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Thread Statistics | Show CCP posts - 21 post(s) |

Pharos Dei
Cruoris Seraphim
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Posted - 2008.01.04 23:29:00 -
[61]
Edited by: Pharos Dei on 04/01/2008 23:29:15
Originally by: Oli Robbo Now as an outsider (not enough skills/experience to compete) will i be able to go to this system and veiw the tornament? or will it be widely avaliable [for free]in good quality, afterwards? oli.
there will be several free live streams with the evetv team commentating on the fights and presenting live footage etc... dont worry, you wont miss a thing :P Your signature exceeds the maximum allowed filesize of 24000 bytes -Hango (mods@ccpgames.com) |

Chainsaw Plankton
IDLE GUNS
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Posted - 2008.01.05 02:50:00 -
[62]
Originally by: Karia Icehawk Edited by: Karia Icehawk on 04/01/2008 07:04:37
Originally by: 5n4keyes
Originally by: Elixibren
Originally by: 5n4keyes T2 BS the same points at a T1??
Should deffinatly cost a bit more, given that the golem alone could easily sit and tank 10 ships for 15mins!
If someone fielded 3 Golems, would make for one boring fight!
um... # Battleship, Faction or Tech 2 - 32
# Battleship - 26 ???
Reading stuff at 6am in the morning, and getting no sleep isnt smart lol.
But still, 3 golems, you wouldnt kill them, and im pretty sure they would manage to kill something!
3 spider-tanking golems no less... *shudder*
Edit because I didn't scroll the message field the first time :/
and jammed.

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Thresh Avery
Best Path Inc. Ethereal Dawn
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Posted - 2008.01.05 03:24:00 -
[63]
Originally by: Ishina Fel
Originally by: Kery Syander Non combat ships are not allowed? Only non-combat ship in the game that I know of are freighters... and I didn't see a point value for them. 
There's also shuttles... but I hear they don't tank very well.
Mining Barges, Exhumers, Industrials and Transports too. There's no point values for the ships that aren't allowed in the tournament. 
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Cedric Diggory
Perfunctory Oleaginous Laocoon Mugwumps
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Posted - 2008.01.05 05:14:00 -
[64]
Quote: Rigs have just as great an effect as Pirate Implants do on the defensive capabilities of a ship, removing them and implants, and the reduction of the warpin distance, encourages more offensive setups. More offensive setups means more fun matches and fewer ****ty turtle tank wars.
The fact that the best thing most ships can do with their rig slots is to improve their tanking capabilities is something that is worth noting for balance issues, but it should not effect their removal from the alliance tournament in my opinion. I feel a more elegant solution to rigging (and to implants for that matter) would be to bring in a points value for these: For the sake of argument, let's say that a filled rig slot costs an extra point, as does a filled implant slot. This would of course be difficult (but not impossible) to enforce, but theoretically it's nice; it would bring the cost value of a rigged T2 battleship flown by a fully implanted pilot up to 44 points and allow for far greater variety.
Note that my comment on implants was on a whim; I am only really interested in rigs.
I also strongly feel that warp outs should be allowed so as to necessitate the fitting of warp disruptors. Warp mechanics are a huge part of real combat, and their exclusion destroys any semblance of tactical combat. Teams should be allowed to use those mechanics to their advantage, such as deployment of interdiction spheres or using a fast ship to get warp-ins for the slower damage dealers.
I'm sorry to say, but the rules here are yet again moving much further away from the combat the game has developed and in my opinion will do nothing to make for better viewing. Personally, I don't watch the alliance tournement to watch ships volley at each other (as per the cookie-cutter-caracal setups that are so common and doubtless will be again) but to enjoy the tactical encounter. The more restrictions placed on the combat, the less tactical and hence less enjoyable each fight will become.
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Saskia Fairweather
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Posted - 2008.01.05 10:09:00 -
[65]
T1 Rigs were allowed in the PVP Tournament at FF'07
Admittedly this was an oversight as when the first teams started playing thy realised the Devs had forgotten to take them off the market. But it did not cause any fights to go on an immeasurable amount of time.
And besides in the Alliance Tournament V they have changed the rules to include a time limit. So wtf is Nova drivelling on about? If the standard rules (no rigs) mean that a fight can last at maximum 15-20 minutes then how is having rigs on each ship going to make that take longer.
Grow some balls Nova.
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Cividari
Caldari Shiva Morsus Mihi
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Posted - 2008.01.05 11:36:00 -
[66]
Sorry if this has already been answered but I didnt see it anywhere. Will you need to field a total of 100 points yourself in order to get TotalHellDeath or is it ok to start with say 99 points as long as you dont lose anything?
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Ziraion
Fly Hi
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Posted - 2008.01.05 11:40:00 -
[67]
Originally by: GM Nova Changes.
Boosters are now allowed.
WTG, the tournament is saved now !  A booster a day keeps enemy at bay ! |

