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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
10-19-2010, 12:04 PM
Quote:
Originally Posted by Felderburg View Post
Maybe you could reward those people who perform the best in the space portion by allowing them to take BOs down to the planet. The number of people who get to take BOs is determined by how many shuttles make it. The lowest performers in space get to take one redshirt, the best get to take 4 BOs.
However, the idea of the shuttle part is team work, it is a communal effort to keep the shuttles alive... if each play is only responsible for x number of shuttles, they will, naturally, be more concerned about their X shuttles. Also, how would defends be scored in this matter. The current way I propose, the defenders have the advantage of not needing to land troops meaning they start at full strength depending on the amount of extra bonus points they earn, where as attackers have to defend it giving an advantage to the defender, as it should be. Popping a defense should be harder then defending.



Quote:
As far as "flagging" goes, it seems that someone who flags, but doesn't actually PvP, still gets the same stuff, but for a much higher EC cost? And with no chance for it dropping/looting it from freighters/whatever? I guess that's a good way to handle it, but it still seems like there's reward for no risk. Sure, it's a more expensive reward, but... I don't know. I'm on the fence for that idea.
There is a minor risk. Again, making the comparison to PotBS where this idea germs from, some times the red bubbles make it hard to sail around without trying to skirt through one of them. There are quests in the neutral zone, and with the weeklys for this series taking place there, it indicates their could be more and hopefully daily repeatables. It is possible that over lapping red zones may make it more risky to be flagged in that area.

Quote:
Another thing, just to clarify: this isn't "open" PvP, correct? Everything is instanced or limited to a specific area?
Once a fight begins it would go into a private instance off the sector map.

Quote:
What I'm seeing is this: the freighters leaving are more like current DSEs, you go up to them and jump 'em. This creates an instance that anyone can enter, which is a goal oriented escort ships/stop the escort PvP map. I would suggest that this be open a pretty good while, or if it is short, make it count for only a few points, since it would be easy for someone to get on in the dead of night and kill freighters while the enemy faction was sleeping. There should also be some defensive versions, with NPC attackers - the defenders shouldn't have to wait for a PC attacker to open an instance to be able to shift the counter their way.
I would imagine that there would be a 1 minute join-able period, with one kill and your out. The reason for a temp joinable period is so that one side can not keep streaming in reinforcements, thus preventing the more populous side from having a massive advantage. Each instance would also be limited to 5 ships of each side, or 10 depending on what phase the planet is in.

Quote:
Following a certain amount of these freighter attacks, escorts, raptors, and BoPs can attack anyone near the planet. I assume this would happen in concert with a HUGE pop up warning, saying "You are entering a disputed system, warning, danger Will Rikerson" etc., and the pop up would occur a good distance away, to allow time to stop.
There would be a visible red circle on the mini-map, maybe one on display in sector space, and a warning once you enter the zone telling you what kind of PvP bubble you've just entered, IE Raider or Open.

Quote:
I also assume a new instance would open when a raider attacks. Would this instance be only the raider and its victim? What if either of them is on a team? Would it be an open instance, with a glowing DSE cloud, that anyone could enter? Would just be a free for all, one kill wins, or would it be an arena style PvP match?
Yes a new instance, join-able for 1 minute, a Raider is maxed at 5 per side, open is maxed at 10. It is one death and you're out. These are not 1v1 instances, although they can be, if an instance opens, in any case, a player may send out a call to arms/distress call. NPC ships will do it automatically. I will note here that a NPC ship can be attacked regardless of red zone, if it is in one or not, but doing so opens it up to be joined by the opposing side.

Quote:
This is certainly an interesting idea, and it does fit within the "canon" role of ships, but perhaps it gives too much influence to one style of ship? Again, on the fence on that particular point. Perhaps you should jump right away to the open PvP?
I had considered that, and is part of why I decided that the bird of prey should have the least number of equipment slots, as it is perfectly suited for that phase of the assault. This phase is meant to simulate the escalation of hostilities. Instead of jumping to open PvP how about adding in roving NPCs of both sides trying to secure/increase hostilities in the area that everyone can join and defeating the NPCs moves the 'planet assault counter' one direction or the other.


