***NOTE: I fully support the use of the Disengagement rule for AOTK II in its current form, this post is not meant to imply otherwise. It is merely a discussion of possible alternatives to the version currently in use for future servers AFTER AOTK II. It is intended as a presentation of ideas for consideration and civil discussion, if such things anger annoy or discomfort you leave now as this thread is not for you.
That being said
It is my intent to discuss some of the shortcomings of the "disengagement rule" as recently practiced on Dynaverse Servers and to make a case for a new version of it that might be considered in the future. I'm not looking to force my will upon anyone by this discussion but to put forth an alternative for consideration based upon its merits. The reson I do this is simply to propose an option that will be acceptable and more enjoyable for a wider player base. Why mess with it if it ain't broken? some will say. While it isn't "broken" that doesn't mean it cannot be improved and while the majority of players might be quite satisfied with it in its current state there are some who are not. Most Model T owners were quite satisfied with their cars as well, but how many Model -Ts do we still see on the road today? I doubt anyone commutes to work in one. So that is the reason for my discussion, to propose a potential improvement to a system that while not broken could in all likelihood be improved.
How did the "Disengagement Rule" or DR come into being. The root of it lies inthe old patrol bug where a disengaging smaller ship would win the DV ship after being chased out by a larger and superior opponent. This bug has since been fixed but it led to a gentleman's agreement later made into a rule that the smaller ship's pilot would stay out of that hex for a specified time period unless he got a larger vessel or returned to the hex with the intent of being drafted with a wingman. The smaller ship might win 1 DV shift due to the patrol bug, but would be unable to repeat the feat in the same ship. Then came the problem of players allowing their ships to be blown up in such matches just so they could return immediately in a small "hex flipping ship" running missions underneath their opponents until caught and destroyed, then simply purchasing another and repeating the procedure. Players who favored the larger and more P v P oriented ships were quite frustrated by this, and understandably so, so someone came up with the idea of making disengaging ships and destroyed ships be forced out of the hex for a given time period (longer in the case of a disengagement) with no option of returning. This adds the strategic value of forcing the opponent from the hex totally giving the victor free reign.
Unfortunately this has lead to certain shortcommings in my opinion, which at least partially offset some of its advantages.
First of all, pilots who like to fly smaller ships whether it be a droner, a CLC, a CWLP, etc, often find themselves removed from strategic hexes where they wish to fly the ship of their choice. It becomes a matter of who has the biggest ship on the block irregardless of pilot skill that determines who can stay and play.
Secondly, the exception to the above is if a wingman is found, then it becomes who can get the most pilots in mission in many cases, or even who can hold their connection. Both having signifigant influences outside of player control. The side that manages to "jump" the opponent being basically the equivalent of the little ship that could jump into missions before drafted by a larger foe. The winner being the one who can move faster and pull the trigger to launch a mission. Some skill and planning is involved but connection and connection speed and luck also play a role.
Thirdly, by knocking players out of a hex there will be less potential for P v P within that hex as the strategic advantage of controlling that hex makes it more likely that ai will be faced, 100% if no other pilots are around to oppose. Most of the strongest supporters of the DR are pilots who profess P v P as their reason for playing, yet they support a system that lessens their opportunities for P v P combat, this seems strange at first glance but there are reasons. The primarly reason usually given is that it make their P v P victory more rewarding with a payoff of being able to fight ai unopposed, the spoils of their victory. I can definately understand this but I think there are better ways to reward victory, which I will propose later in this discussion.
Fourthly, the pilot who lost the fight for whatever reason, smaller ship, less skill, getting gangbanged, wingman lost connection, was already damaged, etc, is forced to stay out of the area where he wishes to fly and has the best chance to engage in P v P which could be his entire reason for flying at all. He can run missions vs ai or possibly find another zone of interest, perhaps finding other defeated pilots to fight in another hex or region, or might simply log off out of frustration. He might get bumped and not be able to fly with his favorite wingman who is still allowed in that hex and miss the enjoyment of that player comraderie in mission there. Such is the penalty for disengagement or destruction whether it was a factor of his own skill or not.
Fifthly, even should a pilot not chose to be in a smaller ship, the limiting of what ships he can fly might put him at a disadvantage vs his foe. Some of these situations revolve around the shiplists with their ebb and flow, and some around limits on who can fly the larger ships or how many can be in play. For whatever reason, usully he is confronted with the posibility of facing a foe in a ship he simply cannot match given a pretty equal level of skill.
Now that is all fine and nice you say, but what of the horrors of flying without the DR? Those were far more worse! Well most pilots may think like this so I hope I can make some suggestions for alterations that will make you pause and think before throwing me to the lions for the "blasphemy" of mentioning changing the sacred DR.
Let me outline my idea.
Fisrt of all the basic premise from the old gentleman's agreement still stands. If you are forced to disengage you are banned from that hex for a specified period of time, However I would add that you are also banned if destroyed. So far seems like the DR eh? well now come the differences. I would propose that a pilot be allowed to return if destroyed or forced to disengage while he had been piloting a smaller hull class than his enemy if they returned in a hull class equal to or greater than that of the foe who defeated them. This would give them a chance at revenge in a rematch and give the initail victor the chance to assert their supremacy once and for all. A larger ship defeated by a smaller one would have no recourse to this but would have to hang his head in shame. Additionally I propose that for this purpose all specialty ships be considered one hull class larger. Thus a BCV would count as a DN, a CVS as BCH, a MDC or D6D as a heavy cruiser. this would make the line ships more attractive and likely be closer to combat effectiveness. Scouts and Commando ships might be excluded from this consideration. If a player avenges his defeat with a P v P victory in that same hex vs an equal or larger ship class, his penalty is wiped out but until then he cannot return to a smaller ship and operate in that particular hex.
By doing this we have given players more opportunity to play the ships they want to fly where they want to fly them, but forced them to backup their right to do so with PvP. We have given then the chance for a rematch and given everyone more opportunity for PvP. In some case I suggest we might even award extra VCs for killing a foe in the same hex within their "penalty" time making it a risky affair to seek "revenge". Also we might even consider not allowing the pilot hell bent on such "revenge" to disengage from an equal or lesser foe, only being allowed to should they be outnumbered or out classed. Not even a hell bent pilot is so stuid as to charge a DN in a heavy cruiser or vs 3 to 1 odds without the option of disengaging (except for a few "eccentric" D2 personalities
).
What do we lose by such a system as opposed to the current DR? We lose the "reward" of the vicor to clear a hex of the foe beyond a doubt for a given period allowing them to fly more vs ai. What do we gain, more PvP, grudge matches, potential vc gain for "revenge bent" captains, an advantage for flying line ships, more ability to fly smaller ships on the front without being almost automatically knocked out of the action, the chance to overcome a chance situation where you get jumped or are caught damaged or low on supplies. We also gain a certain sense of reality, where a defeated foe could return with reinforcements. I think the benefits outweigh the disadvantages of losing the old DR system.
That being said it is
DEFINATELY TOO LATE TO CONSIDER THIS FOR AOTK II, and
the current Disengagement Rule now has my full support for that server. However I do think this idea bears some merit and it or perhaps only some aspects of it might be considered for the future. I'm not wanting to start any major flaming over this, I just ask the members of this community to take a look at the ideas with an open mind and consider if there might be some good features here in whole or in part and to made civil commentary upon them as well as the flaws of this system (and I'm sure there are plenty) so that if and only if there are some features that most of the players would enjoy seeing, we might make efforts into finding a way of including these aspects.
Civil comments and Criticisms are certain welcome and encouraged any flamers please STFU