Pilot Archive

Thread: Lets talk about PvP in deep space

VemaGara
Mon Apr 18, 2005 6:12 am
#14

Perhaps some programs should be exclusive? For example, you can run, at most, two programs at once. For example, the Imperials could run both weapon and engine overload. If they wanted cap overload, they need to choose to drop weapons or engine overloads. THAT would be a brutal but effective system of tradeoffs.



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
Tumbler2002
Mon Apr 18, 2005 7:55 am
#15

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.
Sephia
Mon Apr 18, 2005 8:17 am
#16

wouldnt it be nice if the droid commands only lasted a certain amount of time. Aka you fire up engine overload 3 to get more manuverability, but it lasts only4 min, and cannot be restarted untill 5 min is over.


overload 1: length of activation 20min| downtime 5min

overload 2: length of activation 8min | downtime 5min

overload 3: 4 min | 5min

overload 4: 2 min | 5 min


This would always keep a vulnerability duration, whether it be shields, weapons, or engines.



Sephia Therifoh
Cerberus, Dantooine
Master Bounty Hunter
Master Squad Leader
Carbineer xxx4
Novice Medic
Ducimus
Mon Apr 18, 2005 8:54 am
#17

Without going into details, but on a philisophical level, i think every droid command should have it's own Yen and Yang. The use of one, disallows the use of the other. In effect, making the pilot make decicsions as to exactly how to "configure" his ship for that given situation.

Message Edited by Ducimus on 04-18-2005 08:54 AM



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
LeaphChausew
Mon Apr 18, 2005 9:03 am
#18

No. removing or fixing weapon ol 3 really wouldn't do much.


A lot of pvp in space is sorted out in one shot kills but if people start relying on not getting hit in the first place rather than counting on their shields then they may find themselves winning more.


If rebel, try flying an A-wing

If Freelance, try a Dunelizard and if Imp, I very much promote the TIE Advanced or Squint.


Have fun.

SheenaBrelya
Mon Apr 18, 2005 9:10 am
#19



LeaphChausew wrote:
No. removing or fixing weapon ol 3 really wouldn't do much.




*shrug* I'll agree to disagree.

Shona
Sin-Vraal
Mon Apr 18, 2005 9:11 am
#20






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

Halyn
Mon Apr 18, 2005 9:18 am
#21

Limiting out-of-faction droid programs changes the balance of things as they are now. Using unlimited from your own faction and two level 3s from another, let's look at our options:


Privateer

Weapon Capacitor Overload 3

Capacitor to Shield Shunt 4

Reactor Overload 3


*Plus*


Weapon Overload 3

Engine Overload 3


Imperial

Weapon Overload 3

Engine Overload 3


*Plus*

Weapon Capacitor Overload 3

Capacitor to Shield Shunt 4


Rebel

No overload programs available directly to Rebels


*Plus*

Engine Overload 3

Weapon Overload 3


*or*

Capacitor Overload 3

Capacitor to Shield Shunt 4



Moving to a limitation system would mean that either a.) At least one faction gets screwed or b.) programs would need to be redistributed among the pilot lines. Using the current scenario, Rebel pilots are suddenly at a massive disadvantage to both Imperial and privateer pilots, and privateers could continue their current playstyle.




Halyn Lance -- Rara Avis Flight School
Common sense is highly uncommon.
...has mastered the Pilot profession.
"I'll type this slowly so even Imperials can understand..."--Michael Stackpole, RS IRC
Tumbler2002
Mon Apr 18, 2005 9:46 am
#22

Very good points Halyn, I think the rebel droid programs need some serious loving to be honest. Considering that most of the programs for the other sides give bonus with very little negatives the rebel programs should be much more effective. (they currently are very well balanced giving boosts in one area and taking away in another. I'd like to see them get programs that double, triple and quadruple the shield power. Would make using their shield programs worth the trouble and in general would feel a lot more star warsy. The whole philosophy behind rebels is survivability it seems (considering all their specials are repair and replenishment stuffs) and giving them massive shields would bring that pilosophy to life. Only problem is those programs would really mess up pve. Perhaps making them a master reward would fix that?

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
Mon Apr 18, 2005 9:54 am
#23








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?
SheenaBrelya
Mon Apr 18, 2005 10:03 am
#24



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
Tumbler2002
Mon Apr 18, 2005 10:07 am
#25

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.
Tumbler2002
Mon Apr 18, 2005 10:14 am
#26



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.
Page 2 of 6