid decay. It ruins the appropriate recognition for PvP prowess and clutters the PvP enviroment with reckless stupid people.





Mayor Feliz, RSO Commanding Officer
FidgitCo Construction, Droid and Starships
Furnishing the Galaxy since September 2003
Dune Retreat Mall, Tatooine
Eeloominath
Wed Nov 17, 2004 8:51 am
#15

Full ACK on the initial post. The decay as it is now, is simply near impossible to compensate for by shipwrights. Even tho it's "only" 10% loss with every death, for PvP this is way too high imho. PvP's main aim is to kill and be killed. While this is incredibly fun, once the pvp damage is balanced out (i still vote for 10% original damage at most), dying AND decaying expensive hardware during PvP is nothing i would call 'a fun experience', especially when trying to PvP tactically and involving more expensive craft in the battles.

So:

1. Greatly reduce PvP damage
2. Completely remove PvP decay

For Deep Space i would like to bring in another issue (that might be harder to implement, i admit). When an imperial pilot is being killed in deep space (and/or Kessel), he spawn at Endor Station. Endor can do full 100% repairs.

If a neutral or rebel pilot is being killed in one of those zones, they either spawn in dathomir (neutral) or dantooine (rebel), and both stations only provide 80% repairs, making it necessary to hyper to some 100% capable station for repairs, while the imperials can directly reenter the battle-zones fully repaired. Taking a longer lasting large scale battle into account, imperials would always win by sheer saving of repair time.

I understand, that this might be relatively realistic (the empire HAS more manpower at hand than both rebels and neutrals), but gameplay wise i somehow feel this is something that puts two factions at a quite harsh disadvantage.

I'm not really sure if this should be changed tho, since on the other hand provides for a better challenge if you know that you have to be more careful as reb/neut, since you can't fully repair that easily. But the thought has crossed my mind quite a few times now.
Acrod_Novys
Wed Nov 17, 2004 9:05 am
#16






Eeloominath wrote:
Full ACK on the initial post. The decay as it is now, is simply near impossible to compensate for by shipwrights. Even tho it's "only" 10% loss with every death, for PvP this is way too high imho. PvP's main aim is to kill and be killed. While this is incredibly fun, once the pvp damage is balanced out (i still vote for 10% original damage at most), dying AND decaying expensive hardware during PvP is nothing i would call 'a fun experience', especially when trying to PvP tactically and involving more expensive craft in the battles.

So:

1. Greatly reduce PvP damage
2. Completely remove PvP decay

For Deep Space i would like to bring in another issue (that might be harder to implement, i admit). When an imperial pilot is being killed in deep space (and/or Kessel), he spawn at Endor Station. Endor can do full 100% repairs.

If a neutral or rebel pilot is being killed in one of those zones, they either spawn in dathomir (neutral) or dantooine (rebel), and both stations only provide 80% repairs, making it necessary to hyper to some 100% capable station for repairs, while the imperials can directly reenter the battle-zones fully repaired. Taking a longer lasting large scale battle into account, imperials would always win by sheer saving of repair time.

I understand, that this might be relatively realistic (the empire HAS more manpower at hand than both rebels and neutrals), but gameplay wise i somehow feel this is something that puts two factions at a quite harsh disadvantage.

I'm not really sure if this should be changed tho, since on the other hand provides for a better challenge if you know that you have to be more careful as reb/neut, since you can't fully repair that easily. But the thought has crossed my mind quite a few times now.






Interesting, I was not aware of these circumastances. Can you enlighten me on how this "in-flight repairs" feature for rebels works? However this does not solve the problem for neutrals--which I think is only fair, despite the fact I'm not sure what role they'd be playing in Deep Space--but then, what was Han Solo doing saving Luke's tail, heh heh.


If the "required repair at battle entry station' was in fact implimented (wow i'm delusional aren't I?), it could be 100% repair I suppose--the other feature that would need to be added then, is that you are required to repair if you enter, AND you are required to enter if you repair. Something like, this will cost xxxx prestige, and xxx credits to get your ship prepped, do you want to enter? Still, the droid command initialization lingers as an issue.




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T
Fidgiter
Wed Nov 17, 2004 9:22 am
#17






Acrod_Novys wrote:

Perhaps the only reliable way I can think of is to have the 'battlefield entry station' require you to repair your ship before entry, but that is a problem in terms of weapon/engine/reactor overloads (you'd want them on before entry--but they cause damage, and if repaired it resets the commands...). Help me out here, there's a solution I'm sure




This seems reasonable. When you go to enter the deep space the station checks the state of your ship. If there are any damaged components you are prompted that your ship has damage and repairs are required to enter deep space and it then offers to repair. If you accept the repairs you are launched into deep space.


When you are destroyed or damaged in deep space this damage would need to be distinguished from normal damage upon returning to normal space so I'll add the following.


When you leave Deep Space whether following destruction or using Hyperspace you are immediately prompted for whether you want special deep space repairs. These repairs are immediately made with reduced decay. (Because there is PvE content in Deep Space it shouldn't be decay free and being able to destiguish PvP vs PvE damage would still be problematic). Maybe Deep Space Decay would be 2.5% or 5% instead of 10%.



Mayor Feliz, RSO Commanding Officer
FidgitCo Construction, Droid and Starships
Furnishing the Galaxy since September 2003
Dune Retreat Mall, Tatooine
Eeloominath
Wed Nov 17, 2004 10:08 am
#18


Acrod_Novys wrote:

Interesting, I was not aware of these circumastances. Can you enlighten me on how this "in-flight repairs" feature for rebels works?





As rebel, you do the inspace repair command, a repairship spawns and approaches you, provided you're not moving away and are not being attacked, then after a minute or so, it'll tell you what the cost for the repair will be. You confirm your desire by entering the repair command again, and the repair ship will do an 80% repair, provided you're damaged enough, else it will just leave, annoyed and grumpy about the unnecessary call.

So what a rebel can basically do as of now after dying in deepspace/kessel, is spawn at dathomir station and /comm it, to get an 80% repair, or call the repair ship to do the same.

You COULD first call the ship, then ask the station to repair as well, which would then repair the left over 20% damage by 80% again. Still, this procedure takes lots of time compared to the respawn-fullrep-reenter kessel procedure any imperial can do.
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