Quote:
After that, there's assault prep, in which the faction with the most kills during the final stage of limited area open PvP gets more NPCs, and then the assault itself, which I think you've outlined pretty well.
Except that is not a +/- thing, each side is capable of earning points past 750 and getting the same number of bonus points. Directly assaulting the enemy will deny them victories denying them those points, and gaining you some, but does not discount the ability of the enemy to get the points in other battles. Before the 750 mark, each victory moves the counter one direction or the other though.

Quote:
Final points: add a neutral zone pop up, which lists all the systems, their resources, and their status of contention. Also, the "surrender" mechanic would have to be added in the game. How would it work?
I'd say an information tab instead of a pop up because I hate the bloody things, and active PvPers would know most of the information anyways, and the pop up becomes annoying redundant, but a clearly marked tab keeps the information easily available and without the annoying pop up.

As for surrender option, I imagine it could just be a button you push on your task bar, which pauses combat until the enemy accepts or denies it. If he accepts it, it opens up your inventory and he can take the cargo with in. You can try and negotiate for him to leave some, but if you surrendered, you knowingly put the terms in his hands. Besides, if he killed you, he gets them all anyways, and this way you keep very valuable equipment.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
10-19-2010, 01:32 PM
Quote:
Originally Posted by NemoSD
However, the idea of the shuttle part is team work, it is a communal effort to keep the shuttles alive... if each play is only responsible for x number of shuttles, they will, naturally, be more concerned about their X shuttles. Also, how would defends be scored in this matter. The current way I propose, the defenders have the advantage of not needing to land troops meaning they start at full strength depending on the amount of extra bonus points they earn, where as attackers have to defend it giving an advantage to the defender, as it should be. Popping a defense should be harder then defending.
True, true. I wasn't suggesting that each player be responsible for a certain amount of shuttles, just that space performance would affect not only the overall ground forces, but individual forces as well. This was to avoid the previous "epeen waving" that I mentioned if selecting ground troop leaders was left u pto the players.

How would individual points be accrued? I have no idea. Damage modifiers, healing? Ships killed? Maybe there are certain objective types in space, and the more of a certain type, the more BOs of a certain type you get. E.g., you heal the most in space, you get more blue BOs on the ground. Obviously the whole idea eneds work.



Quote:
Originally Posted by NemoSD
There is a minor risk. Again, making the comparison to PotBS where this idea germs from, some times the red bubbles make it hard to sail around without trying to skirt through one of them. There are quests in the neutral zone, and with the weeklys for this series taking place there, it indicates their could be more and hopefully daily repeatables. It is possible that over lapping red zones may make it more risky to be flagged in that area.
Fair enough, although it might still be possible to avoid it completely.



Quote:
Originally Posted by NemoSD
I would imagine that there would be a 1 minute join-able period, with one kill and your out. The reason for a temp joinable period is so that one side can not keep streaming in reinforcements, thus preventing the more populous side from having a massive advantage. Each instance would also be limited to 5 ships of each side, or 10 depending on what phase the planet is in.
In this case, I think a more "traditional" multi-kill approach would work best, since this particular fight has a goal (the freighters). One-and-done is fine for the "raiding period," but I'm not sure it works well here, especially if the teams are unbalanced.


Quote:
Originally Posted by NemoSD
There would be a visible red circle on the mini-map, maybe one on display in sector space, and a warning once you enter the zone telling you what kind of PvP bubble you've just entered, IE Raider or Open.
Visible red circles are cool.

Quote:
Originally Posted by NemoSD
Yes a new instance, join-able for 1 minute, a Raider is maxed at 5 per side, open is maxed at 10. It is one death and you're out. These are not 1v1 instances, although they can be, if an instance opens, in any case, a player may send out a call to arms/distress call. NPC ships will do it automatically. I will note here that a NPC ship can be attacked regardless of red zone, if it is in one or not, but doing so opens it up to be joined by the opposing side.
I'm still worried about a ship going in, thinking they're going to get an easy kill, and then suddenly "oh, he has a team, and no one from my faction joined in the 1-minute period, I'm dead" kind of thing. How do you balance the teams? And how would level-separating work?


Quote:
Originally Posted by NemoSD
I'd say an information tab instead of a pop up because I hate the bloody things, and active PvPers would know most of the information anyways, and the pop up becomes annoying redundant, but a clearly marked tab keeps the information easily available and without the annoying pop up.
Right, right, that's what I meant. A button to press to bring up a pop-up, not a permanent open window. That would be annoying.

Quote:
Originally Posted by NemoSD
As for surrender option, I imagine it could just be a button you push on your task bar, which pauses combat until the enemy accepts or denies it. If he accepts it, it opens up your inventory and he can take the cargo with in. You can try and negotiate for him to leave some, but if you surrendered, you knowingly put the terms in his hands. Besides, if he killed you, he gets them all anyways, and this way you keep very valuable equipment.
Oh boy. That's... intense. I know a lot of people would love the harsh penalty, but a lot would not. Perhaps a "secure" cargo bay, or a limit on how much they can take? Also, which is worse, surrendering or dying? Whichever is worse for your faction should allow the enemy to take more stuff.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
10-19-2010, 01:38 PM
Well Nemo, you're idea is very interesting.

Sector Space does need greatly sized up. But personally I feel the Neutral Zone itself should be its own Sector. And there will be other Neutral Zones as well, like around Khitomer for 3 way, Romulan / Klingon and Federation / Klingon and another around Gorn space.


"Flagging", if you ask me when you enter a certain area you get auto-flagged and is basically, "Enter are your own risk" like how the Neutral Zone was treated in Star Trek.


Player limitation, I think thats too restricting. The only player restrictions I would like to see are

1) Long-period respawns, as not to result in Zerging. For instance 2 Minutes for Ground and in Space 5 minutes. That or perhaps elimination from battle altogether, to encourage strategy to defeat than simple brute force.

2) Limit Faction / Territorial Influence to 1 character per account. Since the majority of players has at least 1 Federation and Klingon, it would prevent one side from dominating another.


Space Maps: Plantary Maps should include hiding spots for Federation players to counter Klingon Cloaking and hazzards like Metron fields for players to take advantage of.

Ground Maps: If you made it past a planet PvP and down to a planet, each side has safe beam in points.

Various maps include City (which can have faction competitive diplomatic missions), open field and dungeons (best PvP is fighting over rights to dungeons).



PvE: As mentioned above, some of the best PvP is fighting for dungeon rights, and this gives players incentive to play PvP as to defend rights to awesome grounds.

Gear: New gear should be indeed added as reward incentive, but it shoudln't be bought but rewarded via kills and/or accomplishments.


That's my 2 cents.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
10-19-2010, 04:41 PM
Quote:
Originally Posted by Azurian View Post
Well Nemo, you're idea is very interesting.

Sector Space does need greatly sized up. But personally I feel the Neutral Zone itself should be its own Sector. And there will be other Neutral Zones as well, like around Khitomer for 3 way, Romulan / Klingon and Federation / Klingon and another around Gorn space.


"Flagging", if you ask me when you enter a certain area you get auto-flagged and is basically, "Enter are your own risk" like how the Neutral Zone was treated in Star Trek.


Player limitation, I think thats too restricting. The only player restrictions I would like to see are

1) Long-period respawns, as not to result in Zerging. For instance 2 Minutes for Ground and in Space 5 minutes. That or perhaps elimination from battle altogether, to encourage strategy to defeat than simple brute force.

2) Limit Faction / Territorial Influence to 1 character per account. Since the majority of players has at least 1 Federation and Klingon, it would prevent one side from dominating another.


Space Maps: Plantary Maps should include hiding spots for Federation players to counter Klingon Cloaking and hazzards like Metron fields for players to take advantage of.

Ground Maps: If you made it past a planet PvP and down to a planet, each side has safe beam in points.

Various maps include City (which can have faction competitive diplomatic missions), open field and dungeons (best PvP is fighting over rights to dungeons).



PvE: As mentioned above, some of the best PvP is fighting for dungeon rights, and this gives players incentive to play PvP as to defend rights to awesome grounds.

Gear: New gear should be indeed added as reward incentive, but it shoudln't be bought but rewarded via kills and/or accomplishments.


That's my 2 cents.
The point in regards to PvP that I was trying to get to was to make someone who wanted to do PvE and only PvE be able to completely ignore the PvP element, as at current this game has almost no PvP appeal. I was trying to make a system that would involve adding as few new systems as possible, but provide something to bring meaning to pvp. I can tell you right now I could care less about raids or dungeons, just not in it for me, however I would love to be leading a charge at the front of a fleet trying to defend my faction at all costs, etc...

