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CCP Greyscale

Posted - 2011.08.15 10:52:00 - [1]
 

This set of threads exist to collect feedback for the separate parts of the devblog "Nullsec Development: Design Goals", which can be found here.


This thread is about: Small Combat


Please read the blog and give specific feedback on this area of the blog. The more precise, reasoned and comprehensive you can be, the better we can utilize your feedback Smile

Pattern Clarc
Aperture Harmonics
K162
Posted - 2011.08.15 11:16:00 - [2]
 

Edited by: Pattern Clarc on 15/08/2011 11:19:33
small gang PvP?
1-50 ships? Larger? Too Large? Is that 1-50 super caps? I guess we all have a loose definition, but what do we all really want and why?

Personally, my experience in w-space has shown that small gang pvp can work with limited caps, that PvP is best when small gangs find each other (not the odd gank, and not shooting dumb inanimate objects) and when there are general constrains on what people can bring, both in numbers (absolute) and in (ship class) size.

Whether you build these constrains as soft (penalties/diminishing returns to large fleets) or hard (eg system size limits) is the question. Incentives for small gangs though aren't necessary - and would be difficult to be applied without benefiting larger fleets.

Failing the above, you could always do combat simulators. Cool

Green Shift
The Cake Collective.
Veni Vidi Vici Alliance
Posted - 2011.08.15 11:24:00 - [3]
 

Edited by: Green Shift on 15/08/2011 11:31:26
Actual Pillaging thats not shoot at x stationary ehp but have a system filled with Haven 'eggs' that need time to mature and have us loot and pillage them. Making their pve people unhappy enough to want to just bring a fight.

Also larger alliances using titan jump bridges to give small gangs no chance is just not fun.

Edit: Also a distinction between small (2 - 12) and medium (20+) should be made. They play completely differently.

Dragonzchilde
Minmatar
BURN EDEN
Northern Coalition.
Posted - 2011.08.15 11:46:00 - [4]
 

Give us back snipers.

Burn Eden never uses more than 15 actual combat ship, gets a high K/D.

We are never there to take over but only disrupt and harass.

If you use brains than we are easy to get countered by non blob fleets but then ... CCP nerfed all those options as well.

Send us a mail CCP and we will explain some more. We are not going to give our tactics away on the forum

Walextheone
The Red Circle Inc.
Posted - 2011.08.15 12:59:00 - [5]
 

To give some more diversity to small fleet pvp in 0.0 keep pressing the balance of races.

Minmatar is the fastest and have decent range
Caldari is fast and have a very good damage projection
Amarr and Gallente are both brickish and have huge problem to fight in 0.0 due to kite / rush / nano fleets that are the nature of 0.0 roaming.

Now Gallente and Amarr are almost confined (with exceptions of course) to station games and wormhole space where speed and range doesn't matter that much.


More players could enjoy small scale pvp in 0.0 if you find mechanics for adjusting thoose two races a bit.


Rhinanna
Minmatar
Brutor Tribe
Posted - 2011.08.15 13:00:00 - [6]
 

Hot-dropping and insta-bridges are simply what need to be nerfed. You can't engage any of a big alliance's gangs in a small fleet without the fear its going to hot-drop a load of caps on you, which is just fun killing.

Without that, null is perfect for small combat.

Ugleb
Minmatar
Sarz'na Khumatari
Ushra'Khan
Posted - 2011.08.15 13:36:00 - [7]
 

Quote:
Reward local knowledge

Doing research on and scouting of the area you're running fleets in, and getting a feel for the layout and the local quirks, should give you a small but noticeable advantage over other fleets without this knowledge. This tilts the advantage slightly in favor of the defender against random gangs, but allows aggressors to negate that advantage with some work. Furthermore, using this sort of knowledge makes people feel smart, which in turn makes them enjoy themselves more.


What if EVE had features such as 'nebulas' (nebulae?) that are (semi-?)permanent anomalies that need to be scanned down, but allow for any ships hiding in them to not appear on the scanner? If I knew that there is a nebula in the system I could hide my small gang in it to mask our fleet composition, only to be busted if the other gang knew it was there too.

