So, earlier in OPvP, someone (who's name I will keep a secret for now unless they say otherwise), talked about wanting a PvP match where you would have an attacker and a defender, with a fleet Starbase in the middle.
I feel the idea has a lot of merit, and is worth discussing. I have two primary questions that I'd like folks to keep in mind:
1. How would you balance (presuming it's a 5v5 match) out both sides? Both the defending side with the Starbase itself, and the attacking side trying to bring it down.
2. How should victory be claimed? Obviously attackers could simply destroy the Starbase of course, but how about defenders? I think there could be unique ways to win.
There's other factors to discuss of course, but I'm sure everyone gets the idea. Anyways, I'm rather eager to see what people say.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
1. How would you balance (presuming it's a 5v5 match) out both sides? Both the defending side with the Starbase itself, and the attacking side trying to bring it down.
I'd prefer something without a queue.
Fleets could flag themselves as available for PvP.
5 captains of the same fleet could form a team and travel to the Fleet Holding Systems of an opposing faction.
Once there they can view a list of the Fleets flagged for PvP.
The attackers select a Fleet to attack and enter the map.
All members of the defending fleet would get an alert that their Starbase was under attack and the first 5 to respond would be given the option to transwarp to that map instance.
2. How should victory be claimed? Obviously attackers could simply destroy the Starbase of course, but how about defenders? I think there could be unique ways to win.
Single elimination. No respawn. If, all attackers are defeated, the defenders win. If, the Starbase is destroyed, the attackers win.
In either event that Starbase goes on a 20 hour cool-down before it can be attacked again.
Maybe add some special provisioning projects to increase the defensive values of the Starbase. NPC Shuttles, Fighters, Turrets...
Maybe allow replacement fleet members to enter the map as others are eliminated.
Maybe add a ground component, where the Starbase has to be boarded to achieve victory. Defenders might be able to effect repairs, increase damage output, or something sciencey from the inside of the base.
Wasn't this idea heavily hinted to by the Devs prior to starbases?
It's a great idea but getting it past the great Gozer cockblock may prove challenging
[SIGPIC][/SIGPIC] @Aquitaine985 Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre. 2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
Wasn't this idea heavily hinted to by the Devs prior to starbases?
I'm just fantasizing. We all know that STO will never do anything for PvP, other than to mislead the PvP community with vague assurances of some future intent.
I understand your feelings Reg, and I share them, but I just really liked the idea that was brought up, and felt it was worth discussing.
Something to mention:
Operational Assets
Putting aside that some are bugged (as in, they never actually activate 3 times at 0, 60, and 120 seconds, they only work the first time), and that the provision missions are expensive as hell, do you all think these work would well?
Using FBP on the Starbase, summoning in a Gal-X, etc. They still have very long CDs, so they'd balance out in that regard. You couldn't spam em freely, and they would have a greater purpose.
Also, my thought in regards to the SB itself is that it should be based on how progressed a fleet is:
A brand new fleet with a tier 0 SB would have an SB that cannot defend itself, but as a balance have extra ships (non-respawning) to help defend it. But a tier 5 SB would have virtually no ships outside of launching shuttles and runabouts, maybe a couple patrol ships, but in turn be considerably harder to take down.
Also, the progression of the other areas around it could help the SB as well:
The tactical area/shipyard would improve the firepower of the SB (more beam arrays on it, the photon torpedoes upgraded to quantums, etc), and add more tactical buffs.
The engineering area/industrial fabricator would add engineering buffs (like EPTS cycling, DEM, etc) and such.
The science area/comm array would give the SB more heals and cleanses, but it would also use it on people on the defender's team (like giving Extends, HE, etc).
The Transwarp conduit could add in a limited number of non-respawning ships depending on it's tier.
(and also possibly being able to have the attackers disable these bonuses by disabling those areas)
These would all affect the attackers as well, and in turn they would gain extras and bonuses as well. Not sure what they could be, but they would need something to balance it out.
So the general line would go like:
A tier 0 SB would have a considerably large fleet guarding it, and it would be mostly a ship battle, while the SB itself would have very little defenses.
On the more extreme end, a tier 5 SB with all the dressings would be an absolute citadel to take down, but have fewer defenses outside of what it, and the team guarding it, has.
Also there could be factional differences, based on if you are fighting a Fed SB, or a KDF SB. Like a KDF SB at higher tiers could have a 'bubble' of Barrier Fields protecting it at the start, or a Fed SB would have a field of self-replicating mines, and so on.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
It is a fantastic idea... both... I think there is also room for Ground PvP (yes on multiple floors) given the other assets the fleet advancement brings...
I am thinking the teams need to be weighted on the side of the attacker however... 5 attackers vs a 5 defending players, plus any Operational Assets, Plus the starbase itself... seems a bit much.
It is a fantastic idea... both... I think there is also room for Ground PvP (yes on multiple floors) given the other assets the fleet advancement brings...
I am thinking the teams need to be weighted on the side of the attacker however... 5 attackers vs a 5 defending players, plus any Operational Assets, Plus the starbase itself... seems a bit much.
10v5 sounds about right.
Maybe 10v5 if it was queued. For a semi-open event, the attacker will have an advantage in surprise. The attacker chooses the time and is presumably well prepared for the attack.
