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Border Skirmish

May 26, 2006 Ghost link
How does it work right now exactly? Is there a set number of bots that have to be killed or is it just a time limit? Are the bots that jump in determined randomly or do they have a preset order?

I'm trying to think of ways to make players have a larger role in BS. Currently, I really don't feel like I have any affect on the mission at all. May as well just sit back and hope your side gets more teradons this time. Any ideas?
May 26, 2006 ananzi link
heres an idea; search the forum before you post new threads.
May 26, 2006 Ghost link
Here's a response: I did.

Your post was concerned more with possibilities, I'd like to know how exactly BS works. Also, the suggestions that you listed are good suggestions to help make BS function better, but will do nothing to increase the impact that the player has on the outcome which is what I am concerned with.

Here's another idea: Stop trolling.
May 26, 2006 jexkerome link
Momerath said ingame you have to inflict a number of casualties, but refused to divulge the exact number, saying we have to figure it out. He also said it should take about an hour to finish. That's all I know.
May 26, 2006 Ghost link
Hmm, interesting. That's where I'd like to know the specifics. Information such as, does killing a vulture in BS have the same affect towards winning the mission as killing a teradon?
May 26, 2006 momerath42 link
In the sense that it is one more toward the number of losses that side will sustain before retreat, yes, a vulture counts the same as a teradon. But if you consider the fact that a teradon will take out several of the other side's smaller ships in its lifetime, the quicker you can kill it, the more help that kill is to your side.

I understand your feeling about not having a real impact on the outcome. You do have an impact, and I think that if one side had maybe 5 players more than the other for the duration, it would be telling. But, the random assortment of npcs that each side gets probably does have more effect than one player's kills. I'd like to improve that situation, obviously, and all suggestions about how to do so are welcome.
May 26, 2006 softy2 link
momerath42 : In the sense that it is one more toward the number of losses that side will sustain before retreat, yes, a vulture counts the same as a teradon. But if you consider the fact that a teradon will take out several of the other side's smaller ships in its lifetime, the quicker you can kill it, the more help that kill is to your side.

But but but.... this argument just shows that since a teradon can effectively take out a lot of smaller ships, and is much more efficient at that than any single player (or even groups of players) could, the side that has the fortune of getting more teradon spawns will almost certainly win. I think it might be better to reward the players (who can only fly small ships) by making 1 teradon worth maybe 10 small ships instead of the 1-1 ratio currently being implemented.
May 27, 2006 Ghost link
Thx for the response mom.

I can see where the difficult arises in finding ways to make player have a larger impact. The way things currently run now, it's near impossible for a player to make a dent in a teradon (as it should be), and getting near a teradon often results in death (also as it should be). The smaller fighter bots that spawn are where I think players can make a difference. However, the fighters seem to always go attack the enemy cap ships, sitting in the middle of streams of fire from serco and itani teradons. Going after these fighters is not only pointless (because they die very quickly anyways) but suicide. This creates a kind of "I may as well sit and watch" feeling.

Is there a priority list which the bots use to attack? If so, maybe the priority could be changed for the light bots to attack other players/light fighters before engaging cap ships. This would give players a much better opportunity to rack up some kills and hence have a larger impact on the outcome of the mission. Hopefully, this would make it less of a "whoever spawns the most teradons wins" situation.

I'm not sure if any of that is feasible though, so I might be off base in my suggestion. Any ideas?
May 27, 2006 LostCommander link
Ghost, I think that would be the most effective way to improve BS.

Another possibility (no idea on feasiblity) would be to spawn some "bomber" NPC Ragnoroks which hover out at 600m from the target and come equipped with a fast battery, 2 chaos swarms, and 3 gemini and/or (random mix?) Rail Mk3s. If you do not want Mk3 rails available as a drop, then gems only. If possible, leave them prefering cap ship targets and have them leave when out of ammo (to deny the other side a nearly-free kill).
May 27, 2006 TRS link
I think Ghost may be on the right track on this one.

Interceptors should fly "cap", first targeting fighters/bombers.
Bombers should target caps.
Caps should target other caps, and then support fighters.

The entire system could (should?) mimic modern air warfare, with a rock/scissors/paper mentality.

In this way players can also engage in these same roles. Destroying defending fighters leaves a hole for bombers.
Bombers destroying caps leaves a hole for caps to support fighters.
etc...

Battles will be fasters, and more fragile, with a dendency to snowball in one direction or the other. A few players could have a dramatic influence.