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Reply to Topic | Show CCP posts - 25 post(s) |

amGreat
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Posted - 2008.06.29 17:17:00 -
[511] - Quote
pvp is fun. FW is great for getting some more pvp going.
However, there really needs to be a dynamic system in place. The rewards must be implemented soon. The reason being there is nothing compeling you to defend your space. Losing space doesn't matter, and neither does winning.
perhaps the factions could pay for plexes. A set amount per plex that would have to be split with as many ships in the plex would encourage smaller gangs as well. Call it a hazard bonus. And then another isk payment that is calculated based on total systems held and divided by total miltia members every week. Calculate it on sunday night to get everyone to make big pushes over the weekend. WE ALL NEED A CARROT, especially the amarr! I could even see FW bounties on enemy FW players based on what ship they are flying, but that would have to be in addition to a reason to do plexes, right now you just do plexes while your waiting for WT.
I would really like to see logistics trains, either NPC or player mission driven, that have true effects on the FW layout. An announcement would go up in miltia chat that the NPC convoy is moving out from x system in high sec in 15 minutes. You'd get there. When the fleet left they would broadcast their destination in local. If they arrive safely then there has to be some reward to the entire miltia, perhaps the destination system has its enemy VP count reduced to 0 - but thats not a reward unless rewards for holding space are implemented.
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Ban Dwagon
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Posted - 2008.06.29 20:23:00 -
[512] - Quote
99% sure this has been said, but we need some sort of mod function for the new militia chat. If this could be first awarded to a few of the emerging leaders of each militia via a vote of sorts, along with the power to make more mods it would certainly help. |

Nachshon
Caldari 17th Minmatar Tactical Wing
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Posted - 2008.06.30 18:50:00 -
[513] - Quote
A few things for the militias:
1. Militia hangars. There are many possible systems, but here's a simple one: nine hangars with minimum rank requirements for each. There is a risk of corp theft (as always), but it would be nice for players to be able to store basic frigates, modules, and ammo where other players can access them.
2. Assign roles based on rank. In the long term, the militias should be able to act more and more like alliances. Roles should be granted based on rank, with the top brass (the top few ranks) able to assign roles themselves. I'd advise against giving powers like firing members or corps to the players, to avoid the hijacking of militias, at least until the next expansion.
3. Seize enemy militia stations. Again, this should wait until the next expansion, but one great consequence of capturing enemy systems would be for stations belonging to militias to be captured after a certain time. Example:
The Roushzar system, an Amarr system containing a 24th Imperial Crusade station, is captured by the Tribal Liberation Force. After a week or so, the station becomes a TLF station. The agents there are moved to other stations, replaced by TLF agents, and maybe, the personal hangars of 24IC pilots may be looted by TLF pilots. It would represent real territorial control, and make staging out of captured systems viable.
4. A public record of FW. Initially, there were posts by players giving status updates on FW. Now, they've dried up. But I'd like for CCP to create a system that records the kills, victory points, and system captures each day, and is available to the public. We could examine trends over time, point out how our side is REALLY winning, or calculate the time until the Minmatar conquer all of the Amarr FW systems (ps - you should have made the territory for FW either proportional to the size of each empire, or equal for all sides). |

Mithfindel
Gallente Argent Group
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Posted - 2008.07.01 04:46:00 -
[514] - Quote
Edited by: Mithfindel on 01/07/2008 04:50:35 More consequences would be nice.
I don't quite think it's fitting that militia would be paid ISK for capturing plexes, but perchance LP would be entirely appropriate - as it's supposed to measure the amount of trust between the capsuleer and the corp.
"So, general, I've been thinking about this... I've been butchering the Caldari in this Imicus, how about I get a replacement Comet?" "The Federal Defense Union stands behind its commanders.* Here you go."
Edit: Almost forgot...
Might be a tad harder to implement, but when a system is occupied, perhaps then it would be possible to drop the occupant's POS there? The problem with this is that normally you need standings of 10x system sec with the sovereign empire. Now it would likely be the same with the occupying empire. Charters? There could be two kinds of charters. One type is what we have now, the charters of the sovereign empires. The other charters could be militia charters, needed for POS in hostile regions. (Eliminates the need to buy opposing empire's charters, should be about similar in price.)
Naturally, these POS are there for production / defense only, and have no use beyond that (no effect on occupancy).
*) Not revealed exactly how many jumps behind they stay. |

Zanpt
Caldari
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Posted - 2008.07.02 07:12:00 -
[515] - Quote
Atm I personally have zero interest in the FWs. They seem altogether too contrived and somewhat pointless.