The gear is represented through the equipment, but you don't get it for just PvPing... PvPing allows you to gain the resources to get it. I envision pvp as an entity on its own, which has meanings and consequences. Not a mindless grind to get gear.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
10-19-2010, 04:51 PM
Quote:
Originally Posted by Felderburg View Post
True, true. I wasn't suggesting that each player be responsible for a certain amount of shuttles, just that space performance would affect not only the overall ground forces, but individual forces as well. This was to avoid the previous "epeen waving" that I mentioned if selecting ground troop leaders was left u pto the players.

How would individual points be accrued? I have no idea. Damage modifiers, healing? Ships killed? Maybe there are certain objective types in space, and the more of a certain type, the more BOs of a certain type you get. E.g., you heal the most in space, you get more blue BOs on the ground. Obviously the whole idea eneds work.





Fair enough, although it might still be possible to avoid it completely.





In this case, I think a more "traditional" multi-kill approach would work best, since this particular fight has a goal (the freighters). One-and-done is fine for the "raiding period," but I'm not sure it works well here, especially if the teams are unbalanced.




Visible red circles are cool.



I'm still worried about a ship going in, thinking they're going to get an easy kill, and then suddenly "oh, he has a team, and no one from my faction joined in the 1-minute period, I'm dead" kind of thing. How do you balance the teams? And how would level-separating work?




Right, right, that's what I meant. A button to press to bring up a pop-up, not a permanent open window. That would be annoying.



Oh boy. That's... intense. I know a lot of people would love the harsh penalty, but a lot would not. Perhaps a "secure" cargo bay, or a limit on how much they can take? Also, which is worse, surrendering or dying? Whichever is worse for your faction should allow the enemy to take more stuff.
To the cargo, I am only referring to uninstalled equipment, and resources. Everything else is safe. Imagine if you are in a cruiser with 8 equipment slots. You are your fleets flagship, Everything is tier 4. Lets say after resources are factored in, each equipment slot is worth 6 billion... that is 48 billion.... you have 150k of resources in your cargo hold... surrender means you get to keep 48 billion but lose 150k... being destroyed you lose both...

Surrender is pretty tame...

(While I don't think the above scenerio will be common place... because I know if whoever had my flagship with that much invested in it, and they were trying to solo gank in the red... well there would be harsh penalties.)

All instances would have an escape option... if you jump a klingon bird of prey, only to find he had four cloaked buddies... well... pop engine speed, spam the "Oh crap need help now guys! Anyone?" button and high tail it for a 'retreat' point. Speaking from experience, those were some of the most exhilarating PvP battles I have had in PotBS. Escaping against overwhelming odds is victory in my book :-p

Honestly the best solution for the group leaders if don't like the election idea is that with each defense, each person gets X number of points. Once they lead a ground group, they lose the points. During briefing, the top four point holders will be selected, they can opt to pass, and the next one on the list is selected and so on?

With the freighter attack... I want it to have the same penalties as engaging in normal Open PvP. Again, you should not bring your fleet flagship in solo... and one and done, and the ability for the OpFor to come in and mess things up... that makes it something to consider. Plus if you can keep respawning, no point defending.... the attacker will eventually zerg the freighters to death.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
10-19-2010, 05:10 PM
What about limited respawns, or a set time limit on freighter instances? Or, what if the freighters are moving from point A to point B? When all the attackers are dead, respawning, that gives the freighters time to move to point B. Once they're there, attackers lose. If they don't make it, attackers win.

I figured you meant uninstalled cargo, but do you mean uninstalled PvP cargo only, or from the entire hold?

Either way, I like the idea of PvP-acquired items facing the risk of being lost in PvP. Definitely interesting.

I also think there needs to be more fleshing out of how fleets work into this. You've mentioned "fleet crafters" and "flagships," but I'm not sure what role fleets play in the whole thing, other than providing a way for people to conveniently group before battles.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
10-19-2010, 07:23 PM
Quote:
Originally Posted by Felderburg View Post
What about limited respawns, or a set time limit on freighter instances? Or, what if the freighters are moving from point A to point B? When all the attackers are dead, respawning, that gives the freighters time to move to point B. Once they're there, attackers lose. If they don't make it, attackers win.

