Arga wrote:Simply put, if you don't want ganked or killed, then don't go to gamma's, they should be reserved for TOTAL PVP, in any fashion the player can come up with.
That's a simplistic view, simply put.
Everything in PVP has to be balanced. If you want to call a TP a total PVP point, then you have to remove ALL the mechanics, including the destabilization. And even then, its a contrived choke point. If islands were arena PVP maps, there's no way the map would allow one team setup on the other's spawn point, before the game even started.
Suggestions that add risk for both attackers and defenders are balanced, suggestions that simply make defending/camping better, are not.
Comparing Perpetuum PVP to any arena PVP is a complete waste of time, in arena PVP things are made to be balanced (in terms of numbers, as well as possibly gear), in a sandbox PVP the last thing you want as a attacker (or defender) is to agress someone on their terms, or having a equal fight.
Now that that is cleared up, to the topic at hand.
I'm all for the total removal of everything from Gamma to Gamma connections, I think that would be a wonderful thing.
I think your looking at this from a single side, lets say Agra and Merkle go out on a roam looking from some sexy kills. We know a hostile force has been moving a heavy amount of indy bots in and off a certain tele. Thus we setup a log off trap, with a friendly eye watching for movement.
Now there are two (simplest terms as its usually how it will happen) ways this could turn out.
The first is our friendly eye calls the target (a rivs with rivs friends, no escort) we log in and gank said target. We now flagged up on a hostile island, attempting to de-flag and run, and we do, escaping successfully.
The second is nearly the same scenario, our eye calls the targets, we log in, and start to attack the targets, we are now flagged up on a hostile gamma, now the defenders log in, or mobile tele in, or even run in off a masking tower. Now the tables have turned completely from a 100% advantage to the attackers to a much more favorable advantage to the defenders. The defenders wipe Arga and Merkle, and both rivs made it out safely as the attackers were both flagged up and unable to jump out.
The techniques of both scenarios are valid, they are well within the game mechanics, as well as, they both take time to hash out, using multiple players, working together for a common goal.
Both are using the same set of rules, I do believe tho that the server DOES need a small protection JUST for loading purposes ONLY.
If we all want a game where scouting is 100 % percent free on gates, then it should be kept as it is, I personally do not want it that way, its gives attackers too much power to simply watch a gamma tele with zero risk, in a fully PVP zone.
Another solution would be to make all gammas have massive throw out radius.
Just a thought.
The Gifter
Top Killer 2013 - 01: 334 -- 17 -- 317 : Merkle
Top Killer 2012 - 01: 027 -- 472 -- 445 : Merkle
Scarab Kill Count - 13