The FWs have, though, had a devastating effect on hi sec corps and alliances. We lost fully 1/3 of our members through corps and individuals leaving to join the FWs. I am not amused.
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Morscerta
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Posted - 2008.07.02 12:02:00 -
[516] - Quote
I personally think that FW is quite a feat and makes EVE a more interesting playground. I do however feel that this feature will die a slow death if rewards or repercussions to the game world are not implemented anytime soon. I liked the idea of one of my previous capsuleers that an LP store for faction stuff for successful missions would be very interesting, maybe with reduced cost compared to the usuall stores.
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Mithrandere
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Posted - 2008.07.07 13:59:00 -
[517] - Quote
Hey Guys allow me to give you my thoughts as a new member to the EVE community (less than 6 months old).
Build Up: Now this might be because of my noob status, but up untill the week or so leading upto the start of FW I managed to miss a lot of the storyline build up (i suppose i just didnt know where to look or what to look for). However, one thing i would say is that there was a definate sense of 'a storm brewing' and a lot of conversation about the introduction of FW, so even from a 'blind' perspective the build up had impact.
In Game: Sadly I did not have a happy start to FW. Having left a corp I was CEO of for time related issues I immediarly decided to start a new corp (on a name i really liked, and for admin and future plans). This was as FW was kicking off. Sadly, despite having a high personal faction standing I was not able to join FW as a corp (I was the only one in the corp as i was not recruiting) becuase my corp standing were too low, and for weeks of gaming, no matter what I did, the faction standing didnt move up - litteraly didnt move. So I made the sad decision of binning the corp (which lost the name I was rather intent on keeping) and joined a corp that was already in FW.
Combat Dynamics in FW: Having played FW for a about 2 weeks now, I feel that the game mechanics of EVE have made FW into something resembling what I imagine to be a large empire/alliance war. It is simply a case of running gate camps and stopping incursions via you own camps - is short the same old zzzzz.
When I joined FW I was hopeing that there would be structured fleets roaming about looking to take and hold objetive or destroy vital enemy structures, constant battling over front line combat zones, and occasional incursions deeper (very deep) into enemy territory that would (or would not be) repelled, while at the same time, cover ops ships would be maruding (as their title suggests they should be doing) deep, deep behind the combat zones. Sadly this does not seem to be the case.
From what I have seen of it on the Amarr side of things, its like a glorified, disorganised alliance war. Its all gate camps and waiting. There is no momentum in the war, little dynamic and the centers of gravity are basically static.
In short I would list 5 main problems: 1) Dynamics similar to alliance wars without the ability to fight inside and around many different locations.
2) Things appear to have stagnated into static gate camping with occasional, and largely futile incursions into enemey terriroy.
3) Fighting is centrally located in small and limited zones, (generally dependant on gate camps) and does not move from these locations, casuing problem 2 to become worse.
4) Regionally, there are 4 'battlefonts' with 1-3 periphal zones of combat per region. There are 5000+ systems in EVE are there not? Why are only around 10-20 systems (or less) taking the brunt of a war that is 'so big' it is encompasing the known universe?
5) Command and control structures are non existant, as a result combat it patchy, ill organised, futile (if on the offensive) and boring/static on the defensive. It is also too slow to build/find a fleet, and even when u have when u get to them its normally gone/destroyed.
In my opinion, I feel FW has done little to add to the thrill of combat in EVE that could not be done by joining a large alliance in a war. Further, i think that such alliance wars have the ability to span wider areas with more dynamic conflict objectives (ie corp diplomacy/territory wars), engagments and targets, rather than getting pounded as u go through a gate, or getting hunted down by defensive fleets if u break past the camp (as there is nowhere else u can go).
I have quite a lot more I could say on the matter as a PhD student in military science, so if the DEV's want to contact me and talk further then thay can feel free to do so, but i have tried to highlight what are the most important points for me.
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Mithrandere
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Posted - 2008.07.07 14:27:00 -
[518] - Quote
Edited by: Mithrandere on 07/07/2008 14:27:39 --sorry pc trouble delete please--
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Doctor Byttner
Fleeting Moments of Insanity
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Posted - 2008.07.07 16:29:00 -
[519] - Quote

Loving FW.
Just wanted to make that statement before I move on.
I feel that the militia's should provide better insurance on ships lost during militia battles.
