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Thread: Remove Suppression change and place "PvP" flag enabled on attackers.

  1. #1

    Remove Suppression change and place "PvP" flag enabled on attackers.

    This has been discussed in part but it needs its own thread. There are a lot of things wrong right now and simply put they can be fixed "easily".

    Here is how you can fix lag and remove CC from the game completely. Instead of cycling base suppression to 25% for 2 hours, cycle PvP flags for everyone within the attacking guild that are in the zone to 2 hours. How would this all work?

    Example:

    Your 3 bases are on 100% suppression for 10 hours. You want to attack or assist in an attack in Mort. You have 20 guild members in Mort and you attack a tower. Everyone of the 20 guild members that were in the zone are now PvP flag enabled for 2 hours. Your 3 bases stay at 100% suppression per the cycle.

    This creates a few things that are beneficial and I'll explain how to keep people from exploiting this. First of all, based off the suppression cycles you can decide when to be on a watch alert and are more able to defend your base properly. Secondly, it reduces lag because people cannot skirt the line and hide. The more people that die - the less people in the zone and the less lag that occurs. By removing CC altogether, you allow for some giant battles to occur with most of the initial problems fixed when people are removed from the zone.

    Flaws/Exploits and fixes: Some people might want to exploit a system like this by doing the following: Placing one member near the tower and the other guild members out of the zone. They then attack and move new players in to the zone to get away with no PvP flag enabled. For this reason you could do two things. You could either restrict any new guild members that enter the zone after the initial battle took place to not be able to attack or you could PvP flag enable any new members from the attacking guild that enter the zone automatically upon entering.

    So to reiterate:

    1) Remove Crowd Control
    2) Remove Base suppression turning to 25% on attackers.
    3) PvP Flag enable all members of the attacking guild that are in the zone where the attack is occuring or those entering the zone while the attack is still on.

    Other changes:

    Change 100%/25%/5% cycles to the following times:

    100% - 12 hours
    25% - 6 hours
    5% - 6 hours

    It can cycle like that permanately. By sticking to a straight 24 hour time frame like this, guilds can plan for 100% suppression when the bulk of their members are sleeping and cannot defend properly.

    *Add options and controls for removing many of the lag inflated properties of combat so that those participating can reduce lag by a large amount.

  2. #2
    "For this reason you could do two things. You could either restrict any new guild members that enter the zone after the initial battle took place to not be able to attack or you could PvP flag enable any new members from the attacking guild that enter the zone automatically upon entering."

    Restricting guild members from entering would be a bad thing, here's why:

    -The attackers will only win with 2 to 1 odds in battles where only experienced PvPers are attending - this is due to healing lag, turrets, the ability to grid into your controller as the defending team, etc.

    -Once you die, you will not be able to return, and the defenders can if you kill them via the 'controller exit' grid.

    You could however, try making it so the defenders could not zone in either.

    But, i still like your second proposal better.

    Other than that, your post is shinin' like gold.

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