Pilot Archive
Thread: Lets talk about PvP in deep space
my plan was this:
Players can run as many of their own factional programs as they want.
Can run 1 lvl 4 program from another faction.
Or 2 Lvl 1-3 from another faction.
Message Edited by Ducimus on 04-18-2005 08:54 AM
LeaphChausew wrote:No. removing or fixing weapon ol 3 really wouldn't do much.
*shrug* I'll agree to disagree.
Shona
Tumbler2002 wrote:
I was thinking of something like this as well.
my plan was this:
Players can run as many of their own factional programs as they want.
Can run 1 lvl 4 program from another faction.
Or 2 Lvl 1-3 from another faction.
What about all the Privateers Rebels that come in here looking for advice on missions and are told to make friends with Rebel/Imperial pilots to get their droid commands? This idea might be workable, but not with the commands distributed amongst the factions as they are now.
Edited to reflect Halyn's [better] data, below.
Message Edited by Sin-Vraal on 04-18-2005 09:23 AM
Their whole design decision to make the upper level pve enemies just have massive hitpoints and be a little faster has really messed up any chance of having a system that works with pvp and pve at the same time. So how do you get rebel shields to perform better in pvp and not pve?
Tumbler2002 wrote:
Their whole design decision to make the upper level pve enemies just have massive hitpoints and be a little faster has really messed up any chance of having a system that works with pvp and pve at the same time. So how do you get rebel shields to perform better in pvp and not pve?
Sin-Vraal wrote:
Why adjust the functioning of the shields between PVP and PVE, rather than the functioning of PVE relative to PVP? In other words, is there a good reason not to make the AI smarter, rather than just letting it cheat?
The AI adjustment that led to the change from Jousting to the current Circling that we see was overall regarded as a positive change (for both play experience and difficulty). TIE Aggressors will kite you and force you into their rear turret, while TIE Bombers will make more attempts to joust and get missile locks. TIE Advanceds and Ints will try to out turn you in a dogfight, while TIE Opps will use combinations of Bomber-stly Jousting (for missile locks) and Advanced-style turning to get blasters to bear. Alliance and Freelance models tend to follow the same guidelines based on ship type (but TIEs are always good examples).
Improved AI is almost always a welcome addition, but not always a practical request, unfortunately.
Shona
No. removing or fixing weapon ol 3 really wouldn't do much.
ROFL hahahahahahhah. That was hilarious, LOL hahahahah.
I have personally seen my capacitor run dry when not using weapon overload 3, and landed several shots and my enemy kept flying. Weapon Overload 3 is going to make a huge difference because all those people who depend on being able to fire constantly are going to have to deal with a 150% drop in firepower or save their shots for much better chances.
Fixing wpn overload 3 will have a drastic change in combat. Try using wpn overload 2 and watch how fast your cap runs out. Now use wpn overload 4 and watch your cap vanish. Imagine somewhere between those 2 and you'll see that pvp combat will change dramatically if for no other reason people won't want to shoot as much for fear of having no cap when they need it. Plus in order to use wpn overload 3 u should need to have a very strong reactor in the ship, currently the exact opposite is true. This one little program is messing everythign up and I will jump for joy when they finally fix it.
Sin-Vraal wrote:Tumbler2002 wrote:
Their whole design decision to make the upper level pve enemies just have massive hitpoints and be a little faster has really messed up any chance of having a system that works with pvp and pve at the same time. So how do you get rebel shields to perform better in pvp and not pve?
Why adjust the functioning of the shields between PVP and PVE, rather than the functioning of PVE relative to PVP? In other words, is there a good reason not to make the AI smarter, rather than just letting it cheat?
I think the reason they don't do this is simply because in order to make this happen enemy fire power would end up being strong enough to take out your ship in 2-5 hits. (?) and that probably wouldn't make people very happy... Imagine if the tie aggressor packed a corvette sized punch...
I think the best solution is to work toward a system that keeps pve more or less the same as it is now, save being able to take out cap ships so easy, and adjust pvp so that battles have more tactics involved besides blasting non stop.