We all love to fight, but we are now facing daily blob wars in Kamela and Kour, where hundreds of ships are going to die each battle potentially.
FW will eventually decline as this ISK sinkhole soaks up all available disposible income. Please will go back to mission running, battles will get fewer and fewer as it becomes less and less accessible to most people.
I would like to see more T2 and battleship class fights in FW if there would be a way to make the inevitable losses more bearable.
On the medium for achieving this goal I am flexible and open to suggestion. Though the goal itself I believe is required.
If I spend 180 mil on a ship and lose it easily in FW, I want to see not only part of the actual ship's value coming back to me, but also some form of insurance on the fittings for that ship so I get say 160isk back and lose 20mil.
I just purchased a lovely brand new BMW 325 M sports Coupe... If I crash it my insurance won't just pay for the shell of the car... it will pay out for all of the optional extras like the Sat Nav, 19" alloys etc...
I purchased a ship, fitted it, in FW I think that overall purchase should be somehow insured.
agree? disagree?
I just think with this ISK sinkhole we are doing nothing more than promoting ISK sellers who are bound to be rubbing their greasy little mitts at this new release and huge increase in ISK demand!
I would be interested to see how much those ISK prices increase on average in the local spams... that would be a good indicator as to the renewed demand on their "sevices".
Thats my 2 pennies worth.  "Hell hath no fury like 3 women scorned... or mine."
- Some noob |

BiggestT
Caldari Fun Inc
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Posted - 2008.07.08 06:21:00 -
[520] - Quote
sorry tried fw and it was fail.
massive blobs, heaps of lag, incredibly poor fleet dicipline even when offenders told time n time again..and vp's uzless atm..
not happy...have since left back to 0.0.
poudly annoying fc's since 2007 |
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Kassasis Dakkstromri
Caldari Secretariate
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Posted - 2008.07.13 03:02:00 -
[521] - Quote
http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=821275
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Khlitouris RegusII
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Posted - 2008.07.13 12:00:00 -
[522] - Quote
When are you going to fix the fact that you cant warp to gangmates that are in a plex with you? at present you need to either all fit mwds or sit 60 huggins on the entrance to have any chance of catching the nano gangs, this isnt a nano whine i like nanos but when you have a fast tackler that manages to lock down a nano shipp 200 km from you ina plex and you cant warp to him to help kill the nano ship then somethings wrong and is the main reason i no longer run plexes.
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cragz
Caldari Dark Knightz
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Posted - 2008.07.22 05:35:00 -
[523] - Quote
My Thoughts About FW -
Its starts off fun getting into huge fleets and getting in on the pvp action and is also a good way for new players to learn the basics of pvp and war. But for long running chars there is no reward at all. You get your kills and a fleet member with va va voom speeds loot all the wrecks and at the end of a good pew pew session you end up with ???? nothing. You then think to yourself, I need to make isk ill go into empire run some complexes blah blah, then jump into a high sec war target blob and " OH Sh*t.. Its a trap " you get ganked in a 0.6 - 0.9 empire system by war targets and where the hell is the Caldari NPC NAvy ? No where to be seen and you loose another 40 - 120m in minutes.
I like being able to fleet up with the ACHMED fleets and kick ass but apart from that it seems there is nothing to gain and everything to loose. Ive only been in FW a week and already its getting tedious.
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Sweet Rosella
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Posted - 2008.07.23 12:05:00 -
[524] - Quote
1 problem our corporation is having is that amar are very weak, us being minmatr are finding it harder to find targets as they are droping faster than flys, why it is like this idk, amar ships are very good can deal alot of damage, our corporation has/is concidering swaping to the amar side but due to standings for most pilots this will not be posimble, 1 idea is we can join caldri and fight minmatr and give minmatar a good fight, but for me personaly i wish to stay minmatar, somethign needs to be done there are to many caldri pilots and not enough amar pilots yet caldri and amar should be working together.
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Arna Padrona
Amarr Viziam
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Posted - 2008.07.30 05:22:00 -
[525] - Quote
Well, FW in itself is a nice idea. Instant access to fleet operations, teamplay and pvp. Great. I've flown for the matari militia and had a good time.
I quit the militia though. I quit faction warfare and promised myself to never do it again or ever go near 0.0 alliances. Why? Because the servers can't handle it. Twice have I gotten into "medium size" fleet engagements of about 30 vs 30 people.
1) First time, my client locked up and crashed. I was destroyed and podded and lost quite a lot in the process. No reimbursement given.
