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Thread: 2 reasons noone goes overt in space
Ducimus
Wed Mar 23, 2005 5:49 pm
#27
Excepting of course your grinding FP, and don't want to be found - which im guessing is often the case.
That said, i always fly anon no matter what i do - it helps cut down the amount of annoying tells.
EDIT:
Besides, if you want to find overts, you have to think about it. Prime places to find overts:
Datooine and Endor.
All overt imperials and rebels pass through those two sectors in transit to kessel or deepspace. Run a blockade, you'll find some. I do all the time.
That said, i always fly anon no matter what i do - it helps cut down the amount of annoying tells.
EDIT:
Besides, if you want to find overts, you have to think about it. Prime places to find overts:
Datooine and Endor.
All overt imperials and rebels pass through those two sectors in transit to kessel or deepspace. Run a blockade, you'll find some. I do all the time.
Message Edited by Ducimus on 03-23-2005 04:56 PM
OdiousEncounter
Wed Mar 23, 2005 7:54 pm
#28
I wonder if we'd see more people overt if rather than having to fly to a station to go overt, it was just a choice when you launched your ship. There might be some people who don't even know how to go overt, as you're never really directed to those stations. It would also help for those who were too lazy to go overt, or those who just plain forgot.
sillyrack
Thu Mar 24, 2005 6:05 am
#29
Simply put it ill only go overt in ds.. for FP. Not that im scared of pvp I even do it in a Xwing which apparently isn'tthe ship of choice forit.I love pvping in space but I've worked hard to get just the right components for my Xwing and I don't want them decaying cause I get blown away out of ds. Some of the parts I have I'll never have again like the pre nurf engine! I wouldn't risk these parts for pvp that I can quite happily do in DS without risking them. Theres no point.
quadpers0n
Thu Mar 24, 2005 6:44 am
#30
atytula wrote:
Ducimus wrote:
Incorrect on both points.
The main reason why more people don't go overt in space is simply because, for whever reason, they do not wish to PvP.
The motivation to go overt however, is there. Space, most specfiically , Deep space, is arguably the best source of FP in the game. However, with that reward comes a risk - one most people won't take simply because they can get FP saftely on the ground, albiet at a MUCH much slower rate, or they simply aren't advanced enough in the piloting tree, or simply don't know any better.For the most part, I disagree Ducimus. There are a lot of poeple that don't PvP because there are no real goals. As an example, play Xwing or Tie Fighter. They are both games where you go into space and have a specific set of objectives. Most people would not have a problem PvPing if they knew the objectives and had a good idea of the resistances.Example: Would the Rebels send an attack squadron to take out a corevette if they new there was an ISD near by? or 4 squadrons of TIE Interceptors. No, they would either call off the mission or get a bigger attack force. Granted, there are always cases where an enemy is hiding ships, and that is fine, but in JTL (and even SWG) there is no constant. There is no "mission".PvP shouldn't be based on being overt, but rather based on your current mission. Some basic missions will always be PvE, for those that truely don't want to PvE, but if a pilot wants more of a challenge, they can sign up for a PvP/PvE mission and will be given a set of goals. As an example, destroy a corvette, or escort bombers who are destroying a corvette. The mission would play outwith a basic NPC corvette and NPC escorts, and an NPC bomber squad would come in with their escorts. The NPCs generated would not be enough to win the mission, and that is where the players come in.Now, PvP is only a part of a PvE and while there are variables in play, a player knows that he won't get ganked by a squadron of overt players but rather by enemy players who took the opposite mission from them (IE: if you are taking out the corvette, their mission is to protect the corvette from an expecting attack) and there could be a limit placed on the number of openings in a mission.Another problem with PvP is it works under a different model then PvE. PvE, as you fight higher tiered NPCs, their stats go up, and when it comes to sheilds and armor, it goes up dramatically. This means, it could take as many as 50 hits to take out some Tier 5 fighters, maybe more. While the PvP component only requires 10 hits at most, depending on how good your equipment is. When the models are this different, mixing PvP with PvE becomes fustrating, so you are left with spend your time PvE or spend your time PvP, and as PvP yeilds little to no reward, people PvE.To me, a simple way to fix this, is balance the two models. Nerf the NPC ships so they take fewer hits and deal a bit more damage, and raise the shields and armor for all players. What will happen is fighting a master pilot and fighting a tier 5 NPC will result in the same fight, except the master pilot is a player and skill becomes a factor.