Inferno Styx
Caldari
Posted - 2011.08.15 13:59:00 - [8]
 

Right now small roams seem kind of limited to fly around and look for dumb ratters that haven't been paying attention to intel channels. I'd like to see another way of hurting an alliance other then forcing ratters to log into an empire alt.

Move the Moon Harvester out of the POS Shield and allow it to be Incapped. Decent sized gangs (20-30) would be able to tank a POS long enough to knock 1 or 2 offline then that forces your enemy to take the time to repair that.

Reduce HP of Station Services- Lots of corps take pot shots at them to send people that annoying mail but if you reduce the HP of them small gangs could be given a awesome way to harass an opponent.

Both of these things are designed to be a "Well we chased the ratters into their holes and they don't seem to be forming a defense so let's burn their space down." Not the main reason for the roam to go out more of a way to make sure that roams are out doing something productive and not coming home with nothing to show for it.

Furb Killer
Gallente
Posted - 2011.08.15 14:08:00 - [9]
 

Edited by: Furb Killer on 15/08/2011 14:11:34
Originally by: Dragonzchilde
Give us back snipers.

Burn Eden never uses more than 15 actual combat ship, gets a high K/D.

We are never there to take over but only disrupt and harass.

If you use brains than we are easy to get countered by non blob fleets but then ... CCP nerfed all those options as well.

Send us a mail CCP and we will explain some more. We are not going to give our tactics away on the forum

Combat kinda implies that both sides are shooting each other. Your way of pvp is just as focussed on reducing the risk of being killed to the absolute bare minimum as the blobs you like to complain about do.
And if you still get your high K/D, why should anything be changed?

Yes sniping should be a viable option, but at the same time being in 0.0 space should be dangerous for everyone, unprobable alligned snipers also kinda defeated that idea.

Dwindlehop
Stimulus
Rote Kapelle
Posted - 2011.08.15 14:41:00 - [10]
 

I would note that current game mechanics do not support the nomad lifestyle you seem to want to force on "small combat" alliances. Carriers, motherships, and titans all require a player to log in frequently and in your timezone in order to become a base of operations. We need a nomadic base which can be accessed across all time-zones without a player who must be online constantly. The nomad base shouldn't be tied to any industry/manufacturing like POS are; it should really only be for PvP activities. It could require significant investment, but it would also need the capability to retreat rather than be blown up when a large space alliance gets tired of being raided.

I strongly support the "incentives for small combat" bullet. I would much rather be doing something very high risk in someone else's space with the opportunity to produce PVP than messing around with solo PVE to get money. Reward the PVP pilots taking a risk. That's good game design.

Your other points seem fine.

ThisIsntMyMain
Posted - 2011.08.15 15:33:00 - [11]
 

Typical evenings roaming goes something like this ....

1. Form up fleet. Argue about what to bring. 20 minutes wasted
2. Send the scout out to find something that isn't a macro and wants to fight. Anywhere between 30 mins and 2 hours.
3. Camp a station somewhere, spam local and make the residents get a gang together so we can shoot something. 20 more mins wasted
4. Finally find a gang smaller than us. Start shooting it
5. Frantically try to shoot the cyno that just opened
6. Die in a ball of fire.
7. Profit ? Derp. I think not.

Hotdropping with a titan is just too ***** easy. DDing a hurricane shows you really didn't need the titan.

Nerf Titan Bridges. I already posted how in the Logistics and Movement thread. If you want to hot drop use Black ops and Bombers instead.

Provide infrastructure targets for small gangs to disrupt.
- Shooting the JB should put it offline for an hour.
- Shooting that moon mining POS for 10 minutes should shut it down for the rest of the day.
- Shooting the customs office means someone has to anchor a new one - who cares if its only worth 2 or 3 mill.
- It should be easy to knock out station services. If you won't come out and fight we should be able to make your life difficult. And yes, you should have to undock your carrier for 10 minutes to fix them.

Catrha Steinard
Posted - 2011.08.15 15:56:00 - [12]
 

Idea: Small gangs interfere with sov upgrades.