Sargeant HAmmer
Caldari Hammers Academy
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Posted - 2008.01.05 12:12:00 -
[68]
Originally by: Saskia Fairweather Edited by: Saskia Fairweather on 05/01/2008 10:16:53 T1 Rigs were allowed in the PVP Tournament at FF'07
Admittedly this was an oversight as when the first teams started playing thy realised the Devs had forgotten to take them off the market. But it did not cause any fights to go on an immeasurable amount of time.
And besides in the Alliance Tournament V they have changed the rules to include a time limit. So wtf is Nova drivelling on about? If the standard rules (no rigs) mean that a fight can last at maximum 15-20 minutes then how is having rigs on each ship going to make that take longer.
Grow some balls Nova and just allow the use of T1 Rigs. To not do so is just being bloody-minded.
as far as i recall rigs were NOT allowed in tournament no. 4
if you end up with 2 passive tank drakes at the end one on each side then the fights just not gonna finish.
nerf the passive drake!! :p
i also dont see why industrials are not allowed in the tournament, look at all those mid slots and you CAN fit a gun, as you can with mining barges exhumers etc. I would like to see a carrier though just for the sheer hell of it say costing 60 points.
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Zenst
Gallente Omniscient Order
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Posted - 2008.01.05 13:38:00 -
[69]
Rigs - at least T1 ones should be allowed, more so that your allowing boosters. The pirate implant aspect is done from the point that there xpensive and limiting to alot of corps, boosters as well to some degree. But T1 rigs aint.
That said with changes in game mecanics I see some interesting fights ahead. Wonder if we will see things like turtle tanking drone chains :D, or fights were nearly everybody jammed.
Also any chance of upping the points per team to 109 as I know of at least one alliance out there that would be grateful of that change :).
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Zenst
Gallente Omniscient Order
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Posted - 2008.01.05 13:42:00 -
[70]
[*]Faction, COSMOS, dead space and officer modules are NOT allowed.
Same as last time, so my "Medium Nano armour repair" which was a meta T2 module and now a meta T1 which also dosn;t drop anymore and not being of any Faction, from any COSMOS or any dead space or indeed officer is valid still like all previous tournaments :).
I hope so as I have 3 and few billion isk would come in rather handy ;).
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Pharos Dei
Cruoris Seraphim
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Posted - 2008.01.05 17:42:00 -
[71]
can people please stop crying about drakes and their omgfubar passive tanks please!
seriously, if a team chooses to field some 3x passive tanked drakes with rigs and all its their problem cuz those things will have a mean tank but will have the offense of a wet paper towel...
besides thier tank is far from unbreable... veeeery far from it...
rather than moaning about some imaginary unbreable passive tanks id like the introduction of a points system for EW and Remote Repping...
less EW and less spider tanking will make the tourney much more interesting
Im pro rigs! :P Your signature exceeds the maximum allowed filesize of 24000 bytes -Hango (mods@ccpgames.com) |

killmore
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Posted - 2008.01.05 19:15:00 -
[72]
I wonder what the excuse for not breaking lock this time more medical emergencies??? Or will it be something unique and wonderful maybe the cat went across the keyboard or just tinfoil!!!!!
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Pilk
Axiom Empire
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Posted - 2008.01.05 21:29:00 -
[73]
Originally by: GM Nova Boosters are allowed.
This is really, really stupid. All this does is swing the isk advantage back squarely into the hands of those who can afford to buy or train multiple tournament characters. Allow me to present to you how this will work:
Top-Notch Team Five minutes before the fight, each of the six perfect-skills Logistics pilots pops his or her booster. Two gets two penalties, three get one penalty, and one gets none. The pilot with no penalties and the one with the least-important single penalty get placed in the gang for the match, and the other four log off.
Small, Scrappy Team Five minutes before the fight, the two Logistics pilots (one perfect, the other nearly so) pop their boosters. Oh, no! The perfect pilot gets unlucky and gets hit with three side effects, and his buddy gets hit with one.
Now tell me how it's fun to watch a match where the outcome was determined: 1) Months beforehand, when the rich alliance could afford spare characters, and GTC's for them, to train exclusively towards tournament use, and 2) Five minutes before the match, when anybody on the small team could have told you they were doomed the instant they heard that their logistics pilot got his speed, cap amount, and armor amount dropped by 20% or so.
They also pose a logistical nightmare to acquire the boosters and have them available and ready near a place where a wide selection of T1, named, and T2 ships and modules can be acquired (i.e., a high-sec Empire hub).
Please, please reconsider booster legality for the tournament.
--P
 Kosh: The avalanche has already started. It is too late for the pebbles to vote. Tyrrax's bet status: UNPAID. |