just a quick point about this, at the highest level of looted weapons the NPCs and PCs do become remarkably similar, the difference between 1 shot and 4 or 5.(on fighters) i do agree that a disparity does cause some frustration. i would think that slightly nerfing npc armor and shields, then raising PCs to a 2-3 shot pvp system (at high level guns) using the whole "deflector instead of shield" mechanic that has been discussed would eliminate the disparity.
we always have to view our requests through the filter that not all player weapons are the same though, nerfing npcs across the bat would give the higher level players a field day, etc.
Vegitaa
Thu Mar 24, 2005 12:20 pm
#31
Well, currently I'm Smugglers Alliance so the whole nuetral/overt thing is kind of a pain currently... but.. I do plan on going back Imp soon.
While I was Imp (Black Epsilon/Imperial Inquisition) I would launch, run my proggies, Hyper to Endor to go Overt, then literally patrol through all sectors looking for overt Rebels. I would display my rank, my title of Imp Ace, and be completely searchable.
Sure, I've jumped a few Rebels in Dantooine who weren't quite "aware" that Imperials would try to blockade them, but hey, thats space for ya. I need to figure out this whole nuetral overt thing soon though, Been too busy grinding through the prof to stoip and smell the roses so to speak.
/salute to all honorable Rebel pilots
/salute to my previous brothers in the Imperial Service
/ShotofTequila to all my Nuetral Brethren!
Insidius
Thu Mar 24, 2005 12:57 pm
#32
I'm always overt in space, even if I'm just helping a friend with missions. Great faction points are to be had in space, which you can only get if you're overt.
When people see an overt KSE, they think 'ooh, I'll mess him up and damage his firespray, that pretentious elitist pig!' and that's when they get a rude awakening.
When people see an overt KSE, they think 'ooh, I'll mess him up and damage his firespray, that pretentious elitist pig!' and that's when they get a rude awakening.
Ducimus
Thu Mar 24, 2005 3:16 pm
#33
>>For the most part, I disagree Ducimus. There are a lot of poeple that don't PvP because there are no real goals
>>
There is a reason, and there are goals, although most people dont realize it.
That reason is control of deepspace.
Deepspace is of strategic value now. It is quite literally, a factional base supply depot. The amount of FP to be harvested there can make base purchases fast, and ridculously easy, as well as other factional equipment.
It is a resource to be used to the fullest, or denied to the enemy.
But, again, most people dont realize this, infact, ill bet most ppl dont even realize how much FP is to be had there.
>>
There is a reason, and there are goals, although most people dont realize it.
That reason is control of deepspace.
Deepspace is of strategic value now. It is quite literally, a factional base supply depot. The amount of FP to be harvested there can make base purchases fast, and ridculously easy, as well as other factional equipment.
It is a resource to be used to the fullest, or denied to the enemy.
But, again, most people dont realize this, infact, ill bet most ppl dont even realize how much FP is to be had there.
