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About This Page About This Page: This is a discussion on Do you think JG pvp would benefit from buff/debuffs? within the Jumpgate Chat forums, part of the Jumpgate TRI Discussions category, at Joystick Required Forums. By that I mean light-fighter like vessels mounted with PWD-like capabilities, but rather than detonating missle, the field would act like those caught in it just flew through
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Old 02-17-2006, 03:23 PM   #1 (permalink)
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Do you think Jumpgate pvp would benefit from buff/debuffs?

By that I mean light-fighter like vessels mounted with PWD-like capabilities, but rather than detonating missle, the field would act like those caught in it just flew through a shield storm..

Or vortex missles that create a field of increased drag slowing down anyone in the blast radius.

Or shield amplifier vessels that would increase the damage or recharge of ships of the same faction if they stayed close to it.

Other MMOs have entire classes of characters with buff/debuff abilities, and they can make a huge difference in combat, even if the player controlling them doesn't have the best of aim. Should players be able to choose strategy and such over pure aiming skill in Jumpgate combat? Would it make Jumpgate pvp more interesting? More accessible?
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Old 02-17-2006, 03:50 PM   #2 (permalink)
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It would make certainly PvP more interesting.

This would allow piltos that are less skilled still to have some impact on PvP.

But is it really in Jumpgate spirit?
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Old 02-17-2006, 04:27 PM   #3 (permalink)
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Originally Posted by Radi
But is it really in Jumpgate spirit?
I don't see why not, as the player's skill is not affected, only the basic characteristics of his ship.

Implementation of these ideas might be a little tricky though.
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Old 02-17-2006, 05:52 PM   #4 (permalink)
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I think the point Radi was making is that it would require much less skill to fly a ship into battle with superpowers instead of one with guns. Thus, your non-skilled pilots would just do that instead of develop skills with guns as they have to do now. And the spirit of Jumpgate is that it's a skill based game, not a stat based game. So I agree with Radi that it would certainly mix things up, but probably not be in the spirit of the game.
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Old 02-17-2006, 10:43 PM   #5 (permalink)
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I agree with Radi.
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Old 02-17-2006, 11:24 PM   #6 (permalink)
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Depending on the characteristics of the ships and alternative weaponry, skill could easily remain a factor. Just like using a PWD on missles not targeting you takes a measure of skill.

Then again, if you're of the belief that the spirit of Jumpgate is simply having the most pilots and the best aim, I can see where that spirit would be jeopardized.

I'm neither for or against the notion, but when the thought occurred to me I envisioned some very interesting fights. For instance, what if a certain type of ship was given the ability to lock down one side of a jumpgate so that only his faction could jump out.
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Old 02-18-2006, 12:48 AM   #7 (permalink)
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I guess it all depends on the way you implement it. PWD is kinda a win button against missiles. You can also jump or circle jumpgate to get rid of missiles. However, that requires some skill or just good sitiuational awareness.

If its gonna require some action to get proper effect, I think that is a good idea.
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Old 02-18-2006, 01:30 AM   #8 (permalink)
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There's a lot more to winning fleet battles these days than having the most pilots and best aim. They are still significant factors, but nothing like the old days.

PWD does take up 20% of your fuel, is quite heavy, and encourages DT use which is also quite heavy...so it's hardly a /win.

Whereas, I would say that having a pilot with the ability to PWD and kill everyone else's shield is pretty much either a /win or would have to be of such tiny range as to be not as useful as another set of guns would be.

I'm not opposed to the idea in principal, just in every example I have seen and can think up right now.
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Old 02-18-2006, 08:50 AM   #9 (permalink)
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I'm not sure if adding special devices will improve things. Those who are excellent pilots will generally be able to use them better than others. I've always felt one way to "level" things a bit is to either decrease gun damage across the board or increase shield/armor similarly (or a little of both). The idea is to create a situation where you significantly increase the number of "hits" to down a pilot, thus giving a) more time for escape and/or b) more time for help to arrive.

I've generally be shouted down when suggesting this, but I always found shuttle wars events (where it takes quite a bit to down anyone) to be a real hoot.

If you add equipment damage into the mix here, I think it could become quite interesting.
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Old 02-18-2006, 09:37 AM   #10 (permalink)
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I'll shout you down again Ambro, wouldn't want you to be disappointed. I think the shield buff (or gun nerf) solution would only be viable if recharge rates were dropped way down. As is, any medicre pilot in a LF/MF can disengage almost at will and flee to recharge or dock at a POS.
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