A small gang roams around looking to disrupt their enemy in any way possible, mainly in kills/camping. What if they were allowed to knock out sov upgrades such as the anom and mining upgrades. The small gang (1-50) would warp to the IHUB and shoot at the module upgrades (not the IHUB itself). These modules would have 2-4m HP? (not an expert on DPS ratios, but enough to make it so that a small gang can incapacitate it in a reasonable amount of time). These modules would act in the same manner as station services and would require repair to come back online and would not have a "reinforcement timer". It will be fixed when the owners rep it. I believe this idea would produce a lot more small combat because it stops people from PVE'ing directly and forces the residents to react to threats in their own territory. The only way to counter this roaming fleet is to have your own defense fleet, multiple roaming gangs in your territory? Then you need multiple defense fleets. Hostiles left the area? Time to form a repair fleet and then get back to PVE'ing before the next roaming fleet comes around. Just a thought.

CCP Greyscale

Posted - 2011.08.15 16:44:00 - [13]
 

Originally by: Ugleb
Quote:
Reward local knowledge

Doing research on and scouting of the area you're running fleets in, and getting a feel for the layout and the local quirks, should give you a small but noticeable advantage over other fleets without this knowledge. This tilts the advantage slightly in favor of the defender against random gangs, but allows aggressors to negate that advantage with some work. Furthermore, using this sort of knowledge makes people feel smart, which in turn makes them enjoy themselves more.


What if EVE had features such as 'nebulas' (nebulae?) that are (semi-?)permanent anomalies that need to be scanned down, but allow for any ships hiding in them to not appear on the scanner? If I knew that there is a nebula in the system I could hide my small gang in it to mask our fleet composition, only to be busted if the other gang knew it was there too.


This is an interesting idea.

Originally by: Dwindlehop
I would note that current game mechanics do not support the nomad lifestyle you seem to want to force on "small combat" alliances. Carriers, motherships, and titans all require a player to log in frequently and in your timezone in order to become a base of operations. We need a nomadic base which can be accessed across all time-zones without a player who must be online constantly. The nomad base shouldn't be tied to any industry/manufacturing like POS are; it should really only be for PvP activities. It could require significant investment, but it would also need the capability to retreat rather than be blown up when a large space alliance gets tired of being raided.

I strongly support the "incentives for small combat" bullet. I would much rather be doing something very high risk in someone else's space with the opportunity to produce PVP than messing around with solo PVE to get money. Reward the PVP pilots taking a risk. That's good game design.

Your other points seem fine.


Yup, the base-of-operations issue is a big deal that needs to be looked into.

Shasz
Angels of Anarchy
Posted - 2011.08.15 16:54:00 - [14]
 

Originally by: Ugleb
Quote:
Reward local knowledge

Doing research on and scouting of the area you're running fleets in, and getting a feel for the layout and the local quirks, should give you a small but noticeable advantage over other fleets without this knowledge. This tilts the advantage slightly in favor of the defender against random gangs, but allows aggressors to negate that advantage with some work. Furthermore, using this sort of knowledge makes people feel smart, which in turn makes them enjoy themselves more.


What if EVE had features such as 'nebulas' (nebulae?) that are (semi-?)permanent anomalies that need to be scanned down, but allow for any ships hiding in them to not appear on the scanner? If I knew that there is a nebula in the system I could hide my small gang in it to mask our fleet composition, only to be busted if the other gang knew it was there too.


I like this idea a lot! Very nice...

It provides for local knowledge advantages, gives scouts something to do (go visit those sites to make sure there isn't anyone hiding there) and provides for interesting terrain possibilities.

Fabuloso Grand
Posted - 2011.08.15 16:58:00 - [15]
 

I would still like to see a few more mechanics that potentially take advantage of support roles. Currently, the Assault Frigate and Electronic Attack ships are really pretty pointless. It would be neat to try and actually revamp some of those currently pointless ships with roles that work defensively - currently, there's projected ECCM and Remote Reps - if there could be a projected Warp Strength or a way to boost resists for folks in gang (especially if there were some way to only have it scale to the small gang), having more defensive measures / evasive measures are what are really lacking.

I'd really like to see the idea of the Heavy Interdictor (do an effect within a range) applied to a defensive idea instead of only having the bubble as an option. If Electronic Attack Ships had some kind of defensive ECM role or something creative off that with the Assault Frigate.

