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Staff roles: Systems Developer
C'mon, if there's a groupfight (say 5v5), someone will be able to thrust away to 2k and then cruise; that's if he didn't cruise out immediately because CMs work amazingly well against CDs. That's another downside actually, it encourages restocking.
And the reason we're only talking about snubs is because apart from them there's only cruisers and gunboats from combat classes. Bot sharing on those is different because it highly depends on positioning, if someone's heavily out of position (by far the most common way someone dies in a cap fight) you won't share him either way because it's a waste of regens - it doesn't matter if he died in 15 or 30 seconds. It wouldn't be a problem on caps, but it would be a problem on snubs.
B/B trading was part of the overall strategy to putting real effort in. You could help, even if you weren't flying something best suited to the combat situation, by contributing to supply your side. So what if it prolonged things?
When I first started, every day there was a constant battle like this near Java Station in Tau-23. It was great! I liked it when battles lasted very long times, and each side had people coming and going in and out. New players arriving to join in, players that were withdrawing because they were out of ammo and/or close to death. That was realistic. Running supplies in to keep your side afloat was simply accepted as something that might happen. Now its like its frowned upon to succeed in withdrawing within the rules and returning to help, like its dishonorable or something. Its the opposite, since that's how wars are actually fought, as you take what respite you can and get back to your duty asap regardless. Especially if you have friends/allies still fighting, you logically would want to keep helping them as long as the fight is going on, even if it meant only bringing back botts/batts for them to use. If the insta transfer seemed unrealistic, dropping them to be picked up still wasn't.
If you can pull it all off, that's skillful. I always thought of that as one of the points to a game like this, which is to have these complicated situations that take skill to pull off right. Like withdrawing and returning to battle after taking a break to resupply and repair, maybe you go to the bathroom, grab a snack, then get back in there. Long battles were nice because they had a cool 'real space wars' feel afterwards. I had never, until this issue was raised and changed, considered battles 'taking too long' like I can't hold my attention to the game that long. If something does draw my attention from the game, or I get tired, or right when I'm about to win the other side get reinforced, I accept that its on me to deal. If I lose because of it, so be it. That's what we accept for playing a 24/7 real time multiplayer sandbox game. That's the best part!
I’m actually kind of interested to see what will happen if this gets re-implemented.
On one hand, it will prolong fights, I still think newbies will get flushed out fast since trading mid fight requires some level of focus/patience that would be a window for a vet to kill a newbie. This also flushes out bots from whoever’s feeding which ends with 1 person being dry. (Since justin said it would be mitigated to the point where only snubs could feed other snubs. This also would allow for new group fight techniques aside from the classic “all target one”. For instance, in order to prevent feeding in say - “a 5v5” every person one one side would focus his own target on the other. That way bots are being drained from everyone at an equal rate. Of course this assumes everyone’s capable of doing as such, but it’d still be interesting. This method would also rule out restocking.
I personally dont care what happens that much. The current system just demands I dodge for 30 minutes in every fight I join. This would either allow me to shoot, or just allow me to dodge for an extra 30 minutes.
We should bring back 4000b/b repair ships while we're at it. You may not like it but that is what peak PvP looks like.
On a semi-serious note, heavy bombers and especially SHFs have an obnoxious number of b/b's now, and if you're going to tell me that someone isn't going to abuse cloaks on them and keep resupplying snubcraft in a brawl, I'll call you a liar.
Long fights were stressful and frustrating, and I never enjoyed being in group fights because of it. Now that fights take much less time, I have a much easier time letting go and just having fun, instead of being forced to dodge all the time and constantly being resupplied until I inevitably die.
If you don't like the system as it is now, then I suspect it's because you're good enough at PvP that you want it to be longer, so that it's more of a test of skill. Personally, as the one who often gets picked off first, I'd rather die quickly than have a slow, painful death where I'm constantly just fighting to survive for the sake of my team.
And if you want fights to be less of just picking off one person, maybe people should try going back to an honor system of duels instead of ganging up all the time. Just don't try to make it about the newbies, because I hated how it was back when I was a newbie. Now I actually feel like there's a point to getting good at PvP.
I am strongly against trading bits ,except(maybe) in one case(depends how it is done) :
I am OK with Repair ship only to be alowed to trade with bits , thats his function, to REPAIR , and it will be legit reason for that ship to exist and be brought in to team fight . Reduce firepower of your group in excange for repairs ? Fair game.
Naturaly, repair ships will then be primary target , so they need to be guarded well, or to spend lots of bits on it self instead of helping fleet .
(09-16-2018, 07:57 AM)sasapinjic Wrote: I am strongly against trading bits ,except in one case :
I am OK with Repair ship to be alowed to trade with bits , thats his function, to REPAIR ,
The repair ship has a gun that can repair capital ships in, eh, 30-45 seconds from 1% HP