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Ascendent Logic

Joined: Dec 3, 2005
Messages: 906
Location: HvCFT Ramesses II
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Fen. What you wrote is completely 100% true. I would just have liked to know that the differences were so big on the ships before I jumped into the game. Maybe there should be some tiers then and more hovercraft battles held then. I'd love to rank up my ship (and gain experience).

Neoteny you got all the same views as I do myself about the game not being leveled out for fair play. I see the only way to do that without anyone feeling that they're getting the backside of the hand is that more hovercraft battles are held for new people to get them some points to distribute to their ships.

 

Even if that means battles against Sentinels. SMILEY


Message edited by Synapse777 on 04/14/2009 01:20:47.


Vindicator

Joined: Aug 16, 2005
Messages: 4565
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Elitist attitudes and poor sportsmanship?  Not in my Matricks Online!  NEVAR!!!!1


Fen


Systemic Anomaly

Joined: Aug 16, 2005
Messages: 5154
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Garu wrote:

Elitist attitudes and poor sportsmanship?  Not in my Matricks Online!  NEVAR!!!!1


no u

 

Here's an idea, Neoteny...

What if winning the battle only gave you 2 XP, losing gave you 1.  And then you got an additional amount of XP for destroying another ship based on their rank?

Rank 0 - 0 XP
Rank 1 - 1 XP
Rank 2 - 2 XP

etc.

I know that idea on it's own won't really stand, but just throwing it out there to see if someone could improve on it.  There's got to be a way for lower ranked ships to be rewarded for fighting against higher ranked ships, thus allowing them to catch up.




Vindicator

Joined: Aug 16, 2005
Messages: 3113
Location: The Saltpillar
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The problem I see there is that there's a probability that the lower ranked captains participating would receive 0 XP in a battle, which would halt their expansion.

I could possibly agree with attaching 1 XP per rank difference for downing a ship ranked above you (i.e. rank 2 downs a rank 3, gets 1 bonus XP). The trouble I see with this is that it might end up being largely applied to already ranked captains (i.e. Sieges would get the kill shot on Bindi's ship and get 1 bonus XP becaus Bindi is rank 3 and Sieges is rank 2, and that isn't so entirely necessary). If it's applied across the board, it could also be easily used to upgrade already ranked ships even moreso.

The other thing is that certain ships, like yours, Fen, are impregnable against standard loadout starter ships. They straight up have a 0% chance of hitting you. Unless you play stupid and lose a bunch of rams, without some sort of upgrade to level things out, you're going to win no matter what. Same goes for Bindi and hitting things - there is no chance to dodge any shot she takes.

What would you think about a system where upgrades would be randomly placed along an enemy side of a map, whereby they could collect a +1 to ballistics, +1 shields (to whichever ship performs a land action on said square) in order to attempt to temporarily improve against a force that outmatches them?




Ascendent Logic

Joined: Dec 3, 2005
Messages: 906
Location: HvCFT Ramesses II
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I think the upgrades on the map would be a good way to meet both parties in this, because as Neoteny said it was very frustrating rolling 3 and you still don't put a dent in the other ship ... not to say - it's unrealistic. 



Mainframe Invader

Joined: Nov 23, 2005
Messages: 431
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Synapse777 wrote:

not to say - it's unrealistic. 


but they haz uberleet neo pwrz


Fen


Systemic Anomaly

Joined: Aug 16, 2005
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Synapse777 wrote:

I think the upgrades on the map would be a good way to meet both parties in this, because as Neoteny said it was very frustrating rolling 3 and you still don't put a dent in the other ship ... not to say - it's unrealistic. 


One way you could've brought my ship down is via ram.  While 3 vs 4 is in my favor, it's not impossible.  Void, who had only 2 hull vs. my 3 hull at the time took me out in two hits.  He did a ram...  he rolled a three, and I rolled a one.  Then he rammed again, and got a successful ballistics roll against me.

If you'd looked at which captains would be participating, you could've built your own ship to become quite a match.  You could've had a ship that had, say...  5 hull, 1 shield, 0 ballistics, 0 energy.  You could've rammed me, and had an equal chance of deflecting my ballistics, which is only 1.