Without defenses, numbers of a large fleet will invariably stomp on a small fleet. The issue is not having those defenses scale the same to a large fleet as well.

Zirse
Minmatar
Brutor Tribe
Posted - 2011.08.15 17:06:00 - [16]
 

Give them the ability to **** with:

moongoo reactors (time based, comes back online automatically?)
player PI chains (small isk sink?)
drop 'pirate' warnings to keep rats away (frigate sized hp, large m3 so not too spammy)

MeBiatch
Posted - 2011.08.15 17:36:00 - [17]
 

could you also provide your ideas on solo work (1-5 man fleets and ideas on how to make them more viable)

also 5-50 is too general 5-20 is small scale while 21-50 should be consitred mid scale...

Dragonzchilde
Minmatar
BURN EDEN
Northern Coalition.
Posted - 2011.08.15 18:10:00 - [18]
 

Originally by: Furb Killer
Edited by: Furb Killer on 15/08/2011 14:11:34
Originally by: Dragonzchilde
Give us back snipers.

Burn Eden never uses more than 15 actual combat ship, gets a high K/D.

We are never there to take over but only disrupt and harass.

If you use brains than we are easy to get countered by non blob fleets but then ... CCP nerfed all those options as well.

Send us a mail CCP and we will explain some more. We are not going to give our tactics away on the forum

Combat kinda implies that both sides are shooting each other. Your way of pvp is just as focussed on reducing the risk of being killed to the absolute bare minimum as the blobs you like to complain about do.
And if you still get your high K/D, why should anything be changed?

Yes sniping should be a viable option, but at the same time being in 0.0 space should be dangerous for everyone, unprobable alligned snipers also kinda defeated that idea.


you clearly haven't fought against us, it takes a lot of organisation, carefully balanced fittings and a lot of skill to do what we do.

the high k/d is from what we used to do. nowadays we only are able to do the mindless blob warfare.

before you post think, cause it seems you have no clue what a good sniper fleet consists of

Rrama Ratamnim
Posted - 2011.08.15 19:33:00 - [19]
 

Edited by: Rrama Ratamnim on 15/08/2011 19:35:28
Fix Gallente ... nuff said,

Hurricanes have the DPS and speed
Drakes have the EHP but decent dps
Harbingers have nasty tanks and good dps, could maybe use some tweaks
gallente... ugggh just let me f*cking cry, who ever sees these?

The next problem is cruiers, something needs to change with cruisers i dont know if its making them cheaper to loose or what, but i have yet to see a cruiser (non T2) in action in nullsec pvp... why? because for a few more ISK you can get a BC thats just epicly more awesome, and the price difference doesnt need it.

Assault frigs for the most part are useless because they were promised a bonus and never got it....

Ewar frigs are almost never seen....

And the ability for nomadic moble deployable deep space bases, small 100m3 deployable force field bubbles or hell cloaking bubbles would be EPIC!!!!!!!!!!!!!!!!!!!!! Could you imagine hiding a 10 man BC gang inside a cloaking bubble 50 off gate, the scout flys past you unseen, the enemy gang gets the "in-gate all clear" jumps in you all exit the bubble lock up the enemy and walla surprise sprang.. of course as soon as you pass through the bubble wall the bubble offlines and your entire fleet is collapsed, so hope theres no spai's on your roam that accidentally bump the bubble :)

Honestly CCP small gang warfare is the bread and butter of gameplay from day to day playing when not grinding for ISK, but the above issues are glaring and annoying

Yulinki Atavuli
Minmatar
Caldari Investment and Security Industries
Innovia Alliance
Posted - 2011.08.15 19:33:00 - [20]
 

Originally by: CCP Greyscale
Originally by: Ugleb
Quote:
Reward local knowledge

Doing research on and scouting of the area you're running fleets in, and getting a feel for the layout and the local quirks, should give you a small but noticeable advantage over other fleets without this knowledge. This tilts the advantage slightly in favor of the defender against random gangs, but allows aggressors to negate that advantage with some work. Furthermore, using this sort of knowledge makes people feel smart, which in turn makes them enjoy themselves more.


