Topic: Roaming mechanics (comments on light ewar and stealth)
From launch, I've considered light ewar to be the biggest game design problem with respect to pvp. I've never liked how they fit in the grand scheme, and recent patches have just made them worse. They're the fastest bots in the game, the most stealthy, get bonuses to ewar, and in groups have more than enough firepower. They're simply too versatile and capable.
Conversely, the bots that can effectively fit signal detectors are easily dispatched by a roaming gang. Defenders must either keep these bots at locations where they can quickly dock up or jump off the island, or have adequate defense around each one. The former means the defenders get very little coverage; the latter requires the defenders to badly outnumber the intruders, all simply to get eyes on the the roaming gang. Then what?
What do you chase them with? All things being equal, your light ewars keep pace with theirs. Of course, all things aren't equal. While players should be rewarded for sound tactics and superior equipment, the current mechanics (Velocity NEXUS in particular) make that reward near absolute. The enemy can outrun anything they don't want to fight and run down anything they do.
Outmaneuver them? We must accept that every element of game design must take into account the impact of metagaming. Outmaneuvering is a matter of speed, not surprise. And even if successful, it only works if the defenders can commit far more resources than the attackers because, in a scenario with two slower groups pursuing one faster group, the faster can choose to commit to a fight with just one pursuing group at a time.
How light ewar fit into the grand scheme needs to be completely re-thought.
I like signal detection/masking as a concept, but the implementation is quite poor. Almost all the advantages were given to the predators. In a predator/prey relationship, the prey is vigilant precisely because they predators are stealthy. Yet in this game, those that would be prey are among the most oblivious to their surroundings. Once again, defenders must jump through hoops to protect their assets. Intruders need only show up.
I see how the mechanics are designed to promote roles, interdependencies and a team concept. But the burden is much greater on those subject to attack than on the attackers. The game population simply doesn't warrant mechanics that dictate such levels of collaboration. Especially when other game mechanics, such as the assignment system, spread people out. And not all islands were blessed with concentrated ore deposits allowing miners to cluster together for mutual benefit.
I certainly don't believe the situation should completely be reversed such that defenders get all the breaks, but something needs to be done.