JoxxPuduu
Thu Mar 24, 2005 4:57 pm
#34
A lot of you have some very good points thatI agree with to make PvP in space more enjoyable. The way I see it now, if 2 Master Pilots encounter each other in space its mostly a one or two shot scenario then its back to a station for repairs after ejecting. How fun. But really, the whole basis of JtLS was the notion that it was all about aplayers skill with a joystick or mouse and keyboard, not a uber weapon and 90% kinetic armor. Like it is on the ground. My experience in space tells me its all about shields and weapons. HeckI don't even use armor.Its inefective and takes up ship mass that could be used to maybe put that extra nice gun on your Oppressor. Look, if it takes a player 20 hits to kill another player instead of 1 or 2, that means you have the oppurtunity to make evasive moves and then we're having fun. Make it harder for us to kill each other for crap sakes. MuaHAHAHAHA!!!! But for me,I go Overt in Space everywhere, just in the hopesI run into another Overt. But the way it currently is going, that might happen 1 out of 100 times I launch in space.
Message Edited by JoxxPuduu on 03-24-2005 06:18 PM
Venom1300
Thu Mar 24, 2005 6:33 pm
#36
atytula wrote:
Ducimus wrote:
Incorrect on both points.
The main reason why more people don't go overt in space is simply because, for whever reason, they do not wish to PvP.
The motivation to go overt however, is there. Space, most specfiically , Deep space, is arguably the best source of FP in the game. However, with that reward comes a risk - one most people won't take simply because they can get FP saftely on the ground, albiet at a MUCH much slower rate, or they simply aren't advanced enough in the piloting tree, or simply don't know any better.For the most part, I disagree Ducimus. There are a lot of poeple that don't PvP because there are no real goals. As an example, play Xwing or Tie Fighter. They are both games where you go into space and have a specific set of objectives. Most people would not have a problem PvPing if they knew the objectives and had a good idea of the resistances.Example: Would the Rebels send an attack squadron to take out a corevette if they new there was an ISD near by? or 4 squadrons of TIE Interceptors. No, they would either call off the mission or get a bigger attack force. Granted, there are always cases where an enemy is hiding ships, and that is fine, but in JTL (and even SWG) there is no constant. There is no "mission".PvP shouldn't be based on being overt, but rather based on your current mission. Some basic missions will always be PvE, for those that truely don't want to PvE, but if a pilot wants more of a challenge, they can sign up for a PvP/PvE mission and will be given a set of goals. As an example, destroy a corvette, or escort bombers who are destroying a corvette. The mission would play out with a basic NPC corvette and NPC escorts, and an NPC bomber squad would come in with their escorts. The NPCs generated would not be enough to win the mission, and that is where the players come in.Now, PvP is only a part of a PvE and while there are variables in play, a player knows that he won't get ganked by a squadron of overt players but rather by enemy players who took the opposite mission from them (IE: if you are taking out the corvette, their mission is to protect the corvette from an expecting attack) and there could be a limit placed on the number of openings in a mission.Another problem with PvP is it works under a different model then PvE. PvE, as you fight higher tiered NPCs, their stats go up, and when it comes to sheilds and armor, it goes up dramatically. This means, it could take as many as 50 hits to take out some Tier 5 fighters, maybe more. While the PvP component only requires 10 hits at most, depending on how good your equipment is. When the models are this different, mixing PvP with PvE becomes fustrating, so you are left with spend your time PvE or spend your time PvP, and as PvP yeilds little to no reward, people PvE.To me, a simple way to fix this, is balance the two models. Nerf the NPC ships so they take fewer hits and deal a bit more damage, and raise the shields and armor for all players. What will happen is fighting a master pilot and fighting a tier 5 NPC will result in the same fight, except the master pilot is a player and skill becomes a factor.