What if EVE had features such as 'nebulas' (nebulae?) that are (semi-?)permanent anomalies that need to be scanned down, but allow for any ships hiding in them to not appear on the scanner? If I knew that there is a nebula in the system I could hide my small gang in it to mask our fleet composition, only to be busted if the other gang knew it was there too.


This is an interesting idea.


we need to do this ^ and we need to add a crapload of different types also. like anomalies that if you use heat type ammo the area burns up and does serious damage to the ships inside it. there can be as many types that you can think of. the more the better. since it won't be something that can be easily remembered from the name of the anomaly. or maybe just call the area "anomaly" so people won't know what type it will be until they are in it.

maybe even adding some that give bonuses to ships that are inside it. so if a fleet is chasing another fleet into it they won't just automatically try to warp in at 100km from the center.


Elistar XI
Posted - 2011.08.15 19:44:00 - [21]
 

Edited by: Elistar XI on 15/08/2011 20:30:44
A real incentive for small gangs PVP and more to fight them!

Currently most small gangs travel 50 jumps to gank a few ratters or find another gang, and both rarely happen because most people will just dock up when there is a hostile gang and wait a few minutes for the gang to move on.

The goal is to give small gangs a viable target that if destroyed will greatly but temporarily affect the target, but will also be fun to kill AND rewarding!

Solution: Constellation Overseer!

Make a new NPC unit whose job is to oversee a constellation. This means he is responsible for
paying bounties from NPC rats and making belt beacons available!
When killed, nobody receives any bounties from killing NPCs in that constellation for 12 or 24 hours (exact duration not important now, it's a concept). In addition, belts will no longer be available for warp in - this is to ensure that people don't just switch to mining and ignore the overseer.

This will make the defending alliance really want to keep this guy if they want to make any profit for the next cycle!

To make it fun for the attacking gang, the overseer should be a big challenging ship (carrier or dread) not just an easy kill. in addition, there should be a bounty on killing him that depends on the quality of the constellation. so killing an overseer in a top notch space will have bigger bounty.

An important thing to show here is a kill mail! it's easy and gives the gang something to show for.

I suggest a small reinforced timer for the overseer which should be no more than 10-15 minutes to give the alliance some time to organize a gang.

One overseer per constellation, because it's boring to shoot one in every system a gang goes through!

The overseer jumps between systems in a constellation at intervals. this makes the gang search the different systems for him, but most importantly, it creates variation in tactical situations.
E.g he's in a dead end system right now so it's possible to camp the gate on the other side if it's too late to save him.

Nikita Alterana
Kumiho's Smile
Posted - 2011.08.15 19:50:00 - [22]
 

Something interesting to incorporate might be the idea of soft targets. Easy to kill things that aided the system owners but are minor enough not to be a huge loss, or prolific enough that a major blow would take a good deal of work, but you could easily be very very irritating.

For instance:

Solar Energy Harvesters, the system owners have a cloud of 50 of them near the star, and you need them all to power all the other Stuff™ you have in the system. They're cheap but they're easily killed. And if a raiding party takes out too many, your entire system is powered down (like if you blow up too many powerplants in Command and Conquer)

System beacons, one at the edge of grid on each stargate, blow up more then half of them and local chat goes away. Again, cheapish, easily replaced, but irritating to lose.

Pinky Denmark
The Cursed Navy
Important Internet Spaceship League
Posted - 2011.08.15 19:50:00 - [23]
 

Unfortunately probing means that range doesn't mean anything in combat unless you are super fast at the same time - Goodbye sniper battleships unless you're pro...

If you want to promote more small combat in null sec you need to make some/many NPC space oases (just single systems with 1 npc outpost) within carrier jumprange of lowsec. Spread them out and make it more difficult for lowsec pirates or nullsec alliances to control access in/out from empire. This can be done making more jump gates or routes in/out.

Also the hinder of small scale battles as I see it is the mightly alliances holding near invincible supercarriers and titans. In my opinion supers and titans have too much EHP for small combat and in lowsec bordering 0.0 they can often pester small fleets unhindered with the wear immunity and suppreme weaponry.

