@RexXxuS @Jascha @Wiseman738 @BigRed @TacoIsland @Supreme_Admiral @TheRaven @Alfonzfred @Abrum13 @Vandruis
So, I have tagged most of the seasoned pvp players I know in here, and some new guys as well who are active in the current pvp meta. What I would like to do is discuss some changes to the current pvp meta that will make it more enjoyable for all. (Hopefully). If possible, it would be nice if we can stick to the task of addressing points, and providing constructive feedback.
PvP Change 1: CV Caps on PvP hotspots
In past seasons CV combat was super laggy. In 7.0 there seemed to be optimizations in place that made large fights possible (6 - 10). Last night though, we had upwards of 16 - 20 CVs in Blackhole duking it out.
The result? I believe there was between 6 - 8 disconnects total. People crashing, cvs sitting there idle and people relogging to find themselves 200m away from their CV dying in space. Relogging back into the game would take 5 - 10 minutes⌠and in short, it was a mess.
The problem is Empyrion is not in a stage where it can support battles of this size and with factions growing larger and larger, we will continue to see some factions deploying a larger number of CVs. Now, I realize this is a detriment to larger factions like Taw/GRG/TPP, but I would like to propose a CV cap of 6 CVs per faction in PvP hotspots - those hotspots being Blackhole and Homeworld.
Now, this will cripple larger factions ability to deploy their vast resources and players - and that sucks. That said, it would dramatically improve the ability of everyone to be able to enjoy a CV fight without crashing from the game.
Upside
CV combat would be more enjoyable
Downside
Larger factions would be at a handicap
Proposed Alternative
We cap CVs in hotspots to Class Size 1, and not at the upper limits of Class Size 1, but at a point where you have to pick and choose what type of CV you want to fly. A heavy tank with max guns that moves slow, or perhaps a nimble CV with fewer turrets but more thrust and less armor⌠or somewhere in-between.
Upside
Quicker CV fights which will hopefully lead to less lag
CVs will have less total turrets, creating fewer entities(?) on the playfield, creating less lag.
Create diversity in CV builds allowing larger factions to build multiple designs, so their larger numbers still mean something.
Summary: More enjoyable fights due to less lag and more âkillsâ.
Downside
No gigantic mega-ships - less awe factor
More control on âhow to playâ
PvP Change 2 - Increased Gravity on PvP Hotspots/Resource Rich areas
A lot of you new guys werenât here in 3.0 and 4.0, but the Gold planet than had really heavy gravity. While it was a pain to get around because a wrong step would break your leg, it did force players to use more thrusters on their ships in order to fly effectively.
Here is why I think we should bring it back:
HV/SV as of right now can be built up to 7k with class size 1. This is creating fights between SV/HV that can last over 15 minutes, which based on survey results is not what most people want. Increasing gravity will do the following:
- Cut down on blocks as players add more thrusters/devices to their ships.
- Give HVs another advantage that they sorely need right now, as they require fewer thrusters and thus could have more armor. (Right now SVs have macro fire giving them a lot more DPs on HVs)
- Make it difficult for Svs to tank base. In the current state of the game, the right SV can come in and tank a base and destroy turrets using macro fire. They will get damaged, but a single SV can still strip an entire base of turrets off.
- Bases shoot out thrusters, Svs flop to the ground and get pounded.
- Less armor overall, so they canât afford to just fly into a base and tank.
Upside
Shorter PvP engagements
3 bases will be able to defend themselves more effectively, as SVs wonât be able to tank well.
Create a more challenging PvP environment
Downside
Lots of vehicles will have to be redesigned
Heavy gravity does require some getting used too