You made your ship a default ship (3 1 1 1), and then had them sit there and shoot at me.  There are always other options to pursue.  Another tactic, you could've made your ship with high energy, lure us out of our positions, and then use your speed as an advantage to get your ship through and to the other side.  Or, hit us with EMPs every round while Tekmon and the drones made a drive to move past.

I don't think it's unrealistic.  I've put considerable effort to beef up my ship's armor and hull integrity.  You were shooting a Sherman tank with a pistol.

Neoteny, what about changing up rolls?  Make it /roll 6 or something (except for moves, which would still be /roll 3).


Message edited by Fen on 04/14/2009 14:44:04.



Ascendent Logic

Joined: Dec 3, 2005
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I didn't know what the outcome of any other setting than 3 1 1 1 could have done to the game we played, but given you got more experience you of course see other aspects to it.


Message edited by Synapse777 on 04/14/2009 17:06:56.


Vindicator

Joined: Aug 16, 2005
Messages: 3113
Location: The Saltpillar
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Fen wrote:

Neoteny, what about changing up rolls?  Make it /roll 6 or something (except for moves, which would still be /roll 3).

I actually almost like this idea better than temporary stat increases. There is still an advantage, but it is reduced somewhat. I don't think any real strategic capacity of the game would be lost to this, either, since the rolls are just luck.

What are the other thoughts on this?




MC Photographer

Joined: May 26, 2006
Messages: 2967
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Neoteny wrote:

Fen wrote:

Neoteny, what about changing up rolls? Make it /roll 6 or something (except for moves, which would still be /roll 3).

I actually almost like this idea better than temporary stat increases. There is still an advantage, but it is reduced somewhat. I don't think any real strategic capacity of the game would be lost to this, either, since the rolls are just luck.

What are the other thoughts on this?

I'm willing to give it a try.


Message edited by Gerik on 04/15/2009 05:54:53.



Jacked Out

Joined: Nov 16, 2007
Messages: 164
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Initiate Bell curve. Make it a different set of EXP than just 10 to rank up, and on top of that change the EXP system from
3 win
2 win die
1 die
to something more substantial like Fenshire said Exp per kill/per win because in the current system you can have people gaining EXP without fighting.
Maybe a

2 pt. Win
1 pt. Kill
-1 pt. die

Throw in a death penalty. No one fears a suicide runs in these fights, we're all basically Cyphs in this (XD).
Doing this with a Bell curve on ranking up would make it a longer drive for points and to initiate we'd have to reset the ship scores too. Just an Idea.



Virulent Mind

Joined: Apr 13, 2007
Messages: 801
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Neoteny wrote:

Fen wrote:

Neoteny, what about changing up rolls?  Make it /roll 6 or something (except for moves, which would still be /roll 3).

I actually almost like this idea better than temporary stat increases. There is still an advantage, but it is reduced somewhat. I don't think any real strategic capacity of the game would be lost to this, either, since the rolls are just luck.

What are the other thoughts on this?

At first, I was going to suggest giving lower rank ships enough temporary stat increases to only make up part of the difference.  For example, if there was a rank 0 vs a rank 2, you could give the rank 0 just one extra stat point.  That way, the rank 2 doesn't feel that their accomplishments are completely meaningless, and the lower rank ship's disadvantage is not as significant.

However, I think I like the /random 6 idea even better.




Jacked Out

Joined: Nov 16, 2007
Messages: 164
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/ random 6 sounds good for the gun shield and ram rolls, but for energy thats going to make turns huge and would reduce the need for an extra energy point.



Vindicator

Joined: Aug 16, 2005
Messages: 3113
Location: The Saltpillar
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Lt0Brien wrote:

/ random 6 sounds good for the gun shield and ram rolls, but for energy thats going to make turns huge and would reduce the need for an extra energy point.

Energy would still be /random 3, as Fen suggested.




Jacked Out

Joined: Nov 16, 2007
Messages: 164
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K let me know when the next battle is, Ive got a good 7 days left on my sub XD
Ill be back though.

 
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