2) Second time, my entire fleet freezes up. Everyone is saying "Whoops, we crahsed the node." Part of the fleet never gets through the gate - including the cyno ship that was gonna get us the reinforcements... The enemy still seemed to have some control though, destroying us one after the other, while we can't even target eachother to activate reppers. After locking on the first target, no one really had any control over anything. I'm not even gonna bother to petition it, or send any bug reports.
Faction warfare: Great.
Faction warfare on the current servers: Worthless. I quit and take up mining.
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suicide
Caldari Synergy.
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Posted - 2008.07.30 06:12:00 -
[526] - Quote
Yes, the stations should change and the agents too depending on who owns the system. Then Amarrian high-sec needs to start eroding as the minmatar continue to hold systems. This erosion needs to occur. Yeah and fix the lag in fleet wars.
Especially the BoB lag machine.
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Khlitouris RegusII
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Posted - 2008.07.30 07:46:00 -
[527] - Quote
Originally by: Ditadit I'm dying to see how factional warfare is going to convince pilots to commit the stupid act of going into low sec and making themselves my targets. Will the rank names do it ? I guess that if you're the type that attaches importance to your avatar's title, you're probably foolish enough to want to get yourself ganked in low sec for little to no material profit.
you dont go into low sec much do you?
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Qduhaf
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Posted - 2008.08.01 16:29:00 -
[528] - Quote
just 7 posts in over 3 weeks.
Maybe its time for CCP to have a 5 hour meeting on FW.
Good concept, decent start and then just dropped
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DorXtar
The Hull Miners Union The Red Skull
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Posted - 2008.08.03 22:58:00 -
[529] - Quote
I wonder if I can start a separate thread to address the issues I want to discuss in regards to FW.
Like others have already mentioned, FW is pointless. It's like putting a sandbox inside of a sandbox, but in this sandbox sandbox, you can't do anything constructive. All you can do is fling sand at your opponent. If you survive, you get to keep the sand that was flung at you for future sand-flinging use.
Faction wars should be Carebear+1, or missioning+1. FW was supposed to make 0.0 players and entities envious of mission-runners and carebears. What good is rank in FW? You don't get an NPC fleet (not a good idea as long as lag is still an issue).
FW should be the stepping stone between missioning and pVp. That would imply isk rewards, or some sort of compensation. Do you know why the Amarr are so weak? Because most amarrian characters/players like to make money, not lose it endlessly. The Amarrian empire is supposed to be one of the richest factions in the game, with all their gold-plated hulls. Yet, they declare war and seem to expect all of their pod-faring citizens to risk their lives and resources for their cause, without the Amarrian state spending one isk.
FW needs to be like PvP missioning. The more rank someone gets in FW, the more NPC reinforcements and resources they can call down. For newer players, they'll have to round up other players to make up for a lack of rank, and they'll be able to gain rank collectively.
I've played other MMOs, and some of the most exciting events were the NPC events that interacted in non-instanced player areas. CCP should have the same thing for FW.
Imagine a huge NPC fleet appearing around a stargate in empire space. Let's pretend the fleet is in hostile territory. How can you control the lag that is sure to come when the word goes out to other players that there is a FW NPC spawn on an empire gate? The stargates can be set to limit jumps of all neutral and enemy players, only allowing friendly ships to reach the FW NPC event. The hostile invasion NPCs will be able to call down real players to aide in the battle, but the real players will need to be "jumped into" the system with NPCs, since the stargates leading up to the FW NPC event will not be allowing enemy reinforcements into the system. This will open up the possibility of NPC super capitals playing a more meaningful role in the conflict.
Imagine getting into an FW NPC Titan or a Mothership, in your personal ship of course, only to be jumped into a hostile system in order to participate in the FW NPC event/spawn?
THAT WOULD BE AWESOME, and a lot less laggy than the current method of FW. The numbers of players involved will be reduced greatly, and the first ones to get "dibs" will be those of higher rank or those with higher faction standings.
This will disrupt the eve-lives of all the other EvE players wishing to travel through these conflict systems, which is realistic.
