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LilSaihah

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Posts posted by LilSaihah

  1. I think the issue of longer queue times is only an issue if, the imbalance is addressed in a very simplistic way. If you toss 4v4 or 5v5 games into the mix you could actually have matchmaking and faster queues. The less complicated fight environment would also promote greater understanding of whats happening than the current 5 people target a new player and they are dead before they can blink. Other things that can be done, are adjusting the time it takes the sides to take over satellites, or the benefit powerups give.

     

    Ideally, eventually the playerbase will grow enough that these measures will be infrequently used and proper matchmaking will be the rule.

     

    I don't know if the game would work with smaller team sizes. It might, but I don't know. It would probably require smaller maps, though.

  2. Long queue times are because people don't want to play. Many people that would want to play don't want to have to go through a hundred + curbstompings to get gear.

     

    On my server at least, it seems possible for new players to get their wings while the more experienced players carry the match.

     

    I agree with the general sentiment that breaking up the community even more could cause serious issues for queue times. Being able to play the game at all is better than having no games under a 'fair' matchmaking system.

  3. That makes the assumption that the player is starting with a level ten, I would say most players don't start GSF with a fresh toon, I didn't and most of the pilots I know didn't either.

     

    That doesn't change the point that T7-01 and Qyzen Fess are both optimal for a gunship, yet you always need to buy at least one or the other, which is a mathematical advantage that should be factored into the analysis.

     

    The other issue with using companions in such a comparison is that the companions vary by faction and they also differ depending on what class the pilot is. Simply put there are too many variables and assumptions that he was making in his math.

     

    Sure, they vary by faction, but varying by class is an advantage towards the entrenched GSF player because you can buy the additional companions with fleet requisition. I don't think it's unreasonable to expect an entrenched GSF player to have at least bought the key companions from other classes.

     

    Particularly since he didn't even bother factoring in a co-pilot or crew in for the non-mastered ship, but did so for the mastered one.

     

    For this point in particular, I would say the correct assumption to make is either default crew or no crew. It is a fair assumption that a mastered ship has optimized crewmembers. Adjust his math according to what you believe is the correct assumption.

  4. This is absolutely false. Freelancer was doing it ages ago. Basic space sim AIs are a solved problem.

     

    It can be done, but it'd be a fairly large investment of development resources which could otherwise go somewhere else.

     

    Something I've seen batted around the forums a few times; a TDM mode where you can only spawn each of your ships once. That might be fun to see.

  5. Quick Q, can Seeker Mines lock onto you through LOS? I'm just wondering how practical changing mines to not deal damage through LOS would be. I'm 99% certain that the other mines can pick up enemies through LOS.

     

    If Seeker Mines can't lock onto you through LOS, that could be a way to make the rest of the mines not work through LOS without needing to rejigger them completely. Give them a lock-on window (can be 0 seconds probably) and a travel speed fast enough to be practically instantaneous.

  6. For starters you cannot assume companion abilities, because you can start with those. I started with bypass, and that was back pre-nerf. Saying that new pilots may not have the right companions is valid, however that is a purely skill/knowledge related thing, *not* a grind related one. (I'm sure most new pilots are not level 1s) Including companions is just a vain attempt to inflate your own numbers.

     

    Depending on your class, it could very well be an obstacle to achieving optimal output. Qyzen Fess and T7-01, for example, are very good crewmembers to buy, but you can only start with one of them.

  7. Vote kick seems like the option that would have the most bang for its buck. Simple to use, and I don't think it's too difficult to tell who isn't contributing.

     

    The main problem is actually implementing a system which allows you to votekick someone without interrupting the flow of play. In the ground game, you can move your mouse down and rightclick someone's face and press votekick and there's no issue, as not moving for a few seconds probably won't get you killed. Moving your mouse in space combat, though, has an obvious penalty; you're not flying in the direction you want to for however long it takes to do it.

     

    So, lazy thoughts. Two ways to initiate a votekick;

    1. People can initiate a votekick from the Choose Ship window. If you're winning, an AFKer is less of an issue; if you're losing, the other team will probably be more than happy to send you to the Choose Ship screen.

    2. People can automatically have a votekick initiated against them if they do certain things. If they suicide 2+ times in quick succession, for example.

     

    When a votekick's initiated, a little window pops up somewhere out of the way, maybe next to the score. To actually vote on a kick, default keys are f5 and f6. They're far enough out of the way that you won't accidentally press them, but they're close enough to your default power buttons to be manageable in the middle of a fight.

  8. +1. I would really like to be able to change my appearance to one of the arctic sets (thermal retention/polar exploration) when I do Hoth or Ilum, but it's a pain to try to get either double mods to fill the new armor, or to rip them all out and put in the new gear. Levelling gear is a lot cheaper than endgame gear to extract mods from, but it's still a long process to pull them all out and reinstall them- a lot of pain to feel thematic.
  9. You know something just occurred to me. If Disney declares this game "Legends" then there is nothing stopping bioware from writing that the empire actually won the war in this universe. Imperial victory suddenly becomes a very possible outcome of the war instead of something we know won't happen.

     

    I really hate the dumping of the EU, like really really really hate it. But these are the thing we now must consider.