Ohne
Minmatar Sniggerdly Pandemic Legion
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Posted - 2008.01.05 21:46:00 -
[74]
Originally by: Pilk
Originally by: GM Nova Boosters are allowed.
This is really, really stupid. All this does is swing the isk advantage back squarely into the hands of those who can afford to buy or train multiple tournament characters. Allow me to present to you how this will work:
Top-Notch Team Five minutes before the fight, each of the six perfect-skills Logistics pilots pops his or her booster. Two gets two penalties, three get one penalty, and one gets none. The pilot with no penalties and the one with the least-important single penalty get placed in the gang for the match, and the other four log off.
Small, Scrappy Team Five minutes before the fight, the two Logistics pilots (one perfect, the other nearly so) pop their boosters. Oh, no! The perfect pilot gets unlucky and gets hit with three side effects, and his buddy gets hit with one.
Now tell me how it's fun to watch a match where the outcome was determined: 1) Months beforehand, when the rich alliance could afford spare characters, and GTC's for them, to train exclusively towards tournament use, and 2) Five minutes before the match, when anybody on the small team could have told you they were doomed the instant they heard that their logistics pilot got his speed, cap amount, and armor amount dropped by 20% or so.
They also pose a logistical nightmare to acquire the boosters and have them available and ready near a place where a wide selection of T1, named, and T2 ships and modules can be acquired (i.e., a high-sec Empire hub).
Please, please reconsider booster legality for the tournament.
--P
In the last tourney you were pulled into the arena 20 mins before the fight and you didnt really know when the fight started. I wouldnt take the chance of popping the booster untill I warped into the fight or something.
I think this can easily be resolved with just pulling teams in 30 mins before the fight minium, therefore you couldnt choose players by the penaltys they get from the boosters.

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CEO Saffron
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Posted - 2008.01.06 02:39:00 -
[75]
I completely agree that boosters cause serious issues i agree the point on popping the pills in team and seeing who gets the least side effects prior to the fight is well made. This isnt realistic to PVP either as when you take a gang out you cannot decide to chuck pilots as they have a bad luck with a pill :) it would be better if there was a way to enforce only being able to take the pills DURING the fight as this will allow for mid battle gambles.
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Galmar Grief
Caldari State War Academy
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Posted - 2008.01.06 06:38:00 -
[76]
I do have to ask why hardwirings and boosters are allowed but pirate implants and rigs arent.
I mean firstly, im very happy pirate implants are now removed, they cost a lot, however a few complex exploiting alliances wouldn't need to worry about that, it only screwed smaller less confident alliances who werent willing to dump 5+bill for a single match.
So yes, Implants gone = good... but seriously why are hardwirings and boosters allowed?
Unless boosters have to be taken AS THE MATCH STARTS, I don't like the idea of including them, even then they and as for hardwirings... we've got the same issue as implants, there are quite a few hardwirings that cost a ton (shaq's for example). Personally I think all implants EXCEPT mindlicks and regular +x's should be removed.
And as for the rigs argument, they're low cost (t1 anyway) and available to pretty much everyone, I don't see why you wouldn't allow them.
Thats just my 2 cents.
- - - UI Suggestion for Missiles - Can we please turn the damn things off / disable the shake? |

MotherMoon
Huang Yinglong FOUNDATI0N
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Posted - 2008.01.06 08:03:00 -
[77]
what awesome thing does a tech 2 battleship do that would make it cost more points?
pink supporter! Future art director at CCP! or texture guy, either or :P http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Drop Was in class with these folks :P |

