||11-05-2012 06:29 AM
A couple of ideas for tanking in PVP
Now, before I share my idea, I'd just like to point out that I don't PVP that much, but that I've played enough to get the general idea of how certain setups tend to be treated and how those setups affect an actual match.
Anywhoo, my idea for making the concept of a tank actually matter in PVP (in virtually every PVP I've been in, Tanks were only there to give Tac's and Sci's something to do while the other Tac's and Sci's respawned) is to redesign Threat Control to actually work in PVP.
And how it could be done is to introduce a low chance (lets say, 1-5%) of each beam or cannon volley automatically re-targeting the tank rather than the players actual target. This way, a Tank with 9 in Threat Control could actually tank and matter, rather than tank and not matter at all. A tank, I would think, should have its role in PVP defined as the player that draws and absorbs all the fire and helps keep the fire off of their teammates, but as it stands now, targeting a tank when a Tac or a Sci is still alive tends to be wasted effort. So in this way, now the tank has to be taken out before the Tac's and Sci's can be taken down, but this would also have to be in tandem with defending against the Tac/Sci players. A good strategy would revolve around destroying the tank while disabling or mitigating the others.
This would certainly give Engineers more of a defined and purposeful role, even in PVE, as well as promote more focused team work.
And as far as actually explaining how this would actually work canon wise, we could say it was a new ship system that generates some kind of space magic field that draws energy to it. Perhaps it something that out of combat would be used to collect and harness energy from space. We could also potentially use this same concept to devise a new Boff power that could convert the incoming energy from Drawn attacks into Weapons power, giving Cruisers more of a bite the more they draw fire from their teammates.
Of course naturally the tanking abilities of the other careers would have to be reduced alongside this (so that individual, undedicated tanking ability doesn't overshadow dedicated tanking, like it does now), and my idea for that would be a 5th Power Level, ie, Emergency Power, that all engineering abilities could run off of.
As it stands now, a lot of Engineering abilities don't require any power at all, and the few that do (Namely the Aux 2 abilities) aren't the bread and butter of tanking. If Emergency Power to Shields was tied to a power level that on Tac and Sci ships would be very low, then Tac's an Sci's would not be as overwhelmingly powerful as they are without an Engineer to back them up.
But anyway, those are my ideas. Feel free to dash them and for-shame me as you please.