     

    Wasn't an imperial victory already a possibility? It just means that the republic has to pop up again and beat the Empire.

  10. And completely wrong math ftw

     

    Do you have the math on hand? Genuinely curious, I haven't seen the numbers done up before- Personally, I figure 30-40% is a fairly reasonable estimate.

     

    Also, the number completely discounts the added utility granted by more ships/higher level upgrades/etc, which is a non-trivial difference.

  11. Because the bursts of damage are SO infrequent and can even be triggered at whichever time is optimum for the blastee, the mines have to do hull damage, or they are bad.

     

    Hence the fact that they DO exactly that. Because shield damage isn't gonna cut it, and bombers would have precious little role.

     

    Or maybe they're not supposed to be the bomber's only source of damage, and you should be supplementing your mines with Drone attacks, NPC turrets, your own lasers or your allies' lasers.

     

    I don't like this idea that bombers should be able to so readily murder someone by just pressing two buttons without caring about aiming, and I don't care much for the notion that you can pick a time which is "optimum" to detonate them. In an objective based game in which you can't decap while someone's on point, it doesn't make sense.

  12. Generally I agree, I don't know if it's really worth getting too much into specifics of what I disagree with or not. Gonna respond to suggestions, though:

     

    I think that 60/40 CD is too long. I think that a 40-50/30-35 would be a healthy CD.

     

    Seismic Mine only damaging one fighter doesn't make sense from a lore standpoint.

     

    Making mines deal damage to their owner would be... Interesting. Personally, I think that if friendly fire's going to be there, it should be there for everyone- A triggered mine should deal damage to everyone and everything, including turrets, other mines, the minelayer and both friendly and enemy fighters.

     

    Splash damage distribution sounds... Weird. As with one-fighter damage, it doesn't make sense from a lore standpoint- These mines seem to cause a blast from their position, and anything struck would be struck with the same force as anyone else, unless there's something in the way.

     

    An interference mechanic would be interesting. If friendly fire were implemented, a too-tightly packed minefield would self-destruct.

     

    Interdiction mine getting its damage changed to have no shield piercing makes sense. I don't know if it needs to be buffed in return; I think that Interdiction's secondary effect should be the main reason you drop it, not the damage.

     

    An EM field kinda-sorta makes sense, but personally, I think it would be better off if it were a new ability rather than replacing EM field. Perhaps something like a "disruptor probe".

     

    Satellite capture range is finicky. Increasing the size of the capture zone on its own wouldn't actually do much to fix the problem, I don't think- Node humping would still be the best option for a bomber, and non-bombers would still need to go in there to try to dislodge them. I'm somewhat inclined to say some decap option is the best.

  13. Society defines its peers. You can call yourself whatever you like. If society wants to call you something different, guess what history's going to remember?

     

    Not that you care. Personal glory's all that matters, right? At least be honest about it. XD -bp

     

    don't you think you're being a little overdramatic

    "history remembers hitler as a horrific monster therefore you are not an ace"

  14. I'm sure we could discuss nuances- and many threads have been about that already- but arbitrarily talking about flying an ungeared ship, or gentlemanly conduct, is definitely not relevant.

     

    Personally I'd say that going 5-0 in an unupgraded Rycer/Star Guard is quite a show of skill, actually, and that's what being an Ace comes down to- Skill.

  15. I had an idea about this not long ago; a 4x8 player warzone, with two regions; the space and land game.

     

    During the space game, there are two teams; offense and defense. The offending team has to land shuttles in a docking bay on a space station; the defending team has to hold them off as long as possible.

     

    Once a shuttle has landed, the attacking team gets 8 spawns on the land game. The first set of spawns starts the land match proper; every next shuttle adds another 8 respawns to their counter.

     

    The round lasts 20-25 minutes, or until the attacking team has captured the reactor core of the space station. Once the round ends, the positions flip.

  16. If you haven't yet, its nolan north. He does a ridiculous amount of voice work, so you've probably heard him as at least 20 other characters in video games.

     

    Yeah, Nolan North is capable of some great voice acting. Last one in particular which I can think of is Captain Walker from Spec Ops: The Line. It's just that light side characters are so dullllll.

  17. 1) Good game franchises capitalize on their strengths, rather then trying to copy other games alleged strengths mindlessly.

     

    Yes, but minus the 'franchises'.

     

    2) One person's idea of a "strength" will be another players idea of "weakness"....so there is no objective traction here to be gained.

     

    No; well, not quite. It is true that what makes a game appealing can be subjective. However, if someone finds a game unappealing because of a lack of a feature that they enjoy, they aren't going to change their mind because of a hack-job implementation. "Why play SWTOR with WoW features when I can play WoW?"

  18. As much as I'd love to have a mansion or something on the Imperial homeworld, it's just more practical to add customization to player ships. After we get done decorating and customizing, why would you head home to a planet when your ship has everything you need? Remember folks, SWG housing was both fun to customize and practical. In tor, you don't need crafting machines, you don't need an excessive amount of storage space, you don't need to setup vendors to sell your wares and you don't need to sit through multiple 2-4 minute loading screens.

     

    I really do agree, and personally, I'd rather have one full-baked house in the Starship than two half-baked ones in different places.

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