What do you guys think of a minimum timer locking you in for conflict zones and powerplay zones?

Im just going to say it.

This place needs to learn how to lose. And lose gracefully in the game. There is a progress bar for these things now. There are two sides fighting for these things.

Sometimes you're just going to die. Sometimes you have to change your builds. And sometimes the game changes around it when a META settles. It happens with lots of games.

Learn to lose. Its just a rebuy for christs sake.

But without this weird new timer, people can just leave immediately, you dont have to shoot them so you can fight longer against other craft perhaps increasing the chances for your side to win.

Locking people in who dont want to fight, makes you have to waste ammo and time.

Why are you so bent on making people see the rebuy screen? I'm getting a big "I'm not locked in here with you, you are locked in here with me" vibe from this thread.

Bad idea.
 
But without this weird new timer, people can just leave immediately, you dont have to shoot them so you can fight longer against other craft perhaps increasing the chances for your side to win.

Locking people in who dont want to fight, makes you have to waste ammo and time.

Why are you so bent on making people see the rebuy screen? I'm getting a big "I'm not locked in here with you, you are locked in here with me" vibe from this thread.

Bad idea.

If they dont want to be there. They wouldnt be fighting for their powerplay/war in the first place.

The goal is to keep them there in a prolonged fight to win the conflict zone instead of running away. Using team comps and builds while farming at the same time.

Id also have a chance to lose?

Rebuy screens make people lose their merits, hurts their pockets and can be strategic in wars.
 
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Yes, but the first option should never be running away everytime. Again it defeats the purpose.

Not at all, running away is a valid maneuver. My proposal is based on A: "a group of the player based who want PvP combat" and B :"removing barriers to and rewarding participation in PvP combat while making sure that C: "no one's player style is forcibly changed". The only consequence of this proposal is that more people would seek out players who attack other innocent ie not wanted players, which apparently is what the players who want more player combat want other players to do?

Or are you saying that isn't your aim here? Is your aim merely to suggest players should always be locked into an abratory timed instance? There would be no point, the Police players want to get the kills, the 'bad guys' we are always told are in it for the skill of combatting another human being would be in it for the kills, like badges of glory.

So, as I said it's a win win. There are enough in game methods for hampering a jump, and since we are talking willing participants the combat may take a while giving both parties time to disable the opponent.
 
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Not at all, running away is a valid maneuver. My proposal is based on A: "a group of the player based who want PvP combat" and B :"removing barriers to and rewarding participation in PvP combat while making sure that C: "no one's player style is forcibly changed". The only consequence of this proposal is that more people would seek out players who attack other innocent ie not wanted players, which apparently is what players who want more players to do? Or are you saying that isn't your aim here? Is your aim merely to suggest players should always be locked into an abratory timed instance? There would be no point, the Police players want to get the kills, the 'bad guys' we are always told are in it for the skill of combatting another human being would be in it for the kills, like badges of glory. So, as I said it's a win win. There are enough in game methods for hampering a jump, and since we are talking willing participants the combat may take a while giving both parties time to disable the opponent.

There is literally no difference in the people opposing you in powerplay trying to kill you and another random PVPer trying to do the same thing.

Your goal is to survive and at least try. But the conflict zone needs gameplay. Not just killing NPC's and running away as soon as someone drops in to oppose you.

You can be overwhelmed in supercruise as well. Get together with these new squadrons and work together. Why do you think they added them to the game.
 
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Sorry but the only thing that should prevent jumping out at any time is mass lock.

Running is valid tactic. Your proposal handwaves that tactic out of the window.

I'd go as far as saying it's outright broken for small ships, which have a much lower margin for error, and mistakes requiring earlier bug-out.

A timer saying no in zones based on simply what the activity...

It punishes the lower end of the skill spectrum for no good reason.

I agree with Un1k0rn.
I think locking people in is too artificial and gamey, unless it is caused by an established mechanic that is integrated in the Elite universe, like mass lock..
 
Another genius idea from the Cmdr that thinks the BGS should be reset completely between seasons due to the leaderboards

How's that one going WGFD?
 
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Another genius idea from the Cmdr that thinks the BGS should be reset completely between seasons due to the leaderboards

How's that one going WGFD?

Another genius response that is not aimed to the discussed topic but on personal issues.

I'd like to stress that the different outifts for PvE in combat zones and PvP need to go. NPC's need a buff therfore. I think there is a certain logic to this.
 
Another genius response that is not aimed to the discussed topic but on personal issues.

I'd like to stress that the different outifts for PvE in combat zones and PvP need to go. NPC's need a buff therfore. I think there is a certain logic to this.

NPCS already got a buff in the last patch. There are fully engineered condas out there that you have to reload to kill without dmging their banks. And they do quite a bit of DMG as well.

Its already happened.

They can be used as an asset on the aggro table. Stopping someone from last hitting it so they dont get the credit or merits from them either.

They do increased DMG and have tankiness. Like a Cannon minion in League of legends is the best way to describe them.
 
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I know, and I think that's the right approach from Frontier, maybe they can crank up the NPC power even more a bit...

edit:

but I see the problem for players with low to medium tier gear and ships.

It's not an easy task to keep the balance of the force :p
 
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I know, and I think that's the right approach from Frontier, maybe they can crank up the NPC power even more a bit...

Yes, but NPC's should not be the only thing between players fighting it out. In this there is no PVE or PVP builds. They would be mixed. How it should be.

