What if they integrated pvp and CQC?

CQC is fun, but not that many people do it. Despite this, it has a whole rank dedicated to it.

PVP is also fun, but not many people do it. Unfortunately, it doesn't have any real integration.

So an idea struck me: why not sorta merge the two of them? After all, you can only get CQC rank from killing other players.





Basically, killing other players of equal or higher rank would give you the equivalent of 100 points in CQC, and then maybe for each rank under you they are, you get 25 points less. So killing someone more than 4 ranks below you wouldn't progress your rank in CQC, encouraging players to fight others of similar skill level.

Then you could see both a player's combat rank AND their CQC rank, which would give you a much more accurate idea of their actual skill level. Someone Elite/Harmless would be decent but not great, while someone with a high CQC rank would probably be very good at pvp.

This gives CQC rank an actual meaningful use ingame as well as in CQC.
 
well at least I would be able to boost it up with my friend so I don't have elite,elite,elite, mostly harmless on my panel any more. but other than that nothing would actually change.
 
well at least I would be able to boost it up with my friend so I don't have elite,elite,elite, mostly harmless on my panel any more. but other than that nothing would actually change.
I was thinking about that, it would probably be best to only allow someone to get reputation from killing someone once per time period, maybe every two or three days. You don't want people exploiting it for no reason, and it becoming meaningless, after all.
 
Elite in CQC is already meaningless. Or, it's meaningless as an indicator of skill.
It's like all of the others. Skill is not required to reach Elite, dedicating large amounts of time to it is. The rank grind for that is simply more time consuming than most of the others. Much longer, considering how hard it can often be to find a match with low enough lag to properly play, or players that will stay in match long enough for you to collect your Xp, or without players operating in teams farming you for kills.
 
Elite in CQC is already meaningless. Or, it's meaningless as an indicator of skill.
It's like all of the others. Skill is not required to reach Elite, dedicating large amounts of time to it is. The rank grind for that is simply more time consuming than most of the others. Much longer, considering how hard it can often be to find a match with low enough lag to properly play, or players that will stay in match long enough for you to collect your Xp, or without players operating in teams farming you for kills.
Oh, for sure. The trouble is, the standard combat ranking is not very useful for ascertaining another player's skill level, because it is acquired against NPCs. By contrast, a ranking that was based entirely on the amount of time you have spent killing other players would actually give a reasonably accurate idea of how good they are at PVP. After all, you can kill NPCs in a Corvette for a thousand hours and never get very good, but doing the same against other players will guarantee at least a moderate degree of skill.
 
I was thinking about that, it would probably be best to only allow someone to get reputation from killing someone once per time period, maybe every two or three days. You don't want people exploiting it for no reason, and it becoming meaningless, after all.
Then its just pointless. Generally even in open you're only engaging with the same handful of people in an area.
 
Then its just pointless. Generally even in open you're only engaging with the same handful of people in an area.
Not pointless, just not farmable. Players who consistently PVP over long periods of time would still accumulate rank rapidly.
 
I do like CQC as well but the system of having better ship/modules locked behind a rank gives an unfair advantage to the player with a bigger XP pool.
We can try and fly better, but the progress on earning XP is too slow... this is why people give up.
They enter as fresh meat just to get shreded and they are no par even with better flying skills.
 
I do like CQC as well but the system of having better ship/modules locked behind a rank gives an unfair advantage to the player with a bigger XP pool.
We can try and fly better, but the progress on earning XP is too slow... this is why people give up.
They enter as fresh meat just to get shreded and they are no par even with better flying skills.
Honestly, with a few glaring exceptions, I haven't found that to be too true. The one exception being Silent Running. A skilled player with Silent Running is almost Invincible. But you honestly don't see very many players with it active. For the most part, the ship you start out with is just about the best possible option. Overall, I think they did a pretty good job of making the game balanced to start with, while being fun as you progress.
 
Honestly, with a few glaring exceptions, I haven't found that to be too true. The one exception being Silent Running. A skilled player with Silent Running is almost Invincible. But you honestly don't see very many players with it active. For the most part, the ship you start out with is just about the best possible option. Overall, I think they did a pretty good job of making the game balanced to start with, while being fun as you progress.
Yeah, sure... I'm lvl 23 and still haven't unlocked "silent running" and several other modules and weapons just yet.

So, CQC is still very much unbalanced and is being left aside for far too long. It is over due a well deserved overhaul in every single aspect.
 
Yeah, sure... I'm lvl 23 and still haven't unlocked "silent running" and several other modules and weapons just yet.

So, CQC is still very much unbalanced and is being left aside for far too long. It is over due a well deserved overhaul in every single aspect.

Again, I honestly don't feel it's that unbalanced. Most expert players you'll see are flying the imperial fighter or the starter fighter with fixed lasers, which is basically what you start with, and I've never had any trouble killing expert players in a gu-79 with my starter fighter. They might use the shield that gives you 20% thermal resistance, but that unlocks really early.
 
The most notorious symptom that CQC urgently needs a full overhaul is the number of players starting to join matches once a 2-player lobby would suffice to initiate a match.

So, as you original post says "CQC is fun, but not many people do it", I'm pointing out the reasons for most of the people is still ignoring it... if Frontier give it the deserved and necessary improvements, more players will join CQC matches.

If you are still convinced that no change is needed, player count most likely just stay as it is...
 
There should just be instances in game governed by different rules so players can laser beam one another in a "War" or as we say in America a "Peace Keeping Action" that moves locations based on the results after a certain amount of time. Which ever side "Wins" it would affect the Powerplay simulation.

So capture and hold a location. War of Attrition (Team Death Match). Escort the thing. Save the Hostages. Stop the Bomb. Raid the Stash. Destroy the Big Ship. Capture the Big Ship. Take a Space Station. Destroy a Space Station. Shall I go on... Also reverse the goal so you know what the other side is doing... lol

So no death penalties for the player. (other than get gud and might lose scenario.)
Faction provided ships and gear. (Loadout customized. For general Balance)
  • Also create "Faction Manufacturers" to diversify component performance and aesthetic. (Like Brands)
  • Factions reward their equipment to players who fight for them.
Can only reward players. Never penalizes them for participating.
Get gud. Get more / better rewards.
Then once these "Actions" are done it changes something in the Powerplay simulation and players feel like they are having an affect on the universe.
 
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