The only presence a player has in the game is thier mech, the game has to give players something, or you've removed the players ability to play the game.

Answer- But I'm L33t player and have lots of money and 100 extra mechs, and I always keep 10 mechs at my home base, so suck it new players.

Delaying, paying, or denying a replacement mech to players that have died is not the solution, you must give the player something to activate in.


The Arkhe zerg is only an issue if you are trying to 'camp' the enemy graveyard, um I mean station.

In our engagement with M2S, they backed off the station and I followed in my Arhke, they killed me roughly 1000m off the station, and there was no way I was going to zerg back to them from that distance.

Sitting on an enemy's station SHOULD be dangerous, and if you not at the station, but just roaming around an enemy's Island, you can't get zerged; blobbed in waves maybe.

For players that are new, and not in a corporation, the only mech they may have is the Arkhe. Nerf'ing the Arkhe may be make PVP for experienced players better, but it would make the recovery curve for new players so steep they would have the patience of a saint to continue playing.

Maybe the experienced PVP players can come up with an alternate stategy to counter the Arkhe in its current form instead of asking the dev's to fix it.

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(22 replies, posted in Feature discussion and requests)

Shadowbane had 5 servers to chose from, not a single all inclusive world, so had the opportunity to divide users up more naturally by time zones. Similar to how WoW has Europe servers, sure you can play on it if you are in the US, but your going to have to log in the middle of the night to be part of the raiding community.

Choosing your defending time, regardless of how the challenge is issued, would create a situation where the majority of conflicts happened between corps within similar time zones.

Isn't the whole idea of Intrusion to generate PVP interaction over scarcity of resources? How can a US corp repeatedly challenge a Russian corp (and vice-versa) if they always choose 4am attacker time to defend.

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(22 replies, posted in Feature discussion and requests)

Camp,

Agreed.

I just don't see a fairer way of setting scheduled PVP on a 24/7 server; other than random times?

Edit- corrected grammer... sort of )

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(22 replies, posted in Feature discussion and requests)

Vorg, I agree it needs reworking.

Random times aren't stupid, they're random.

The concept of being able to 'plan' when you are going to be attacked isn't realistic; just knowing that you are going to be attacked at a certain time (not of your choosing) is a big streach too. But you can imagine the outcry if Incursions happend at random times, with NO notice!

Allowing defenders to choose the best time for them isn't 'balanced' and you would see a LOT more gaming of that ability; for instance Corp X doesn't have anyone online at 2 am, and they are our biggest competitor, so I'm going to choose 2am for the Incursion. So now Corp X is on the forums saying that being able to choose the time is stupid because people have lives and can't be on at 2 am to attack.

See the problem?

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(22 replies, posted in Feature discussion and requests)

The point isn't that the defending party would need to wake up at some ungodly hour, that's exactly not the point of random Incursions. The point is that you need to recruit people that are 'normally' on at that time to defend; and exactly, that owning and keeping Islands requires you to have enough players online ALL the time because it is a persistent world.

Alternately a smaller PVP corporation could make a living by selling their services at Incursion times that occur during thier normal playing hours.

That said, in another thread, JOKE was able to avoid being overtaken by simply keeping the silo and didn't have to worry about combat, so the whole Incursion issue could be moot as 2-3 players online can prevent a corp from losing a terminal.

And 'ownership' of the Island in general is symantics as a sizable force from anywhere can gank your miners on 'your' Island; and camp your terminal too for that matter.

Still new here, but it seems like the assignments are here just to give you some additional incentive and suggestions on what to do.

For instance, I needed some kernals to research and the kernals from the plain starter drones no longer provided any improvement. Taking the level 1 bounty quest pointed me to where new mobs are, and offset some of my farming costs with NIC and ammo.

The game really looks like it is pushing for players to be the driving force, not NPC corps.

Loco,

Agreed, trying to cover small Islands would be a logistical strain, but the point I was trying to make was if there was something of value on the Island, then a Big Corp, or an ally of that Corp, would find a way.

Like Neoxx said though, if it was just a small Island with nothing of value it wouldn't be worth the effort of taking or keeping it.

If they do implement small Islands, and a corporation manages to 'improve' the Island somehow to make it valuable, they had better get protection from a larger corp, or they will find themselves being the target of the next Intrusion. This will happen for sure as the 'Big' corps get more and more pilots and start looking at expanding as opposed to just barely holding what they have.

So, I agree with Seridur and others, smaller less valuable Islands could have the result the OP is looking for, which is smaller engagements.

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(22 replies, posted in Feature discussion and requests)

This is a global game though, so one Corps bad time is another's good time.

Random times require Corps that want to hold Beta Island to recruit across time zones or ally with other corps.

This will be a challenge while active player count is low, but it works both ways, in that the attackers won't have a large force either.

Edit:

Random times are good.

Shamless plug for our great Corp, and a bump!

What's to stop the larger Corps from just taking over all the small Islands too?