' Wrote:almost a day has passed since the update changes came into effect.... - still not enough time to consider how much they contribute to the balance.
yesterday - there were several people who boldly stated how they would E-kill when cruising and recharging. - i am really lost about people like that. - it just so proves that they haven t even TRIED the feature ingame - but are ready to comment on it.
so - what we gotto think about is:
can we conduct pvp the way we did before? ..... i think the answer is "no". - maybe we have to exit cruise at a greater range, chill - and impulse into each battle. - before, it was like star wars - ships "jumping right into a battle, guns blazing - and eventually, hyperjumping right out of it".
now - we don t jump into the living room of a party, but we jump to the front gate of the garden - and approach the door at a slow walking pace.
is it hard to adapt to a slower pvp start? - heck, yes ... it is hard. even players that are convinced that they are not "set in their ways" need time to change. - you just EXPECT a ship to be able to defend itself when it drops out of cruise..... .
you feel utterly vulnerable when you cannot do it. - 30 seconds no energy on a freighter, 1 minute on a battleship, yes - in 1 minute, a battleship can loose all its shields and a good chunk of its hull easily. when its fighting another battleship.... 1 minute = no more bots and bats.
but what when you leave the cruise at 12k - and impulse slowly into the fight? - what makes you think that its so unbearable to just wait for 1 or two minutes at the very edge of the battle, preparing for the combat? - you don t need to fear that people will reach you too quickly, cause - that means they would need to cruise up to you.
leaving the transports. - this one needs watching and revision.
Exactly. I can count with my fingers the time I cruised to gun distance when approaching a battle even before this change was implement. I thought it was just foolish to jump in before assessing the situation and announcing my presence.
The only thing this affects me is when I'm in transports or are chasing someone.
I think this is a perfectly acceptable solution to a problem that has had a less-than-satisfactory solution in the past. The inconveniences are not truly problematic, though some seem to be mistaking a vacuum of leisure for a problem. I won't qualify it more than that, because people have been doing that well enough already.
To all the people saying "Its more time to RP before PvP":
When where you last in Liberty and you fought someone who did a fair amount of RP? Or who would wait for you? Basically, if you are in Liberty, Corsair land, Outcast land, or ANYwhere near Minor, whoever comes to who dies.
JihadJoe Wrote:Xelgion, you have done a marvelous thing. Eppy is begging for mercy, in full caps.
I'm not a big fan of this tweak, but if it lessens the Admin workload and cuts down inter-player squabbling in game, I can live with it.
I tried an anti-cap mission in Minor with my Osiris yesterday. I had to drop out of cruise 6k from the mission point, but otherwise no problems. Now, had I been in a Geb, I probably would have gotten spanked, because the npc dessies can snipe you before they show up on your scanners. Since the BS primaries have a 3k range (sustained fire), it's not a big problem.
My trader has only had one run-in with a pirate, but he was alone and in a charitable mood. No pew-pew. It would be good to hear about more experiences on this matter from pirates and traders and make any needed adjustments from that perspective.
@Cannon: I humbly ask that you consider one change with the current cruise implementation. Think of it as a working compromise: Energy drain level stays the same, but the pause before the recharge is removed. That might give traders more of a fighting chance.
' Wrote:2. Introduce different cruise speeds, big ships go slower. This doesn't necessarily stop shield running but it does allow fighters to escape from capships. (as long as this means only non-gunboat capital ships)
3. Significantly increase cruise charge time based on ship mass.
6. A local chat alert whenever a capital ship uses its cruise engines. 8. Banning certain people or groups from using capships if they prove 'unworthy', i.e get a sanction related to this behaviour.
These options would of been so much better, imo. They address the problem without punishing everyone.
I don't think draining would be right - putting them offline though might make pvp if not rp sense (in the same way that shields go offline when you jettison cargo) and having them come back online at the same level they were when they went offline 10-20 seconds after dropping out of cruise. The real difference here would be that you can choose to send yourself on a kamikaze run, whereas with the energy drain mechanic you have no choice but to wait.