Re: Spark Teleports
I find it highly amusing that when 62nd/CIR/Chaos/PHM were winning fights on Dom they didn't say one word about any of this, the sparks system didn't seem to be broken them did it? But now, all of a sudden, there back-up is no where to be seen, and its a now major problem.
Actually some of us did bring up how sparks with no timers was a bad idea back when the dev blog came out.
But i personally no longer care enough to go find my Posts about it.
i will however say this, the way the Current spark system works (just to be clear i like spark Telleporting always have, i just have never liked no timer) seems to conflict with the TP network redesign.
The reason why so many people way back when asked for a redesign was the old layout made the world unworkable small. I dont think the way the current network & HWYs are layout is a good design I still think is was a move in the right direction. (starter islands should have kept the old TP "triangle")
The Aim of many people that supported a TP redesign was to spread out the world a bit to make power Projection Harder for Alliances.
Unlimited spark TPing Brakes this line of thinking. I could state why but a number of people have already brought up the Cons.
This is how i would have preferred the whole Spark System to be designed:
Re-spawn Spark (the place where you respawn after death): could only set Your home station once every 24hours
Spark Telleporting:
30-60Min for any Alpha 1 island
6-8Hours for any Alpha 2 island
20-24 Hours for Beta / Gamma
This would highlight the importance of choosing when to TP to sparks on PVP islands yet leave alpha with shorter timers for trade & other things. Sure PVPers can still use Alpha but it makes non stop TPing around the whole game a bit harder & rewards smart thinkers.
The way this System currently works might be ok with a Very small number of players but it will scale very badly if that number ever increases.