I figured you meant uninstalled cargo, but do you mean uninstalled PvP cargo only, or from the entire hold?

Either way, I like the idea of PvP-acquired items facing the risk of being lost in PvP. Definitely interesting.

I also think there needs to be more fleshing out of how fleets work into this. You've mentioned "fleet crafters" and "flagships," but I'm not sure what role fleets play in the whole thing, other than providing a way for people to conveniently group before battles.
Pretty much that is it. Fleets are the ones who consolidate and organize resources and groups. That is the point here.

Only PvP items can be looted.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
10-20-2010, 12:13 AM
I would hesitate to add unique PvP items that's a lot stronger then regular items. But I think the idea has an appeal - a special "lootable" type of equipment that gives meaning to PvP but doesn't necessarily ruin your character if your ship is occassionally destroyed. Though I would say "destruction" alone might not be the best measure, since that happens way too often in PvP.

"Lootable" could be like a bind-on property. It effectively never binds to anyone (despite being uncommon, rare or very rare), but it is lost on certain events.

Unique Item Ideas:
Devices
- Transphasic Cloak Generator: Cooldown 4 Minutes. (Battle)cloak for 30 seconds. You take no damage. (maybe expcet from transphasic torps? Could be implemented as 100 % Shield Resist and -10 % Bleedthrough)
- Combat Cloak Generator. Cooldown 4 Minutes. (Battle)cloak for 30 seconds. You can inflict normal damage. Might grant a lower stealth rating then normal.
- External Weapon Mount (exists for different weapon types). Cooldon 4 Minutes. Use one additional weapon (as inside the mount).

Warp Core
- Quantum Singularity Warp Core: *1.2 to Stealth Rating. Power (4 Minute Coldown): Like MES (?)
- Overcharged Warp Core: +10 all Efficiency Skills. Power (4 minute Cooldown): +10 to all Power Levels for 30 seconds.
- Decentralized Energy Supply: -20 % Critical Hit Severity. Power (4 minute Cooldown): Restore all disabled subsystems.

Deflector
- Weaponized Deflector Array (base stats like normal Deflector Array). Power (4 Minute Cooldown). Similar to Beam Overload but with repel, damage and repel scales with shield and aux power. ((Shield + Aux) / 100 * base damage). To Self: All subsystems disabled and -50 Energy to Shield and Aux.
- Multispectrum Deflector Array (base stats like Tachyon Deflector). Power (4 minute cooldown). +1.4 Stealthsight for 30 seconds.

Shields
- Metaphasic Shields (like normal Shield Array). Power (4 minute cooldown). Immune to all damage for 30 seconds. -50 to all energy levels.

Other
Some of the existing mission rewards might get a "PvP Lootable" version. Polarized Tetryon Beams or what their name was.

All these items might come as common, uncommon, rare and very rare and (where applicable) level with you. Examples:
- Overcharged Warp Core (Common): +10 all Efficiency Skills. Power (4 minute Cooldown): +10 to all Power Levels for 30
- Overcharged Warp Core (Uncommon): +12 all Efficiency Skills. Power (4 minute Cooldown): +12 to all Power Levels for 30
- Overcharged Warp Core (Rare): +14 all Efficiency Skills. Power (4 minute Cooldown): +14 to all Power Levels for 30 seconds.
- Overcharged Warp Core (Rare): +16 all Efficiency Skills. Power (4 minute Cooldown): +16 to all Power Levels for 30 seconds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
10-20-2010, 09:29 AM
Quote:
Originally Posted by MustrumRidcully View Post
I would hesitate to add unique PvP items that's a lot stronger then regular items. But I think the idea has an appeal - a special "lootable" type of equipment that gives meaning to PvP but doesn't necessarily ruin your character if your ship is occassionally destroyed. Though I would say "destruction" alone might not be the best measure, since that happens way too often in PvP.

"Lootable" could be like a bind-on property. It effectively never binds to anyone (despite being uncommon, rare or very rare), but it is lost on certain events.

Unique Item Ideas:
Devices
- Transphasic Cloak Generator: Cooldown 4 Minutes. (Battle)cloak for 30 seconds. You take no damage. (maybe expcet from transphasic torps? Could be implemented as 100 % Shield Resist and -10 % Bleedthrough)
- Combat Cloak Generator. Cooldown 4 Minutes. (Battle)cloak for 30 seconds. You can inflict normal damage. Might grant a lower stealth rating then normal.
- External Weapon Mount (exists for different weapon types). Cooldon 4 Minutes. Use one additional weapon (as inside the mount).