Pinky

SATAN
BURN EDEN
Northern Coalition.
Posted - 2011.08.15 20:12:00 - [24]
 

Edited by: SATAN on 15/08/2011 20:14:14
Originally by: CCP Greyscale
This set of threads exist to collect feedback for the separate parts of the devblog "Nullsec Development: Design Goals", which can be found here.


This thread is about: Small Combat


Please read the blog and give specific feedback on this area of the blog. The more precise, reasoned and comprehensive you can be, the better we can utilize your feedback Smile


This must be some sort of troll attempt on CCP's behalf you have no clue what small is or what is needed to make it viable again. Since 7 years ago you guys keep making posts about promoting small scale pvp and then do the complete opposite and make the fight s even larger.

But just in case you are serious this is what you need to do.

1)Remove local(Like you have been promising 5 years now)
2)Boost all the things you nerfed in the past which made small scale pvp possible.
3)Nerf probing or allow ships to be un-probable again.
4)Make looting items a worthy way of making isk, you have nerfed the eve market to the point that its not possible to stay in the black even with our k/d ratio.
5)Force people to have to protect their assets, right now there is no reason for someone to undock and defend them selves without a CTA called 2 days ago.

Being the only people in this game that made a living from small scale stuff I can tell you the following. Nerfing anything will not have the goals you speak off. Super caps/caps/numbers don't mean anything to a well run small gang they are just more targets and don't need to be nerfed.

The most important aspect of small scale pvp is to allow out of the ordinary tactics, and ships that will allow such combat. At the moment small scale pvp means the 10 of you vs 100 of them, which is fine but when those 100 are given game mechanics which allow them to control every aspect of the fight means the 10 have no choice but to disengage or escalate the fight by calling in backup.

Obsidian Hawk
RONA Corporation
RONA Directorate
Posted - 2011.08.15 20:23:00 - [25]
 

The major problem with small combat is how do you define it? 5-50 super caps?

5-50 titans

5-50 battleships?

5-50 smaller ships?

As it stands right now, most small combat is fought with nyxes and titans.

With that point in mind here are some suggestions bring back small fast combat with objectives.

NPC 0.0 space and Empire low sec -
Problem - lots of hot drops.
Possible solution - like beacons with faction warfare and incursions and other places, why not make small gang objectives to take out cyno jammers in those spaces. This would give more organized pve experience in those areas and allow some pvp too, because people would want to defend and keep it secure? there will also be faction standing changes depending on you attack or defend.

BUT WAIT - i dont want to do this i want to be a peaceful person? well maybe a new item like empire cyno passes that avoid the jammers or faction cynos that allow this?

-goal - just trying to discourage supercap hot drops and bring back normal pvp w/o super caps being dropped on you all the time.
Stuff like this shouldnt happen. I could link pan legions kill board and you can see all the hot drops they do in low sec with super caps and bridges, but you get the idea.


NEXT IDEA

LOCAL - death and rebirth?

The idea keeps coming up about local and being instant and forces people to dock up, well why not to help promote small gang pvp by making it tied to a communication module / structure. give it the hp of eh about 50% that of a small tower, when you knock it into hull it kills local chat until it gets repaired. This allows for small fast gangs to come in and kill stuff while repping it or if they dont, they leave open a security hole.


Last idea

Nerf titan bridges

Like in the lore is says they make a mini wh to transport people. put a weight limit on the wormholes it generates, and after so many jump the bridge naturally collapses.

OK finally last idea

BUFF BLACK OPS and Recon gangs!


-- NOTE

These are just some ideas, YES THEY AREN'T PERFECT, but rather than toll them to death, offer good counter arguements or ways to improve them you *******s.

OMGWTFResearch
Posted - 2011.08.15 20:31:00 - [26]
 

Edited by: OMGWTFResearch on 15/08/2011 22:16:03
Edited by: OMGWTFResearch on 15/08/2011 20:37:36
Edited by: OMGWTFResearch on 15/08/2011 20:34:47
Help small scale combat by introducing a ship type that can eventually decloak ships anywhere in system with the use of heavy skills and a probe launcher that works only with that ship.

