Gisander
PIE Inc. Praetoria Imperialis Excubitoris
4
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Posted - 2012.09.20 21:56:00 -
[1] - Quote
CCP FoxFour wrote:Tanaka Aiko wrote:is the long term goal having less redboxes but more powerfull ships like incursions and sleepers ?
I would really like that, it's a pain killing all these little things who loot nothing and have no chance killing us, and I don't even talk about thinking of salvaging these...
When you kill a sleeper frigate you don't have the impression of losing your time, cause this thing hurt, have lots of scamble, neut or web so it's real dangerous, but it does also loot not bad. a nullsec frigate however... it may scramble and need to be killed quickly in this case, but you two shot it, and it loot nothing. so you only have the impression of losing your time. Our end goal is to have PvE and PvP be similar enough that you bring the same fits to both and that yes, there will be far fewer red boxes and a more enjoyable experience killing them.
Actual Feedback: You are my new favourite CCP Employee for saying that. I don't care that you do it in small steps. I don't care that some people now actually need to pay attention during combat. This rocks. I tried a few missions and this is a step in the right direction.
Random Future dreams: I want to see NPC's warp away when they are damaged, forcing you to tackle them. I want to see NPC's switch laser crystals when they can't reach their optimals because you are faster. I want to see NPC's that can actually see that they are losing, and brake off the fight all together after a while (unless they are defending something worth dying over).
I would love to see the navy's actually send out NPC fleets that use the actual gates to patrol the FW systems and eventually run into an enemy NPC fleet... or even get up in Sansha's face... or NPC pirate fleets that force structures into reinforced mode, warp off, and return later to actually finish the job... unless the players defend of course.
But I also want to see NPC's (rarely, and randomly) make mistakes, or try daring things, they should be able to surprise you once in a while.
Ah, and randomised NPC and environment setups every time you run a mission would certainly spice up the re-playability of missions (and stop people from looking up every mission beforehand).
On account of power. NPC's that share the same hulls with players should only be slightly less powerful than the capsuleers (on the same page as a player that has skills trained to 3 or something like that). A T1 capsuleer cruiser should not be able to handle tanking 5 NPC t1 cruisers simultaneously.
Lastly I would love to see (rare) NPC's in non-combat roles. Like Mining NPC's that warp to a belt, mine, and warp back to the station to actually sell their ore. Or transport NPC's that take actual transport contracts and physically move the goods trough high-sec. Or maybe even trading NPC's that bring stuff from places where there is a surplus to places where there is scarcity.
NPC's should represent all the "non-capsuleer piloted ships", but at the moment they don't really do that.
*Sigh* all future dreams... but I love the fact that the first steps towards this have been taken. |