Warp Core
- Quantum Singularity Warp Core: *1.2 to Stealth Rating. Power (4 Minute Coldown): Like MES (?)
- Overcharged Warp Core: +10 all Efficiency Skills. Power (4 minute Cooldown): +10 to all Power Levels for 30 seconds.
- Decentralized Energy Supply: -20 % Critical Hit Severity. Power (4 minute Cooldown): Restore all disabled subsystems.

Deflector
- Weaponized Deflector Array (base stats like normal Deflector Array). Power (4 Minute Cooldown). Similar to Beam Overload but with repel, damage and repel scales with shield and aux power. ((Shield + Aux) / 100 * base damage). To Self: All subsystems disabled and -50 Energy to Shield and Aux.
- Multispectrum Deflector Array (base stats like Tachyon Deflector). Power (4 minute cooldown). +1.4 Stealthsight for 30 seconds.

Shields
- Metaphasic Shields (like normal Shield Array). Power (4 minute cooldown). Immune to all damage for 30 seconds. -50 to all energy levels.

Other
Some of the existing mission rewards might get a "PvP Lootable" version. Polarized Tetryon Beams or what their name was.

All these items might come as common, uncommon, rare and very rare and (where applicable) level with you. Examples:
- Overcharged Warp Core (Common): +10 all Efficiency Skills. Power (4 minute Cooldown): +10 to all Power Levels for 30
- Overcharged Warp Core (Uncommon): +12 all Efficiency Skills. Power (4 minute Cooldown): +12 to all Power Levels for 30
- Overcharged Warp Core (Rare): +14 all Efficiency Skills. Power (4 minute Cooldown): +14 to all Power Levels for 30 seconds.
- Overcharged Warp Core (Rare): +16 all Efficiency Skills. Power (4 minute Cooldown): +16 to all Power Levels for 30 seconds.
While the item ideas are good... even if one of them is slipping in a massive OP version of battle cloak... you missed the point of the equipment. It is supposed to be an investment, to make you consider joining a fight or not. It is meant to encourage you to seek out a team who will keep your ship kicking.

We are not talking arena PvP here, we are talking one death and you are done for the fight, and the equipment is meant to keep you alive longer by giving you perks that just make the ships plain tankier. Also, there should be player pain if they take a ship with 48 billion EC worth of equipment into a fight without support. That player does not deserve that ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
10-20-2010, 09:51 AM
Quote:
Originally Posted by NemoSD
While the item ideas are good... even if one of them is slipping in a massive OP version of battle cloak... you missed the point of the equipment. It is supposed to be an investment, to make you consider joining a fight or not. It is meant to encourage you to seek out a team who will keep your ship kicking.

We are not talking arena PvP here, we are talking one death and you are done for the fight, and the equipment is meant to keep you alive longer by giving you perks that just make the ships plain tankier. Also, there should be player pain if they take a ship with 48 billion EC worth of equipment into a fight without support. That player does not deserve that ship.
Quote:
Originally Posted by NemoSD
Pretty much that is it. Fleets are the ones who consolidate and organize resources and groups. That is the point here.

These two quotes make it seem like there is a lot of EvE-style elements to this idea. Corps and Alliances ruling over PvP, and the golden rule "never fly a ship you can't afford to lose" are all well and good for EvE, but not necessarily STO. I like that you're trying to bring a better group mentality to PvP/STO in general, I really do, and an idea like this may even succeed at making fleets or teamwork a bigger part of the game. However, there will always be people more comfortable playing alone, and the way STO works right now it is a very friendly game for them. Obviously, encouraging teaming is a good thing, and people will always perform better as part of a team, and this idea does not exclude solo players, I just don't want it to go overly far in requiring a fleet to get pretty much the full experience.

As far as the whole "flying a ship you can't afford to lose" debate goes, I think that PvP-lootable items are a great idea. I do NOT think that having an EvE-style super harsh "ship blows up and you're out your life's savings" penalty is a good idea. One-death fights are fine, but let's not make that death a horribly excessive penalty. I think this argument has had its way on other parts of the forum, but that's my 2 cents.
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