________________________________ It never hurts to help! |

Onyx Asablot
Federal Defence Union
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Posted - 2008.08.05 12:02:00 -
[530] - Quote
Should have posted in this thread sorry. Regarding a rank based FW chat channel for high ranked players to communicate.
http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=839986
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Anathema Amat
Commerce Experts Stellar Economy Experts
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Posted - 2008.08.06 17:01:00 -
[531] - Quote
I would like to add my support to the idea of rewarding factions who manage to occupy a lot of enemy systems. Perhaps an amount of time after a constellation is completely occupied, a new constellation should open up to FW? I see no game mechanic reason why this cannot include high sec systems too, although clearly the game play would be different. Similarly, if a constellation is uncontested for an amount of time it could be removed from the warzone. Ultimately, if an entire region is occupied, it would seem to make sense to bring in a shift of controlling empire, perhaps accompanied by major news stories and massive NPC fleet movements? Without this level of dynamicism, FW will become boring and I fear there will be a net loss of players. Thanks, -Anathema
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Sweet Rosella
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Posted - 2008.08.07 16:50:00 -
[532] - Quote
I have an idea to make capturing systems for faction war a bit more interesting, basically your faction has to capture a percentage of all planets in a system.
To Capture a planet you erect a structure, a bit like a pos, with out all the fancy hardware or even just soemthing like a gian secure can, if the enemy has all ready got 1 anchored you have to destroy there first.
When enough of the planets have been captured you win the system, now I know some systems have more planets than others, but some have very little so in these system you have to capture them all.
I know its going down the lines of pos war fair and tbh I don't like it and many don't either, but these structures are basically like flags, they don't need to have enormous amounts of shield and go into reinforced or even have guns, there just something to defend or place at a planet.
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Spacy Cadette
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Posted - 2008.08.07 19:57:00 -
[533] - Quote
Senior GM Huginn suggested I make a post here, after going though a petition process to try to determine the following.
Dungeons (or plexes as we the players commonly refer to them) in FW are not spawning as CCP originally described. Although not a major issue, we seek clarification as to how the spawns of the plexes actually occur so we can appropriately move forward.
As was originally described, each constellation will have a certain number of plexes spawn within it. However, we have repeatedly cleared constellations and driven all plexes outside.
What we would like to know is: Do plexes respawn within the region, within the war theater (i.e. a Caldari plex will always respawn as a Caldari or Gallente plex), or anywhere (a Caldari plex once run can respawn anywhere FW plexes are found in eve, of any particular race)?
Are FW plexes going to respawn as their own racial, or as another racial, or as a random race?
An in game mail or chat would be appreciated with any answers you may be able to provide. Thank you.
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Aureleus Thaen
Gallente Federal Navy Academy
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Posted - 2008.08.10 20:56:00 -
[534] - Quote
Edited by: Aureleus Thaen on 10/08/2008 20:56:47 Ideas for Tangible Effects :
- VPs that go toward acquiring faction ships so that the war is sustainable, can make them not sellable and unable to be reprocessed if necessary for the economy
- NPC opposing faction raider spawns that show up and make empire life for a losing faction more difficult
- Re-balancing of Mining so that Low sec belts which can be taken over by and controlled by Militias are more profitable than High Sec mining. Maybe tie ability to acquire Faction ships via points to resources controlled
- Move high quality mission agents to the capturable FW space, lose space you lose your agent, or have mission rewards scale with war performance
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Phione
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Posted - 2008.08.23 16:32:00 -
[535] - Quote
Edited by: Phione on 23/08/2008 16:34:07 Just echoing many of the idea's posted prior.
Please work on Incentive's. It appears Neutrals are having just as much fun in FW space as Militia. Yet they can attack all sides. Yes we have rank, but currently rank yields no privledge. At least not as much in ISK that can be earned by opportunistic neutrals in FW space.
Please accelerate your development of those incentive's to bring in fresh blood. A simple idea, would be as easy as only allowing FW militia Corps to set up POS's in FW space. Make the minerals in FW space very rare. Hence the fighting in those regions to begin with.
Another one would be to allow FW members to use Smart Bombs, and EM in high sec space. Due to the special security relationships with those member empires. Just some simple idea's to get the incentives going. In order to bring in some frsh bloog. 
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Xavier Zedicus
Priory of Zorrabed
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Posted - 2008.08.24 14:11:00 -
[536] - Quote
An LP reward system would be terrific.
 Adapt or have Pie |

Blake Rathen
Caldari State Security and Intelligence Celestial Imperative
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Posted - 2008.09.02 21:15:00 -
[537] - Quote
Allow alliances to join militias or allow 'loyal' alliances access to specific types of agents/missions based on their standing with that empire.
