Welcome to the eighth installment of the EVE Blog Banter , the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here . Check out otherEVE Blog Banter articles at the bottom of this post!
This month's topic comes to us from me, Ga'len at The Wandering Druid of Tranquility. He asks: "What new game mechanic or mechanics would you like to see created and brought into the EVE Online universe and how would this be incorporated into the current game universe? Be specific and give details, this is not meant to be a 'nerf this, boost my game play' post like we see on the EVE forums."
Well I'm going to suggest a twofer:
1) What I would like to see is something fairly simple. I'd like to see diminishing returns as far as focused fire goes. One of the biggest advantages EVE has is that it supports some rather large PvP battles. The problem is that tactically these battles are only interesting in their run-up and post phases. Pas a certain point they become pure slugging matches with little tactical finesse.
The way to implement this would be fairly simple: Have incoming fire degrade the more target locks are slapped on a target. Ideally this would start kicking in above the squadron level. In other words up to 10 target locks and in coming fire is un-affected. Over 100 and there is so much sensor interference that effective fire on the target is effectively neutralized (guns and missiles miss 99% of the time. This would mitigate the blobbing effect we currently see, and cause battles to become more tactically interesting. It would also foster true squadron tactics.
In case anyone wonders whether I'm pulling this effect out of the top of my head, I'm not actually. During world war 1 there was a similar effect when a bunch of ships tried to target the same vessel at the same time. In those days, the distances were so large compared to the accuracy of the guns that they tended to watch for the fall of the previous salvos and use the results to correct the next salvos. The problem being that when multiple ships fired on the same target, it was very hard to determine which splashes were your own salvos and without correction you were always firing by pure chance.
2) Rats need to learn to run away. This is one of the biggest problems I have with the current PvE in EVE. PvE in eve will never teach anyone tactics close to PvP until this is resolved. Due to the "death" penalty of EVE, most PvP encounters are between pilots with well developed senses of preservation (or lack thereof). When outnumbered and not expecting reinforcements, most people try and get away. This is why tackle plays such an important part of any and all PvP encounters. You can total ignore this in any and all PvE encounters. They always stay till the bitter end. There is no attempt to do a tactical warp off (warping away to a safe spot and warping back to the battle) for the targets of focused fire, nor is there plain old running away.
The rewards would have to be adjusted to simulate the increased difficulty involved. Missions could be fail-able if key targets were allowed to escape, and so on. But this would do two things. It would make bringing friends along to PvE encounters much more enticing (more tackle = less NPCs getting away = more rewards). It would also teach newbies tactics that would be much more like PvP.
That's my 2 suggestions. Probably never get implemented but oh well.