Making the module very expensive to make would make it viable to use the destroyer which would give that ship a valuable role again and make it a serious target for once.

This would also remove the incentive to be away from the keyboard cloaked.

Originally by: SATAN
Edited by: SATAN on 15/08/2011 20:14:14


Unsigned Local is being replaced not removed.

Originally by: Elistar XI
Edited by: Elistar XI on 15/08/2011 20:30:44
A real incentive for small gangs PVP and more to fight them!
.....



Not a bad idea. It would allow more interaction with other corps in the alliance and would give people the incentive to get into some PVP combat ships.

Edit2: Whoops this one is signed the remove local one is not

Dub Step
Minmatar
Death To Everyone But Us
Posted - 2011.08.16 01:07:00 - [27]
 

Your idea of small scale PVP seems at odds with the player-bases and I note more importantly...

There is no consideration for solo PVPers.

I appreciate you wish to encourage teamwork but you could at least show some degree of thought for those that wish to PVP alone. You have indicated consideration for low-end solo PVE, don't forget about us guys please!

Kel'taith
ElitistOps
Pandemic Legion
Posted - 2011.08.16 01:49:00 - [28]
 

Edited by: Kel''taith on 16/08/2011 01:49:56
Originally by: SATAN
Edited by: SATAN on 15/08/2011 20:14:14
Originally by: CCP Greyscale
This set of threads exist to collect feedback for the separate parts of the devblog "Nullsec Development: Design Goals", which can be found here.


This thread is about: Small Combat


Please read the blog and give specific feedback on this area of the blog. The more precise, reasoned and comprehensive you can be, the better we can utilize your feedback Smile



This must be some sort of troll attempt on CCP's behalf you have no clue what small is or what is needed to make it viable again. Since 7 years ago you guys keep making posts about promoting small scale pvp and then do the complete opposite and make the fight s even larger.

But just in case you are serious this is what you need to do.

1)Remove local(Like you have been promising 5 years now)
2)Boost all the things you nerfed in the past which made small scale pvp possible.
3)Nerf probing or allow ships to be un-probable again.
4)Make looting items a worthy way of making isk, you have nerfed the eve market to the point that its not possible to stay in the black even with our k/d ratio.
5)Force people to have to protect their assets, right now there is no reason for someone to undock and defend them selves without a CTA called 2 days ago.

Being the only people in this game that made a living from small scale stuff I can tell you the following. Nerfing anything will not have the goals you speak off. Super caps/caps/numbers don't mean anything to a well run small gang they are just more targets and don't need to be nerfed.

The most important aspect of small scale pvp is to allow out of the ordinary tactics, and ships that will allow such combat. At the moment small scale pvp means the 10 of you vs 100 of them, which is fine but when those 100 are given game mechanics which allow them to control every aspect of the fight means the 10 have no choice but to disengage or escalate the fight by calling in backup.


I'm calling this as the only post in this thread that will be worth reading. Everything else is going to be a bunch of dribble. Too bad CCP won't ever implement half of this.

Mashie Saldana
Minmatar
Veto Corp
Posted - 2011.08.16 02:27:00 - [29]
 

One major issue for small scale combat is the inevitable hotdrop. How about we could get cyno disruption field? It will not stop cyno jumping but if the cyno is on the same grid as the disruptor all ships jumping in will be scattered all over the system giving the small gang a minute to get away.

Tippia
Caldari
Sunshine and Lollipops
Posted - 2011.08.16 02:44:00 - [30]
 

Originally by: Mashie Saldana
One major issue for small scale combat is the inevitable hotdrop. How about we could get cyno disruption field? It will not stop cyno jumping but if the cyno is on the same grid as the disruptor all ships jumping in will be scattered all over the system giving the small gang a minute to get away.
…or why not make use of that cynogen timer and turn it into something that widens the array of ships cynos are fitted to to something beyond throw-away frigates?

What if, once activated, it takes a minute or four (subject to balancing considerations) for the cyno to spool up and actually start providing a valid jump target, and the “hot-dropee” (ehm… yes) has a choice between two options: try to kill the cyno ship before the beacon goes active and hope that it is not tanked to hell and back, or gtfo while there's still time…


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