Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ozzie Asrail
Infinitus Odium The Church.
|
Posted - 2007.08.16 19:37:00 -
[1]
My god their boring... and still the enemy hides in pos's -----
|
MotherMoon
Huang Yinglong Namtz'aar k'in
|
Posted - 2007.08.16 19:40:00 -
[2]
or maybe another way to take them down? give me one good reason why you would use guns over EW when it comes to taking out a small part of a stations services. ----------------------------------- I'm working my way through college target CCP
Quote: Why didn't we use them 80 man-years to fix bugs?
Well, that's simple. We can't. These are visual ar |
ghosttr
Amarr ARK-CORP FREGE Alliance
|
Posted - 2007.08.16 21:46:00 -
[3]
they are fine, they just need to have about equal hp for all services, i think 81mil hp for the refitting service is bs when the refinery only has 13mil hp. Whoever thought that one up needs to slap himself. . Do not read this thread!!!
|
Chi Quan
Jade Phoenix Deutschland Event-Horizon
|
Posted - 2007.08.16 23:18:00 -
[4]
different hps per service type is a good idea, else one would always take down the refit. as it is now you can choose to eliminate fitting ability and thus resupplies immediately, but at a higher risk; or fight an industrial war and cause "damage over time" but at reduced risk. -- Tempus fugit -- |
ghosttr
Amarr ARK-CORP FREGE Alliance
|
Posted - 2007.08.17 00:20:00 -
[5]
Originally by: Chi Quan different hps per service type is a good idea, else one would always take down the refit. as it is now you can choose to eliminate fitting ability and thus resupplies immediately, but at a higher risk; or fight an industrial war and cause "damage over time" but at reduced risk.
actually that is not true, if the refit services are destroyed then people will just refit at a friendly pos. Just like with repairs, if that is destroyed people will just fir rep mods and undock.
Tactically no one service is more important than another, while the effect of destroying each service is different. It is stupid to think that one is more inportant than another, every station is different. And this makes it so that the tactical of different services varies by outpost.
One outpost may be your alliances main refining outpost, and destroying the refinery would be more harmful than anything else.
Anouther outpost may be right on the frontlines of a war, and there destroying the refinery would mean little, but destroying the cloning service would be most harmful.
And yet another station may be your alliances main factory, where all your ammunition and ships are produced, destroying the factory service on that oupost would be more harmful than destroying any refinery or cloning service on it.
I think that it should be changed so that the more modules you destory on an outpost the more hp the next module has. Or some other setup where the hp differences arent as great and allow for greater tactical effectiveness, rather than a system that ignores the tactical part of it and assumes that some services are more valuable than others.
Also, I think another way to handle it would be for the outpost owner to assign a priority to the services, services with a high priority would have the most defences, but destroying them would have the most impact. Services that are less essential to the tectical effectiveness of the outpost would have lower hp, but destroying them would be tactically less effective . Do not read this thread!!!
|
Fafnir Drake
Gallente Boob Heads Haud Terminus
|
Posted - 2007.08.17 00:54:00 -
[6]
Edited by: Fafnir Drake on 17/08/2007 00:54:13 ^ This sounds like a fair idea. Then again, I have yet to fight in blob warfare yet. Just low sec, and smaller-scale 0.0. *EDIT* Oh, and ignoring scammers in empire, but that's stretching the definition of PvP imo. ------ "A wise man once told me never to argue with an idiot. They will bring you down to their level, and then beat you with experience." |
ElfeGER
Black Eclipse Corp Band of Brothers
|
Posted - 2007.08.17 06:29:00 -
[7]
shooting/repairing a hp bar is boring = nearly the worst feature ever
|
Jurgen Cartis
Caldari Interstellar Corporation of Exploration
|
Posted - 2007.08.17 09:40:00 -
[8]
Originally by: ghosttr
Also, I think another way to handle it would be for the outpost owner to assign a priority to the services, services with a high priority would have the most defences, but destroying them would have the most impact. Services that are less essential to the tectical effectiveness of the outpost would have lower hp, but destroying them would be tactically less effective
This. I like it. Would probably be same effect as now, though, as few outpost owners would risk their fitting arrays. All the services would have to be shield tanked, as you can reasonably move energy around, but it just seems odd to be able to give something X million more armor HP suddenly. However, have to make changes occur at next downtime to prevent simply using a covops scout and assigning max priority to whatever's being shot at. Not entirely sure I don't like that though. All power to Clone Vat Shields! (meanwhile, the lights flicker over in refining). -------------------------------------------------- ICE Blueprint Sales |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |