Forums » Suggestions

Station Conquering Gameplay Balance

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Mar 11, 2022 SkinWalker link
I've always been in favor, much to the frustrations of some of my pals, for buffing the turrets back to what they were around 7-8 years ago.

That would solve the ease of re-taking.
Mar 11, 2022 csgno1 link
@We all float

My goal is to get more people involved. The biggest reason I'm given when being told "no I'm not joining in" is that even if we win they get no time to use the station. I'm willing to accept what I'm suggesting when I'm on the losing side, I can have fun trying to pick off the moths and capships while dodging turret fire. My opponents may as well.

I don't need the stations for anything myself, most nationalist vets are probably in the same position I am where we only go there for the challenge. But 1v5 gets boring pretty quickly.

I have thought this trough from both the winning and losing side and I don't think it's as big a deal as others do. It's a minimal change that might help, and can probably be easily switched off again if it doesn't work out.
Mar 11, 2022 csgno1 link
@SkinWalker

I agree that the turrets can be made harder, I also objected to the nerfing at the time. But I'm not sure it would increase involvement.
Mar 11, 2022 We all float link
You state earlier "Some people attack the station just to fight." I think this just means there needs to be more contestable assets in the VO verse.
Mar 11, 2022 haxmeister link
"I think someone suggested something like this in the past." ...incarnate

I have actually suggested many of these ideas in the past, but they did not gain traction or were considered unimportant:

Buffing stations and guards:
https://www.vendetta-online.com/x/msgboard/3/37225

from skinwalker the same:
https://www.vendetta-online.com/x/msgboard/3/36457#417080

Also from ironlord which was hijacked about an email or sms notification system:
https://www.vendetta-online.com/x/msgboard/3/37214?page=1

Delaying retake eligibility of the stations:
https://www.vendetta-online.com/x/msgboard/3/37222
Mar 12, 2022 TheRedSpy link
Oh come on Skinwalker - the only reason people made this thread and are today arguing about the usage and balance of conquerable stations is because the reduction of turret health happened.

Worse than the act of conquering a station being rarely done, the difficulty in capturing them was used as a negotiation lever with organisations to strategically REDUCE the amount of overall conflict and combat that occurred in VO. So its 'Vendetta Online', but nobody has any reason to develop a Vendetta - so its just 'Online'.

Having a high bar to triggering station handover means only one thing: more grind. We already have the game of space grind, that game is called EVE Online.

Discussion should focus around what will improve richness of competition around what occurs once the turrets go down, and on this there is very little given the current state of things. If new ships and new weapon types were introduced, allowing for more variations in tactics and strategy, that would be more interesting for Conquerable Stations than ANY of the suggestions made above.
Mar 13, 2022 greenwall link
If new ships and new weapon types were introduced, allowing for more variations in tactics and strategy, that would be more interesting for Conquerable Stations than ANY of the suggestions made above.

There is a lot more that can be introduced other than "new ships and new weapons" that allow for variations in tactics and strategy, but those are a piece of the puzzle. I basically suggested that a wide array of things would be needed to address this. Just read the thread, it's here for you buddy.

And the reason for this thread is not because the turrets are easier to kill than they once were. Many other things have happened since, including capital ship effectiveness and armaments.

I fully agree that any action that reduces incentive for [in game] conflict (meaning conflict using the systems within the game itself, not interpersonal conflicts or what have you) is not good and by no means meant to suggest as much. I believe it's entirely possible to create a more level playing field while still maintaining, if not increasing the same level of incentive for people to pew.
Mar 13, 2022 csgno1 link
Increasing turret strength means a balanced battle would need (in general) more attackers and fewer defenders. The turret strength can be increased enough to provide a delay in re-taking like I want, but again with this solution we run into the problem of too few players. This is why I'm suggesting a different approach.

When we have more people playing, I say crank the turrets up to eleven :)
Mar 13, 2022 biretak link
i sorta liked the idea of the turrets taking much longer to respawn, but I would not +1 the respawn at 100%.
Mar 14, 2022 csgno1 link
@biretak So if I understand you'd like station defenses to be weaker?
Mar 16, 2022 Lord~spidey link
Fixing the turret model to something larger wouldn't hurt...

fighters can't effectively fight turrets because they dodge energy weapons
Mar 16, 2022 Anewold link
maybe use a rag bomber, u know swarm stacking
Mar 16, 2022 Lord~spidey link
Spamrags are only a step below autofiring capship turrets, pfft.