Naomi Wildfire
Amarr Stardust Heavy Industries Majesta Empire
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Posted - 2008.01.06 12:47:00 -
[78]
Will we have to replace losses for each round or will they be reimbursed for the next round?
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Pilk
Axiom Empire
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Posted - 2008.01.06 12:50:00 -
[79]
Edited by: Pilk on 06/01/2008 12:53:53
Originally by: MotherMoon what awesome thing does a tech 2 battleship do that would make it cost more points?
Even if they had absolutely no other advantages, they do at least as much damage, if not more, than their T1 (though not necessarily faction, but that's moot) counterparts, and they have additional bonuses versus T1. Agenda-motivated, trollish question answered, let's move on.
Originally by: Naomi Wildfire Will we have to replace losses for each round or will they be reimbursed for the next round?
You must replace your losses, except for pods and their implants, which are reimbursed should they be accidentally destroyed.
Originally by: Ohne
Originally by: Pilk
Originally by: GM Nova Boosters are allowed.
This is really, really stupid. All this does is swing the isk advantage back squarely into the hands of those who can afford to buy or train multiple tournament characters. Allow me to present to you how this will work:
Top-Notch Team Five minutes before the fight, each of the six perfect-skills Logistics pilots pops his or her booster. Two gets two penalties, three get one penalty, and one gets none. The pilot with no penalties and the one with the least-important single penalty get placed in the gang for the match, and the other four log off.
Small, Scrappy Team Five minutes before the fight, the two Logistics pilots (one perfect, the other nearly so) pop their boosters. Oh, no! The perfect pilot gets unlucky and gets hit with three side effects, and his buddy gets hit with one.
Now tell me how it's fun to watch a match where the outcome was determined: 1) Months beforehand, when the rich alliance could afford spare characters, and GTC's for them, to train exclusively towards tournament use, and 2) Five minutes before the match, when anybody on the small team could have told you they were doomed the instant they heard that their logistics pilot got his speed, cap amount, and armor amount dropped by 20% or so.
They also pose a logistical nightmare to acquire the boosters and have them available and ready near a place where a wide selection of T1, named, and T2 ships and modules can be acquired (i.e., a high-sec Empire hub).
Please, please reconsider booster legality for the tournament.
--P
In the last tourney you were pulled into the arena 20 mins before the fight and you didnt really know when the fight started. I wouldnt take the chance of popping the booster untill I warped into the fight or something.
I think this can easily be resolved with just pulling teams in 30 mins before the fight minium, therefore you couldnt choose players by the penaltys they get from the boosters.
A booster with Biology V (not unreasonable; it a Rank 1 skill and would take me under four days to train to V) lasts 60 minutes. By the time you're putting people in the arena 60 minutes before the fight, you're going to have people lose connection, or not be able to get home from work in time, or whatever. It's just not realistic.
As an additional downside, if these rules persist, the non-NPC-seeded booster skills (nanite control and neutoxin recovery) will bloom from 100m or more to many, many times that. At least 10 pilots per alliance, forty alliances... you're probably talking about doubling of the volume of these skills currently traded, and there's no real way to accelerate the supply to cope, so prices will go up and up....
At the end of the day, I don't like the idea that matches will be decided by a roll of the die. If I use a T1 shield boost amp but luck out with my Blue Pill and get no side effects, that shouldn't offset the skill, training, and preparation advantage of someone with 5% hardwirings and a T2 amp who gets spectacularly unlucky and gets hit with -30% explosion velocity, -30% shield HP, -30% optimal range, and -30% capacitor capacity. At that point, why not just flip a coin before each match?
--P
 Kosh: The avalanche has already started. It is too late for the pebbles to vote. Tyrrax's bet status: UNPAID. |