I agree about nerfing the npc health. In rogue squadron i could kill ties with one hit. Having to fly around in circles for a while chipping away at an enemy seems just wrong, especially when pvp is completely different. I like the pvp system, but i wish i could kill npcs using the same techniques
xTekx
Thu Mar 24, 2005 6:39 pm
#37
TK-84 wrote:
Because space is teh el' lamo.
why do you even bother posting? if you don't like space then don't fly.just because you think its lame doesn't mean it is, and doesn't mean other people won't enjoy it. your opinion.
xTekx
Thu Mar 24, 2005 7:00 pm
#38
JoxxPuduu wrote:
A lot of you have some very good points thatI agree with to make PvP in space more enjoyable. The way I see it now, if 2 Master Pilots encounter each other in space its mostly a one or two shot scenario then its back to a station for repairs after ejecting. How fun. But really, the whole basis of JtLS was the notion that it was all about aplayers skill with a joystick or mouse and keyboard, not a uber weapon and 90% kinetic armor. Like it is on the ground. My experience in space tells me its all about shields and weapons. HeckI don't even use armor.Its inefective and takes up ship mass that could be used to maybe put that extra nice gun on your Oppressor. Look, if it takes a player 20 hits to kill another player instead of 1 or 2, that means you have the oppurtunity to make evasive moves and then we're having fun. Make it harder for us to kill each other for crap sakes. MuaHAHAHAHA!!!! But for me,I go Overt in Space everywhere, just in the hopesI run into another Overt. But the way it currently is going, that might happen 1 out of 100 times I launch in space.
Message Edited by JoxxPuduu on 03-24-2005 06:18 PM
I find it very fun and very exciting. When I'm engaging another player I know that at any moment I could get killed. Its in those precious seconds that I have the MOST fun playing this game. I KNOW that one slip up on my part and i'm nothing more then space dust. It's a rush. And for me, i like it.
If you want to make it where it takes a person 20 hits to kill someone else so that the other person has time to take evasive actions then go play on the ground. That's where it takes lots and lots of hits to kill someone. In space if you make it where it takes 20 hits to kill someone then it becomes just like the ground because it would require that if you want to pvp you would need a super uber weapon to even compete with that person. Not mention that it would turn into a circle fight just like when you fly against npc's.
Ducimus
Thu Mar 24, 2005 7:20 pm
#39
>> My experience in space tells me its all about shields and weapons
>>
Not really, what chassis you use, and especially what engine you put in it is what effects you the greatest.
>>Look, if it takes a player 20 hits to kill another player instead of 1 or 2, that means you have the oppurtunity to make evasive moves and then we're having fun
>>
Not really. What happends when you have two good pilots go against each other is it takes like 10-15- even 20 secondsto score a hit. A second or two in space PvP is a long time. You have plenty of time to make evasive manuvers. The thing is if you make it take 20 hits to kill someone, no one will ever die. No ones going to fly still for you, and In those 10-15 seconds it takes to score a hit, is almost the same time it takes to shunt your capacitor to shield and now your back to square one.
Spoken like a template stacker. Ain't no buffs, no 80% composite, no defensive stacking to hide behind up in space; and no, grinding umpteen hours to be jedi for the instawins wont help you either. Its all about your skill as a player, not how long you spend grinding artificial skills on your toon.
Space PvP, for people who don't need a crutch to be compedative. If you can't handle it, stay on the ground.
>>
Not really, what chassis you use, and especially what engine you put in it is what effects you the greatest.
>>Look, if it takes a player 20 hits to kill another player instead of 1 or 2, that means you have the oppurtunity to make evasive moves and then we're having fun
>>
Not really. What happends when you have two good pilots go against each other is it takes like 10-15- even 20 secondsto score a hit. A second or two in space PvP is a long time. You have plenty of time to make evasive manuvers. The thing is if you make it take 20 hits to kill someone, no one will ever die. No ones going to fly still for you, and In those 10-15 seconds it takes to score a hit, is almost the same time it takes to shunt your capacitor to shield and now your back to square one.
TK-84 wrote:Because space is teh el' lamo.
Spoken like a template stacker. Ain't no buffs, no 80% composite, no defensive stacking to hide behind up in space; and no, grinding umpteen hours to be jedi for the instawins wont help you either. Its all about your skill as a player, not how long you spend grinding artificial skills on your toon.
Space PvP, for people who don't need a crutch to be compedative. If you can't handle it, stay on the ground.