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Somealt Ofmine
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Posted - 2008.09.10 20:43:00 -
[538] - Quote
Edited by: Somealt Ofmine on 10/09/2008 20:44:41 Here are a few thoughts now that I've been involved for a bit:
There definately need to be relatively strong consequences to "flipping" a system. There just isn't motivation enough to do it. We should be seeing way more fights to the death in the plexes than we are. We aren't, because bragging rights aren't really motivation enough.
I know that denying docking rights to the opposing factions seems harsh, but it's the most logical.
The other incentive would be monetary. The capsuleers are supposed to be "Privateers" according to the back story. They should be getting paid a bundle whenever their side advances beyond its previous "high water mark" of systems occupied. Provide a substantial isk payout, and a hanger full of faction goodies from which you can choose stuff as "war booty" based on your rank. That would make rank important too.
Ultimately, there needs to be an "end game" here where you can force the opposing side to "surrender" when you have occupied enough of their space. This should result in an even bigger payout in isk and faction stuff to the winner, and then a reset of occupancy so that the whole thing can start again.
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Hirana Yoshida
Behavioral Affront
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Posted - 2008.09.14 08:48:00 -
[539] - Quote
The speed tanking in FW sites is becoming ridiculous, surely it can not have been the intention that a T1 frig can take and maintain aggro in any and all sites.
My suggestions, until CCP figures out what to do longterm:
Add uber-neutralizer NPCs with a huge range to shut down MWDs, and/or
Re-instate the DED-space restriction on MWD functioning inside and on acceleration gates (would also remove the silly nano campers on minors and mediums)*my preferred solution*, and/or
Have NPCs aggro list prioritize whatever is closest to capture point (it is what they are there to protect after all, would go nicely with the uber-neut), the navies should not keep firing at a target that is 150km+ from the capture point unless they are specifically aggressed (like a stealth bomber kiting)
Other things that are ruining my days:
Issue: Neutrals able to scan down and open FW sites. This should not be possible unless in a Militia, it's bad enough that they are used as scouts. Solution: Remove he ability of unaffiliated pilots to find FW sites on scanner or with probes.
Issue: Streaking spawns in systems (no not that kind of streaking ... such dirty minds). Once every other day I come across a system with up to 10-12, combined with the speed tanking a handful of T1 frigs can run a system so deeply into contested that it either falls or takes weeks to repair. Solution: Upper limit (set lowish like 3-4) to the number of sites that can spawn in any given system. Will force pilots to move around a lot more giving the opposition more/better chances at disrupting their efforts.
Issue: Cloaking inside FW sites. Very rarely used to trap enemy pilots (which would be OK) but almost always used to avoid aggro from new spawns to allow speedtanker to get it. Solution: Disable cloaks inside FW sites. Should depend on steps taken to get the speed issue under control.
And the out-of-the-box suggestion: Allow top (read:max) ranked militia personnel to rearrange the default positions of navy ships inside a FW site. Has to be in range of capture point of course.
Lastly, some sort of reward system would be nice, like a hefty discount in the militia LP store based on rank (surely the Empires want to reward their faithfuls). Would somewhat make up for the lower LP/Hour and perhaps get some more people out running missions and flying those tasty faction ships.
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Ratchman
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Posted - 2008.09.15 14:21:00 -
[540] - Quote
I like quite a few of the suggestons made regarding FW, but I think that improving the gameplay boils down to 3 things:
1. Rewards. There has to be an incentive for people to keep playing FW. I personally prefer the LP store. And if you wanted to give extra incentve, a few new ships with new hulls only available to FW pilots would certainly drawn people in (although they shouldn't be too expensive as we want to encourage people to actually use them in FW).
2. Rankings. If there could be a way of setting up roles for people in the militia, we could then 'elect' a leader who can then assign subordinates and then have a more structured nature. If they could then have the option to kick people out if necessary, the militias would then be able to prevent a fair degree of spying.
3. Move the conflict away from Jumpgates. Practically all of the combat occurs at jumpgates (not counting the in-out docking games, which is just frustrating), and the outcome there is heavily influenced by lag. We really need to find a way to encourage fighting away from gates. Even without the lag, it would be nice to have a few different locales for combat. Perhaps some form of warping a fleet into the next system without having to use the exit gate (kind of like a very limited cynosaural field). The caveat of this could always be the exit point could be random, and that it needs a specialist ship or module to generate.
There are a few other suggestions I would like to make, but I am not sure about their viability. Firstly, it would be nice to have some ingame killboard and/or statistical analysis. Secondly, some environmental effects would be nice, such a ssensor-suppressing nebulae, gravity wells and patches of dangerous radiation that can eat away at armour and hull.
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