FinrodFelagund
Rome Rare Faction
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Posted - 2008.01.07 02:36:00 -
[80]
Boosters = bad choice No t1 rigs = very bad choice
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Ishina Fel
Caldari Synergy. Imperial Republic Of the North
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Posted - 2008.01.07 09:07:00 -
[81]
I don't see the problem with booster drawbacks.
Synth Boosters don't have drawbacks. Therefore, every team will use Synth Boosters.
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Pilk
Axiom Empire
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Posted - 2008.01.07 10:51:00 -
[82]
Originally by: Ishina Fel I don't see the problem with booster drawbacks.
Synth Boosters don't have drawbacks. Therefore, every team will use Synth Boosters.
You use Synth Exile and get a 3% armor rep bonus. I'll use Improved Exile on two characters and choose the one who got no side effects, thus receiving a 25% armor rep bonus with no drawbacks.
If you're unsure who will win that fight, you're an idiot.
Each additional participant is, absolute minimum, 750m in hardwirings. More commonly, if you're really speccing them out with the COSMOS ones, you're going to spend at least a billion, and sometimes as much as two, just on hardwirings (a maxed-out Amarr BS pilot with both Pashan's implants, an Ogdin, a Numon, and a 5%). By comparison, a full HG pirate implant set is between one and two billion isk.
Old Way: Buy a HG set and a set of hardwirings for each "slot" == about 3b isk per slot
New Way: Buy a set of hardwirings for each of two pilots so you can choose the one with the fewest side effects to fight for you == about 3b isk per slot
So, remind me how removing pirate implant sets is saving me isk and letting smaller, poorer alliances compete? At least before, I could put the expensive implants in my own head; now I have to give them out to alliance members who may or may not be around for the next tournament. At least before, I could take time off from work, or arrange a babysitter, to fulfill my role in a match; now I have to block off the time, but have no guarantee that I will actually get to fight.
Boosters are bad, bad, bad. Allow synth boosters if you wish, but allowing the real thing is very, very counterproductive.
--P
 Kosh: The avalanche has already started. It is too late for the pebbles to vote. Tyrrax's bet status: UNPAID. |

Ramruqai
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2008.01.07 12:23:00 -
[83]
This is still withing RP hosted by the Caldari right? Last I checked then boosters are illegal in Caldari space thus is makes no sense what so ever to allow competitors to be drugged during the matches!
More on RP, crown a new Amarr Emperor FFS! 
It's the pilot that makes the ship, Not the ship that makes the pilot. |

Fitz VonHeise
The New Order. United Connection's
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Posted - 2008.01.07 19:12:00 -
[84]
Originally by: Ohne I think this can easily be resolved with just pulling teams in 30 mins before the fight minium, therefore you couldnt choose players by the penaltys they get from the boosters.
This is silly...
Tournaments are suppose to be a contest to see which team has the best people/tactics/ships and teamwork to win.
Why would you allow boosters which give boosts but also give huge random drawbacks? Those who use boostes and get no drawbacks will be able to crush another team with equals skills and ships.
Remove boosters.
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CCP Sharkbait

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Posted - 2008.01.07 19:43:00 -
[85]
i have changed Nova's post to state boosters are not allowed, but were thinking about allowing them once th fight starts then it's allowed to use boosters. this is still not decided, but open for talk.
as regards penalties.
last year there was a few people who had modules that was not allowed. in that case we simply convo'ed the player and gave him 2 choices. have us remove the module and allow him/her to continue or leave the fight. once we remove the module you will not be given it back. the same applies this year, anyone caught with an illegal module will either lose the module or be removed from the fight, the choice is upto the player.
because were not allowing some implants and boosters this year, i will also be scanning for them. anyone with an illegal implant or a booster installed will be removed from the fight, no options given as removing implants or boosters from people can cause delays and work we do not need. if a player is removed, no replacement will be allowed.
now for disqualifications. last time a few alliances was disqualified and we don't really want to do that, so were going be more harsh with the point penalties. but we will disqualify if needed or people continue to break rules. this time there is a group that will handle punishments and make any decisions needed, they are the following people :
- Me
- GM Nova
- GM Xamother
- Mindstar
and as we like to keep local free of chat, unless you are answering a question from a CCP employee you are not allowed to speak in local. you will face a 5 point per line penality. i have a small chat window, so 2 letters is 1 line...
this time there will be no changing times of fights. it was mainly our fault last time, but we have corrected that and we will not need to this time. any player requests to move times will be denied sry.
i will start to follow this tpic, so please ask if there is any questions
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DarkLord SolidLine
Amarr Solidline Enterprise Phalanx Alliance
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Posted - 2008.01.07 20:39:00 -
[86]
is the sign up still off ? wen we sign up ? will be a new topic about it ? or just a link on this topic ?
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Syberbolt8
Gallente The Fated Interstellar Alcohol Conglomerate
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Posted - 2008.01.07 20:45:00 -
[87]
I'm happy to see boosters where removed for the time being, and there use shouldn't be allowed, its to much of a risk vs reward for the possible side effects. On one hand if the booster has little or no side effect then that team gets a much better chance of winning, but if the boosters have bad side effects then they have a much better chance of losing.
Allowing the power of the battle to sway with just the use of a booster is crazy. Add to this that boosters are a lot harder to come by then most other things like implants, (no I don't want pirate implants) or rigs of that matter.
Allow the use of only t1 rigs, every alliance that can front 1 bil isk to even be in this should be able to afford to fit there ships with t1 rigs, and rigs are a lot more balanced in terms of being fair towards everyone in the fight. They are also much easier to get, and there bonus while still effecting the battle wont be random.
Saying that, can't wait to see this start up, just my .02 isk.
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Cividari
Caldari Shiva Morsus Mihi
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Posted - 2008.01.07 20:54:00 -
[88]
Quote:
i will start to follow this topic, so please ask if there is any questions
Originally by: Cividari Sorry if this has already been answered but I didnt see it anywhere. Will you need to field a total of 100 points yourself in order to get TotalHellDeath or is it ok to start with say 99 points as long as you dont lose anything?
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CCP Sharkbait

