chispa6081
07-17-2006, 07:50 PM
You know the past posts I've read have primarily been a lot of whinning. So instead of adding to the compliants, I figure let's try to brainstorm solutions so that hey maybe one of the Sega people might adopt and add to the game.
Spikes:
So it seems that spikes have become a popular weapon choice as the dmg per shot is extraordinary high (as it should be as a melee weapon requires the guts to be up close and personal). However, in conjunction with a fast HOUND, the results have proven "cheap" or "lame" as these rushers emerge.
Granted, I myself tried out the tactic and despite the "cheapness" of it, the tactic is indeed sound. Taking 4 spikes with 4 machine guns on a fast HOUND can easily bring victory in 5 minutes (or less) depending on good piloting skills and "rushing" the enemy HQ. Especially on 1 vs 1 battles.
And thus, we have now a group of people who claim that these spikes should be "nerfed". Which isn't really a good solution since it deprives people of a melee weapon.
Instead my solution is to raise the ammo costs for spikes and/or reduce the magazine size for spikes. Since spikes do so much damage per hit, it only takes a few hits to take down enemy HOUNDS and a few more to knock out a HQ. So if you reduce the magazine size you reduce the dependency of spikes to take out HOUNDS/HQs. Additionally, if you raise the price to replenish spikes to say 100x (or even 1000x) then it becomes cost ineffective to deploy spikes over and over again. Granted there's no reason that a steel spike (or bar) would ever cost as much as a HE mortar round, but then we don't see a million HOUNDS using HE rounds compared to spikes. Simple supply vs demand.
Balancing factions:
Another major complaint stems from how Morkoj has way more players than the rest of Tarakina or Sal Kar. And given the 2-0 winning streak who wouldn't want to join the Winning team? After all they've got both the numbers and (possibly) the experienced commanders (or cheap tactics perfected).
So let's make the supply/demand more noticable. If you look, there's a price index that flucuates between factions and it effects prices (for both buying/selling/repairs) but instead of having a flucation of around .1, let's make it even more dramatic. Say up to a .5 difference which translate into half off for the side that has less folks and a 150% more for the side that has a whole lot of folks. That should really swing folks to balancing the factions. Especially if the difference starts cutting into profits.
Now, if the price index is based off of how many people are currently on, then all that does is cause people to shift gaming into non-prime hours. Instead, I say it should be based off how many are affliated with a particular faction. Makes it a bit more static.
Capture Points:
While it's ok that fighting against the computer gives some points and fighting against a person gives more. There should be a greater incentive to fight against people. Right now it's something like 20 capture points per CPU battle and maybe 80~100 per PvP battles. Increasing that to 200 or adding a larger monetary bonus might swing folks to fight PvP more often.
Better yet, have parts that can only be obtained through winning PvP battles. Special parts that are better than the store variety. Chaulk it to scavanging parts from the battlefield to random modifications (that only occur when fighting PvP) to existing parts which could be sold/traded couldn't be bought from the store.
Well that's all I have for now. Maybe I can think of a few more tomorrow.[/b]
Spikes:
So it seems that spikes have become a popular weapon choice as the dmg per shot is extraordinary high (as it should be as a melee weapon requires the guts to be up close and personal). However, in conjunction with a fast HOUND, the results have proven "cheap" or "lame" as these rushers emerge.
Granted, I myself tried out the tactic and despite the "cheapness" of it, the tactic is indeed sound. Taking 4 spikes with 4 machine guns on a fast HOUND can easily bring victory in 5 minutes (or less) depending on good piloting skills and "rushing" the enemy HQ. Especially on 1 vs 1 battles.
And thus, we have now a group of people who claim that these spikes should be "nerfed". Which isn't really a good solution since it deprives people of a melee weapon.
Instead my solution is to raise the ammo costs for spikes and/or reduce the magazine size for spikes. Since spikes do so much damage per hit, it only takes a few hits to take down enemy HOUNDS and a few more to knock out a HQ. So if you reduce the magazine size you reduce the dependency of spikes to take out HOUNDS/HQs. Additionally, if you raise the price to replenish spikes to say 100x (or even 1000x) then it becomes cost ineffective to deploy spikes over and over again. Granted there's no reason that a steel spike (or bar) would ever cost as much as a HE mortar round, but then we don't see a million HOUNDS using HE rounds compared to spikes. Simple supply vs demand.
Balancing factions:
Another major complaint stems from how Morkoj has way more players than the rest of Tarakina or Sal Kar. And given the 2-0 winning streak who wouldn't want to join the Winning team? After all they've got both the numbers and (possibly) the experienced commanders (or cheap tactics perfected).
So let's make the supply/demand more noticable. If you look, there's a price index that flucuates between factions and it effects prices (for both buying/selling/repairs) but instead of having a flucation of around .1, let's make it even more dramatic. Say up to a .5 difference which translate into half off for the side that has less folks and a 150% more for the side that has a whole lot of folks. That should really swing folks to balancing the factions. Especially if the difference starts cutting into profits.
Now, if the price index is based off of how many people are currently on, then all that does is cause people to shift gaming into non-prime hours. Instead, I say it should be based off how many are affliated with a particular faction. Makes it a bit more static.
Capture Points:
While it's ok that fighting against the computer gives some points and fighting against a person gives more. There should be a greater incentive to fight against people. Right now it's something like 20 capture points per CPU battle and maybe 80~100 per PvP battles. Increasing that to 200 or adding a larger monetary bonus might swing folks to fight PvP more often.
Better yet, have parts that can only be obtained through winning PvP battles. Special parts that are better than the store variety. Chaulk it to scavanging parts from the battlefield to random modifications (that only occur when fighting PvP) to existing parts which could be sold/traded couldn't be bought from the store.
Well that's all I have for now. Maybe I can think of a few more tomorrow.[/b]