The defenders have to scramble whoever is available. This is the reason starbases are built with defensive abilities. It is supposed to provide an advantage. Taking down even an unpopulated starbase should not be an easy task.
Also consider the possibilities of the single elimination aspect with the possibility of bringing in reinforcements (fleet members in reserve) to replace lost players. Epic battles with news flashes being sent to all members of both fleets when ships are destroyed or the condition of the starbase changes.
I like all the ideas going around, but let's try and stick to a purely 5v5 situation.
Pretending it was only 5v5, and no other player characters could warp in (ignoring if people could respawn or not), what ways would you balance that out?
I'm also not sure what could be done about doing a similar ground thing. I'm sure it could work, but I'm curious what people think.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Comments
If the Starbase can defend its self,
then the attacker should have some sort of "siege" weapon.
A time limit to destroy the base? or the normal 15 kills?
I'd prefer something without a queue.
Fleets could flag themselves as available for PvP.- 5 captains of the same fleet could form a team and travel to the Fleet Holding Systems of an opposing faction.
- Once there they can view a list of the Fleets flagged for PvP.
- The attackers select a Fleet to attack and enter the map.
- All members of the defending fleet would get an alert that their Starbase was under attack and the first 5 to respond would be given the option to transwarp to that map instance.
Single elimination. No respawn. If, all attackers are defeated, the defenders win. If, the Starbase is destroyed, the attackers win.
In either event that Starbase goes on a 20 hour cool-down before it can be attacked again.
Maybe add some special provisioning projects to increase the defensive values of the Starbase. NPC Shuttles, Fighters, Turrets...
Maybe allow replacement fleet members to enter the map as others are eliminated.
Maybe add a ground component, where the Starbase has to be boarded to achieve victory. Defenders might be able to effect repairs, increase damage output, or something sciencey from the inside of the base.
The possibilities are many.
It's a great idea but getting it past the great Gozer cockblock may prove challenging
@Aquitaine985
Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre.
2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
I'm just fantasizing. We all know that STO will never do anything for PvP, other than to mislead the PvP community with vague assurances of some future intent.
Something to mention:
Operational Assets
Putting aside that some are bugged (as in, they never actually activate 3 times at 0, 60, and 120 seconds, they only work the first time), and that the provision missions are expensive as hell, do you all think these work would well?
Using FBP on the Starbase, summoning in a Gal-X, etc. They still have very long CDs, so they'd balance out in that regard. You couldn't spam em freely, and they would have a greater purpose.
Also, my thought in regards to the SB itself is that it should be based on how progressed a fleet is:
A brand new fleet with a tier 0 SB would have an SB that cannot defend itself, but as a balance have extra ships (non-respawning) to help defend it. But a tier 5 SB would have virtually no ships outside of launching shuttles and runabouts, maybe a couple patrol ships, but in turn be considerably harder to take down.
Also, the progression of the other areas around it could help the SB as well:
The tactical area/shipyard would improve the firepower of the SB (more beam arrays on it, the photon torpedoes upgraded to quantums, etc), and add more tactical buffs.
The engineering area/industrial fabricator would add engineering buffs (like EPTS cycling, DEM, etc) and such.
The science area/comm array would give the SB more heals and cleanses, but it would also use it on people on the defender's team (like giving Extends, HE, etc).
The Transwarp conduit could add in a limited number of non-respawning ships depending on it's tier.
(and also possibly being able to have the attackers disable these bonuses by disabling those areas)
These would all affect the attackers as well, and in turn they would gain extras and bonuses as well. Not sure what they could be, but they would need something to balance it out.
So the general line would go like:
A tier 0 SB would have a considerably large fleet guarding it, and it would be mostly a ship battle, while the SB itself would have very little defenses.
On the more extreme end, a tier 5 SB with all the dressings would be an absolute citadel to take down, but have fewer defenses outside of what it, and the team guarding it, has.
Also there could be factional differences, based on if you are fighting a Fed SB, or a KDF SB. Like a KDF SB at higher tiers could have a 'bubble' of Barrier Fields protecting it at the start, or a Fed SB would have a field of self-replicating mines, and so on.
It is a fantastic idea... both... I think there is also room for Ground PvP (yes on multiple floors) given the other assets the fleet advancement brings...
I am thinking the teams need to be weighted on the side of the attacker however... 5 attackers vs a 5 defending players, plus any Operational Assets, Plus the starbase itself... seems a bit much.
10v5 sounds about right.
Star Trek Online, Now with out the Trek....
Maybe 10v5 if it was queued. For a semi-open event, the attacker will have an advantage in surprise. The attacker chooses the time and is presumably well prepared for the attack.
The defenders have to scramble whoever is available. This is the reason starbases are built with defensive abilities. It is supposed to provide an advantage. Taking down even an unpopulated starbase should not be an easy task.
Also consider the possibilities of the single elimination aspect with the possibility of bringing in reinforcements (fleet members in reserve) to replace lost players. Epic battles with news flashes being sent to all members of both fleets when ships are destroyed or the condition of the starbase changes.
Pretending it was only 5v5, and no other player characters could warp in (ignoring if people could respawn or not), what ways would you balance that out?
I'm also not sure what could be done about doing a similar ground thing. I'm sure it could work, but I'm curious what people think.