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Posted - 2008.01.07 21:37:00 -
[89]
Originally by: DarkLord SolidLine is the sign up still off ? wen we sign up ? will be a new topic about it ? or just a link on this topic ?
there will be a sign up page made available once we have the dates set in stone. we have another meeting about this tomorrow at 13:00gmt and hopefully we will have the final date then. i will keep you posted about this.
Originally by: Syberbolt8 I'm happy to see boosters where removed for the time being, and there use shouldn't be allowed, its to much of a risk vs reward for the possible side effects. On one hand if the booster has little or no side effect then that team gets a much better chance of winning, but if the boosters have bad side effects then they have a much better chance of losing.
Allowing the power of the battle to sway with just the use of a booster is crazy. Add to this that boosters are a lot harder to come by then most other things like implants, (no I don't want pirate implants) or rigs of that matter.
Allow the use of only t1 rigs, every alliance that can front 1 bil isk to even be in this should be able to afford to fit there ships with t1 rigs, and rigs are a lot more balanced in terms of being fair towards everyone in the fight. They are also much easier to get, and there bonus while still effecting the battle wont be random.
Saying that, can't wait to see this start up, just my .02 isk.
i agree on the boosters. i also wanted to see T1 rigs in only, but we had a meeting about this today and they managed to talk me out of them. we don't want to see all tanks and long boring fights, we want to see fight with lots of pew pew, i hate your mother, die ***** etc etc. not anything upto 20 ships sitting tanking for the duration of the fight hoping that the other side will get bored and leave.
i personally liked the tournament last year without rigs and i enjoyed watching the fights. i want to keep it the same this year :)
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Syberbolt8
Gallente The Fated Interstellar Alcohol Conglomerate
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Posted - 2008.01.08 00:28:00 -
[90]
Originally by: CCP Sharkbait
Originally by: DarkLord SolidLine is the sign up still off ? wen we sign up ? will be a new topic about it ? or just a link on this topic ?
there will be a sign up page made available once we have the dates set in stone. we have another meeting about this tomorrow at 13:00gmt and hopefully we will have the final date then. i will keep you posted about this.
Originally by: Syberbolt8 I'm happy to see boosters where removed for the time being, and there use shouldn't be allowed, its to much of a risk vs reward for the possible side effects. On one hand if the booster has little or no side effect then that team gets a much better chance of winning, but if the boosters have bad side effects then they have a much better chance of losing.
Allowing the power of the battle to sway with just the use of a booster is crazy. Add to this that boosters are a lot harder to come by then most other things like implants, (no I don't want pirate implants) or rigs of that matter.
Allow the use of only t1 rigs, every alliance that can front 1 bil isk to even be in this should be able to afford to fit there ships with t1 rigs, and rigs are a lot more balanced in terms of being fair towards everyone in the fight. They are also much easier to get, and there bonus while still effecting the battle wont be random.
Saying that, can't wait to see this start up, just my .02 isk.
i agree on the boosters. i also wanted to see T1 rigs in only, but we had a meeting about this today and they managed to talk me out of them. we don't want to see all tanks and long boring fights, we want to see fight with lots of pew pew, i hate your mother, die ***** etc etc. not anything upto 20 ships sitting tanking for the duration of the fight hoping that the other side will get bored and leave.
i personally liked the tournament last year without rigs and i enjoyed watching the fights. i want to keep it the same this year :)
I understand the reasons, but rigs allow for a lot more flexibility, so disallow the use of Shield defense purger rigs, and polycarbs, those are the only two rigs witch would end up making the fight a stale mate, or stopping normal pew pew.
As far as cap rigs, though they do help logistic cruisers a lot I wouldn't think they would be a major effect on the battle.
Just an Idea but still one I would be very happy to see.
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