How about we cut all thrusters' capacity down to 25%?
Aren't you tired of people sitting right in the middle of hostile territory, refusing to fight and just shieldrunning and gobbing off? Of course every encounter shouldn't necessarily lead to a fight, but on the other hand it is silly and oorp that you can just sit in hostile territory and expect to cyber and "win" by boring the other player to death. I can understand that people want to run to the nearest base or safe jumphole, fair enough, but more and more players seem to think of shieldrunning as a valid strategy and don't even attempt to vacate the area when they get into full shieldrunning trash-talk mode. It's annoy.
Sure there are ways to deal with runners, such as typekilling, snac, cloaks, ganks and whatnot, but it dislike that I am forced to resort to equally abusive tactics to accomplish my goal. I am not talking about attacking other players in their home systems, but about attacking players right in the middle of territory super hostile to them, where it is in-rp my duty to remove them.
PVP would be different with less thruster juice, especially for cruisers and gunboats, but definitely doable and would add some skill to the turret steer gameplay as well. I think it could make PVP more fun actually, while gimping runners. Yay.
In my world excessive shieldrunning is borderline abusing the game mechanics, it promotes negative gameplay and counter-gameplay, but maybe I just smoke too much weed
...or leave when outclassed / outgunned like they are supposed to... or am i getting it wrong?
i remember one time a group of LN Liberators went to Alpha to troll a certain player, and if we (Outcasts) hadn't severely ganked them eventually, they could have stayed all day. Is that how it is supposed to be?
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Not a bad idea. You don't really need more than 25% of the current capacity for PvP, and running away will indeed be harder that way as CDs will drop you to impulse.
I approve of anything that makes lag have less of an effect on the outcome of a fight. However, slowing ships down across the board may cause pvp balance to shift in favor of heavier assets, both within and outside any given class.
This could be good in some areas, not so good in others.
You know, even with 200 m/s speed, on good vanilla server one wouldn't last more than a couple of minutes against a skilled chaser. Reasons - strong and efficient pulses (Tizonas and advanced Debs), a bit weaker shields (class 10 vanilla shield = class 9 disco shield), less lag, no armor upgrades.
Edit: Even on Disco no ship can shieldrun forever (with a few exceptions), given there's no lag and the chaser is fed and vigorous.
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Note, people, that the OP talks about capacity, not speed. Thrust speed remains at 200 m/s, but the maximum capacity is significantly lower which means that running away is more difficult (the chaser can engine kill without being CD'd much more easily, and can stay on the runner's tail by CDing when their thruster gets low).
(12-17-2013, 09:01 PM)Mímir Wrote: i remember one time a group of LN Liberators went to Alpha to troll a certain player, and if we (Outcasts) hadn't severely ganked them eventually, they could have stayed all day. Is that how it is supposed to be?
Liberators. Wyrms. Hayabusas. Tiny light fighters that are close to invincible if they shieldrun. They need to be fixed, but they're not an indication that PvP as a whole is broken.