I hate supercaps. If you think Supercaps are great and nothing is wrong with them then don't vote for me, I'm not your candidate. I feel supercaps as they are destroy game balance and are an extreme example of mudflation gone amok (Mudflation)
The idea of upkeep will be a tough sell even though in theory I always felt (and CCP stated) that supercaps are alliance level assets and shouldn't be the providence of solo players. The best way I feel that supercaps can be balanced is to make it so fleets have to be proportional to be effective. You should get no benefit from dropping 20-80 supercaps on somebody's head if you don't have a proportional amount of subcaps backing them up.
On local chat I don't think delaying local chat will help much. This will turn 0.0 into ghost towns instead of a place where combat occurs. You want to see that there is somebody there to fight. I understand the sentiment behind this desire but I don't think it will have a positive effect.
In regards to rigs I rather like how they allow you to customize your ship performance a bit without going full on T3. I'd love to hear your thoughts on why they are messed up however, this is literally the first I've heard of it. (T2 rigs have a bloated cost/usefulness ratio though).
I'm polite, I'm a good communicator, but I'm also prepared to be an asshole on behalf of the players to make them see that things need to change. I'm not trying to go there to get a job working for CCP (They pay for shit and who wants to live in Iceland) I'm trying to go there to act as a voice for all of you and fight.
Really good questions and thanks for giving me the opportunity to answer them.
I guess no one sane should ever argue about
supercaps, this issue is obvious. Investing isk shoud always result in you getting diminishing returns - and it already is when you check tech2-faction-deadspace-officer lineup for
mods. It shouldn't be any different for ships, while in fact investing 10 bil in a mom at the moment results in you receiving a huge perfomance boost with outrageous protection.
Have too much isk? Go play with faction battleships and officer mods. As simple as that.
But I personally think even a plain carrier is a massive fun-destroyer. It's way too easy to organize a hot drop and gank small PvP group without being commited to any risk whatsoever. This is due to:
- carriers being 100% insurable and cheap in terms of initial investement (i.e. lol @ L rigs)
- cyno ship having no indication of its role until the cyno is lit and the opposing side is screwed*
- absence of any delay between cyno activation -> jumping in -> locking
- the fact the lock isn't disabled for a cyno ship
These are the main issues. So, this is a complicated problem. I saw a thread in assebly hall addressing one of the key issues (
introduction of spool-up period), but no one has ever listed them all in one go, and introduction of just a spool-up won't affect it as a whole. But still it will surely help a LOT.
* - cyno-fitted ship is to have some kind of visual effect like ECCM or w/e - anything distinctive, really. Got a cyno in your tub? - enjoy the huge red glow all around which will both irritate the holder himself and prevent others from getting close.
Carriers (and cynoes in general) are to be strategical tools rather than ultimate tactical ones.
As for the delayed mode in local. I personally see it being done this way. Let's say we have a local with some people in it. The newcomer enters the system and instantly gets all the intel, while he himself appears in the list after, say, 20 seconds. Now, if there's a huge local spike (i.e. the newcomer isn't alone, but rather has several friends with him), the 'invisible' mode is proportionally shorter. We may also tie this up with the fleet, so that newcomers from different entities don't affect each other, but rather have their timers being calculated separately.
I don't see how this feature alone will render the space 'ghost-townish'.
In terms of rigs I can only point to the fact that just the pathetic minority of rigs is in active use. And their impact on the ship is way too straightforward. Wanna get moar shield HP?
Es gibt keine Probleme! Armour HP? Works just fine, too, but the penalty in this case is at least something to be actually taken into account. What I really would like rigs to be is something more pronounced and sophisticated. Wanna get +15% armour HP? Enjoy your other stat getting cut in 20...40% depending on the rig type itself, but regardless of rigging skills, which should boost the positive effect rather than decrease the negative one. Think of Amarr ships - do you really feel any joy imaging your ship spending 10% less cap while training up for the next level?
So, if one wants to get more EHP he should sacrifice some firepower or speed (both for armour and shield) or something offensive. More damage? Go lose some defense. But the gain should never exceed the penalty - this way we will promote specialization.
Don't even get me started on the rig values themselves. Tech2 polycarbon provides a minor gain over tech1, while damage rigs - on the reverse - are only worth at tech2 level (cause of stacking penalty and the fact this rig comes before damage mods in the equation). Web drone strength one - lol what? Cap/PG rigs - where's the penalty in the first place!? And so on.
I don't expect you to ask me on the ideas in details.
But I do think you can ask CCP to held a balancing contest of some sort, where players can submit ideas and well-written plans on how they will have changed a specific game area. CCP still keeps all the handles on it and it is CCP to decide whether adopt these changes or discard them completely.
Too much paper work to go through all of the submitted stuff? Impose a fee. Say, 100 mil seems a sufficient sum to keep tards away from posting. And the winner will (or won't, that's not the main point) claim all the money
I've seen a lot of great ideas on forums. For some reason CCP keeps ignoring them without actually offering anything of their own.
Сообщение отредактировал Fon Revedhort: 08 March 2011 - 14:19