You run the risk of running a full PVE build to grind harder thats fine. but you better have some protection. Again wing comps and ship adjustments are indeed a thing here.
 
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I know, and I think that's the right approach from Frontier, maybe they can crank up the NPC power even more a bit...

edit:

but I see the problem for players with low to medium tier gear and ships.

It's not an easy task to keep the balance of the force :p

Gives them a reason to build specific ships for specific jobs. Everyone has to grow.
 
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Im just going to say it.

This place needs to learn how to lose. And lose gracefully in the game. There is a progress bar for these things now. There are two sides fighting for these things.

Sometimes you're just going to die. Sometimes you have to change your builds. And sometimes the game changes around it when a META settles. It happens with lots of games.

Learn to lose. Its just a rebuy for christs sake.

You're completely missing the point. I, and many others, don't mind losing, but I'll choose how and when to fight my battles, in some cases how I'll lose them - not some arbitrary game timer. Here's an example of how your suggestion would narrow, not broaden the options available to players:

The PP conflict zones, as they are, but in OOPP. My options include:
1. Chieftain - Bobstandard™ combat kitted, doesn't matter who is there, they die, maybe I need to retreat to protect merits if they're a superior pilot or in a wing, but I've got a great chance.
2. Krait - Bobstandard™ combat kitted, go to choice if I fancy fighter support and/or playing multicrew. Again, I fancy my chances of winning a 1v1, or escaping from a wing.
3. Clipper - Hybrid, fast blockade runner. I'd try my luck against a PvE ship or inexperienced PvPer, butI don't fancy my chances 1v1 vs a proper PvP build or wing, however I can escape.
4. Phantom - Fast, cool-running, shieldless, tons of hull - built for hit and run. I don't fancy my chances against a PvP ship, but they'll never catch me and I'll be dropping off their sensors. With no shields, no chance against a wing.
5. Courier - Lightning fast so do fancy surviving 1v1 for at least long enough to suss out my enemy, tgen decide to fight or flee. Not against a wing.

Your suggestion reduces my options to ship 1 or 2 (and hoping I don't run into a wing) or abandoning my current Clipper build for a similar combat meta (and hoping I don't run into a wing). Of course, those builds will all need to be brought in line with new ammo requirements - if I've been in a zone for 20-30 minutes, chances are I'm going to need to reload, but nope, four 100% ammo/shield/hull enemies have just dropped in and the magic thunderdome has been turned on, I'll need to fight this out with whatever hull & ammo I have left. Brilliant.




(note: all these ships are G5 engineered so, no I don't mmediately run, like you seem to assume everyone does)
 
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You're completely missing the point. I, and many others, don't mind losing, but I'll choose how and when to fight my battles, in some cases how I'll lose them - not some arbitrary game timer. Here's an example of how your suggestion would narrow, not broaden the options available to players:

The PP conflict zones, as they are, but in OOPP. My options include:
1. Chieftain - Bobstandard™ combat kitted, doesn't matter who is there, they die, maybe I need to retreat to protect merits if they're a superior pilot or in a wing, but I've got a great chance.
2. Krait - Bobstandard™ combat kitted, go to choice if I fancy fighter support and/or playing multicrew. Again, I fancy my chances of winning a 1v1, or escaping from a wing.
3. Clipper - Hybrid, fast blockade runner. I'd try my luck against a PvE ship or inexperienced PvPer, butI don't fancy my chances 1v1 vs a proper PvP build, however I can escape.
4. Phantom - Fast, cool-running, shieldless, tons of hull - built for hit and run. I don't fancy my chances against a PvP ship, but they'll never catch me and I'll dropping off their sensors. With no shields, no chance against a wing.
5. Courier - Lightning fast so do fancy surviving 1v1 for at least long enough to suss out my enemy, tgen decide to fight or flee. Not against a wing.

Your suggestion reduces my options to ship 1 or 2 (and hoping I don't run into a wing) or abandoning my current Clipper build for a similar combat meta (and hoping I don't run into a wing). Of course, those builds will all need to be brought in line with new ammo requirements - if I've been in a zone for 20-30 minutes, chances are I'm going to need to reload, but nope, four 100% ammo/shield/hull enemies have just dropped in and the magic thunderdome has been turned on, I'll need to fight this out with whatever hull & ammo I have left. Brilliant.




(note: all these ships are G5 engineered

Nah not missing the point.

I want gameplay in conflict zones. Not running at the first sign of danger.

People are in war to stay and fight. So they should be staying and fighting up to a certain point.
 
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Basically what happens is you are locked to the instance for a minimum amount of time. Lets say you were in a power play zone with people on each side. Where you farm and work against each other at the same time. Except you cant leave until the zone is won, or a timer expires.

This would promote friendly competition, working together, wing comps and more.

People usually spend a considerable amount of time in them anyways.

How do you guys feel about it? What would be a good time to set if any?

I feel it would be a waste of development time and resources. Next I suppose you want to put an invisible nothing around a certain radius to prevent people from flying out 1.5 million light seconds from the center marker and simply waiting out the timer so far away it would be basically impossible to find them as well?

It would also encourage people to simply log out when they didn't feel like waiting.
 
Sure, but as Un1k0rn already stated fleeing is valid when you are in trouble.
Combat should not become a forced "to the death" mechanic.
Very often escaping death is just as exiting as winning a battle.

Again, that option is still available.

Just after a certain point. Otherwise people will just run from the conflict zone as soon as another wing drops in and go somewhere else. That will become the "meta" instead of fighting it out like we are supposed to.
 
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