Luck is a myth. Winning is based upon how you watch at the projectiles that fly at your ship and a red crosshair that jumps across your screen. In most cases.
(07-28-2017, 10:32 PM)Ikarus_Hagen Wrote: Ganking is not cool and i always try to stay out of those. Yes, there was a time when I ganked to destroy all enemies, but now I always try to not gank.
For the rp solution: *name*: It seems that they have the situation covered, returning to *Name of a base*.
(07-28-2017, 10:52 PM)Thunderer Wrote: What if they don't have the situation covered?
(07-28-2017, 10:58 PM)Ikarus_Hagen Wrote: Then the other side is ganking and it allows me to get into the fight,considering my shipclass
(07-28-2017, 11:24 PM)Ikarus_Hagen Wrote:
Thunderer Wrote:So winning = ganking?
No. Winning = Skill and luck.
So, in this case the enemy is actually not ganking you, but winning by skill and luck. If you order more ships to engage, then you will gank him. So, you will not. But how will you explain leaving yourself to die (in a fair fight), to be sensible inRP?
I've ganked and been ganked, although I try to avoid ganking people, but I've ganked people before. Just a week or two ago I ganked wesker in tau 29, in a 2v1 or 3v1 (can't remember).
I don't think its possible to make fair fights be sensible inRP.
On one hand, you'll have cases where you can have a Molly gunboat in front of Planet New London, where the action that makes most sense inRP would be for it to be swarmed with enemy ships. However, with ganking you can also pretty much blockade a system for 30mins or 1hour, like Cambridge, with 4 or 5 unlawfuls if you are good at pvp and there are only 1-2 lawfuls around.
I don't think its possible to make sensible inRP fair fights in all situations and I also doubt its possible to avoid ganking in every fight a person is involved in. Best we can do is try to make the pews be enjoyable for both sides and maybe try not to right click shoot when there are already 1-2 ships engaging someone.
The way it used to be done in RHA back in the day for snub fights - the commander would let someone 1v1 the enemy and hold everyone else back (in fact it wasn't necessary to hold people back because everyone understood). If the enemy won, they would then have to take on another who was standing by. If they kept winning they would eventually be allowed to leave heavily damaged instead of being ganked. If they lost the second fight then they would at least feel like they won a fight and would re-spawn with some sense of achievement (instead of just being annoyed at being ganked). InRP you could look at this as a commander choosing an appropriate pilot to 1v1 in order to both further their training and have others observe. You could also say there was an inherent sense of honour, or a self-imposed code of conduct between pilots of opposing sides in war.
(07-30-2017, 09:02 PM)Dalziel Wrote: The way it used to be done in RHA back in the day for snub fights - the commander would let someone 1v1 the enemy and hold everyone else back (in fact it wasn't necessary to hold people back because everyone understood). If the enemy won, they would then have to take on another who was standing by. If they kept winning they would eventually be allowed to leave heavily damaged instead of being ganked. If they lost the second fight then they would at least feel like they won a fight and would re-spawn with some sense of achievement (instead of just being annoyed at being ganked). InRP you could look at this as a commander choosing an appropriate pilot to 1v1 in order to both further their training and have others observe. You could also say there was an inherent sense of honour, or a self-imposed code of conduct between pilots of opposing sides in war.
P'much. Big shame that these kids nowadays care more about winning regardless of how they do it.
Battleships vs fighters is obvious: every shell you fire is more expensive than the tiny little shippy you're failing to hit. Don't do it unless you're under attack. You'll lose more than you can gain.
But battleships vs other caps does require a good idea.