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Why VO PvP combat is flawed: the missing piece

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Jan 14, 2015 greenwall link
I think my arena idea is a solid one. It temporarily eliminates guild affiliation and ship / weapons advantages to create a balanced and structured venue for unlimited pew pew.

People could use this to blow off steam and do what most people want, which is to just shoot each other over and over. It is afterall, a "spaceship shooting game", as you put it, people don't want to have to chase people all over the place. There would be very little incentive to enter the arena only to then run away from everyone.
Jan 14, 2015 Savet link
Except it will reduce open-world PVP. Then we have to deal with:

Arena queues
Match-ups (random? by ship? by combat level?)
Either sitting waiting for the arena or having some magical arena teleportation mechanism
People who turbo around the arena the same as they do in open-world PVP

It doesn't actually solve any problem. If you want magical pvp go to the test server.
Jan 14, 2015 greenwall link
Those are easily solvable:

1) Arena queues would only occur if SO many people were joining the arena the server couldn't handle it. I have no idea how the game handles entering sectors, but I've seen upwards of 15 people enter a sector with no problems. It should be handled in whatever way the devs handle the training sectors.

2) Matchups would be assigned by alternating sector joining players to either team A or B according to and upon when they entered. This would eliminate players ability to time their entrances to be on the same team.

3) See number 1 -- there should be no sitting around. I envision the arena being approachable via any sector in the universe.

4) I think an EC only arena is worthwhile (see my response to Shlimazel in this thread). Having a completely open / unlimited arena sector would be self defeating and draw away from open world PvP. An EC-89 only arena with limited and equally available addon choices would counter any drains from open world PvP by attracting and retaining more players to the game. Eventually they would want to leave the arena and see what all the fuss is about, see what cool new weapons and ships they can get, etc etc. And (addressing your fourth point), people would be very unlikely to turbo around the arena in EC-89s because the fear of losing your ship is eliminated.

My idea DOES solve the problem that I state in my OP -- which is flaw in the game design that hinders the frequency of large group PvP.

And FYI the test server is always empty -- there is no PvP that occurs there. "Magical pvp" is what happens in VO already. You are arguing for adding more realism and I don't think its benefits outweigh the costs.
Jan 15, 2015 greenwall link
kbireta had a great idea:

Make b8 the "arena". Allow travel to b8 from anywhere, but if you arrive to b8 in that fashion you have to die to get out (you can't jump out).
Jan 16, 2015 vanatteveldt link
If we are going to teleport people, why not teleport them on accepting a deneb mission? ("You will be given a free ship equal to your current ship, but without a jump drive, so you will be brought to the location on a Heavy Assault Cruiser / Frigate")

Offer only one border mission of each type for 'teleportation' so players are all sent to the same mission.
Jan 16, 2015 biretak link
+1 for making b8 the arena. If you select the option to spawn in b8 you cant leave b8. When you die, you are back at the station you were at before. Players would stay in game and b8 would be more active. This would also allow new players to experience pvp without getting stuck in grey.
Jan 16, 2015 Savet link
So I can spawn whatever ship I want directly into B8 with no travel time, and I can rejoin if I die, again with no travel time, and catch people passing through B8 the "normal" way?

This is pretty good from a pirate perspective.....but creates even more of the "no penalty for death" thing that B8 already suffers from.
Jan 16, 2015 greenwall link
Yep Savet. Though if anyone drops cargo in b8 you wouldn't be able to as easily scoop it.

Another possible modification of this new idea is the location of the instajump PvP sector could alternate randomly (both in selection and duration... i.e. anywhere between 12 hours and 3 days) between common choke points and/or grey sectors with cool roid features that may never have seen a large battle before:

Edras I-2
Edras B-11
Sedina B-8
Latos H-2
Ukari A-10
Sedina E-5 (only one off the top of my head)
Jan 16, 2015 vanatteveldt link
about scooping cargo:

I know pirates are supposed to care about loot, but really in VO they care about the pewpew and about obstructing the traders (as they should!). No one really cares about your plasma array crates, and for the juicy cargo (dent parts) you need to get a bigger ship anyway. So the pirate can instajump to B8, kill people, and on the off chance that something juicy is dropped get a guildmate to come in the old fashioned way with a cargo ship to get the loot. If the pirate is killed while defending the loot, he autojoins the fight.

What will happen if this is instated and becomes popular? No one in their right mind will travel through B8 anymore with juicy cargo, so they will take the longer route around, which is now also quite safe because all the pew-pewers are in B8. So, trading/mfg becomes more boring as the flying times are longer and encounters even less frequeny, and PvP becomes more detached from the game.

(-1 to instaporting to B8, in case anyone is wondering ;-))
Jan 16, 2015 greenwall link