Topic: The "Disengagemnet Rule" for future servers, this is NOT a flame  (Read 13592 times)

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Offline KAT Chuut-Ritt

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***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  ;D

Offline Dizzy

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #1 on: July 20, 2005, 06:57:33 am »
 :stopposting: Too much information!!!

Look, chuut, the issue is only really this: Whenever you let a player back into a hexafter being run out, u simply setup the conditions where a ff (or any ship for that matter) can tie up a DN or group of players (this is a big issue because one ship can purposely tie up 3) while a few others use FF's to draw small AI and run quicker missions underneath. Itsz the patrol bug all over again.

I dont like your proposal. I am in favor of VC points for ships disengaging and being destroyed in addition to a lesser period of time being banned from the hex.

Offline KAT Chuut-Ritt

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #2 on: July 20, 2005, 07:04:46 am »
I think in a 2 v 1 or a 3 v 1 the solo pilot should have the option of an immediate disengagement and be able to return, if he stays and fights fine but he would be unable to return to the hex after destruction or disengagement because he can't field an equal or bigger ship unless he grabs a wingamn in which case he isn't using one ship to tie up more as he has to have equal forces.

I didn't really expand the thought this far in the initial post but this is the logical extention and better than the guy who want to fly solo or a smaller ship getting bounced out in one try due to a disadvantageous situation that may have nothing whatsoever to do with player skill,  without the chance to come back and prove himself in an equal comabt situation. 


kortez

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #3 on: July 20, 2005, 07:15:27 am »
I think in a 2 v 1 or a 3 v 1 the solo pilot should have the option of an immediate disengagement and be able to return, if he stays and fights fine but he would be unable to return to the hex after destruction or disengagement because he can't field an equal or bigger ship unless he grabs a wingamn in which case he isn't using one ship to tie up more as he has to have equal forces.

The problem with this rule is if he does the drafting he can intentionally tie up the hex, allow someone else to run a mission there, and then repeat, if you see my point.  The rule should not be broadened to permit either intentional or unintentional manipulation of this kind imo.

Offline KAT Chuut-Ritt

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #4 on: July 20, 2005, 07:24:28 am »
I think in a 2 v 1 or a 3 v 1 the solo pilot should have the option of an immediate disengagement and be able to return, if he stays and fights fine but he would be unable to return to the hex after destruction or disengagement because he can't field an equal or bigger ship unless he grabs a wingamn in which case he isn't using one ship to tie up more as he has to have equal forces.

The problem with this rule is if he does the drafting he can intentionally tie up the hex, allow someone else to run a mission there, and then repeat, if you see my point.  The rule should not be broadened to permit either intentional or unintentional manipulation of this kind imo.


Good point! 

Pehaps he should only be allowed to return with a wingman  in both instances but if he doesn't have one available then he is subject to the disengagement penalty but only for 1/2 the normal duration if he leaves immediately, as he didn't tie up the enemy for an extended time but got off the map promptly not wasting their time rather than engaging at a distance for 10 minutes before being forced off.  That way he would still be gone but just for not as long, same as if he simply self destructed his ship at mission start, just without the ship loss.
« Last Edit: July 20, 2005, 07:34:52 am by KAT Chuut-Ritt »

kortez

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #5 on: July 20, 2005, 07:28:03 am »
Any chance that the meaning of "immediately" might become a source of debate?  I would think immediately mean as soon as you loaded and then could leave, but what if he claims he didn't load on his end?  Might that become a problem?  If not, then your rule works fine.

Offline KAT Chuut-Ritt

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #6 on: July 20, 2005, 07:34:03 am »
I think immediately  would not be a problem as players are honorable enough to respect the meaning of the rule.  As soon as the player saw he was outnumbered and / or out classed or was made aware of it  in mission chat he just simply turns around and makes best speed to nearest border.  The opponents could also challange with a fight or flee if they all announced themselves and he would be rules required to make an immediate answer and act on it.  If they failed to comply screeshots and mission films would be sent to the RMs and action taken if appropriate.

Offline Capt_Bearslayer_XC

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #7 on: July 20, 2005, 07:54:53 am »
"Fifthly"? :skeptic:
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Offline KAT Chuut-Ritt

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #8 on: July 20, 2005, 07:57:26 am »
"Fifthly"? :skeptic:

in the fifth place; "fifthly, we must adhere to the rules set by the local government"
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Offline Dizzy

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #9 on: July 20, 2005, 08:01:57 am »
Tracey ios usingh VEry large maps. How long doews oit rake to get to thje boeder now? And like I said above, 1 ship can purposely tie up several... and rinse and repeat. Nononono!

Offline KAT Chuut-Ritt

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #10 on: July 20, 2005, 08:11:43 am »
Player skill should be the reason for disengagement rather that ship size or number of players in mission IMHO, but I understand your concerns, you got a thinking cap Dizzy put it on and see what ideas you can develope.  That is unless you think the current rule is a perfect wet dream with no issues whatsoever.

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #11 on: July 20, 2005, 08:26:35 am »
Reader's digest version please!

Offline Dizzy

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #12 on: July 20, 2005, 08:44:16 am »
Current rule sucks ass too. There are the few and proud who crave PvP and dont give a damn about who gets the DV. It kinda works against us, but the rule is so general, it makes the 75% of those other scumbags happy. And thats what counts. Majority rules.

Know what tho, I always thought the time limit was too long. 30 mins is fine by me. That lets you run a few somewhere else, but still get back in some PvP w/o waiting forever. There are so many factors this rule governs... its hard not to throw the wrench in the wheel changing it w/o ****ing it all up.

And Canada sucks ass too.


Offline KAT Chuut-Ritt

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #13 on: July 20, 2005, 08:52:07 am »
Well I'm trying to keep that 25 % who are not so happy and still offer enough for the majority.  I'm tired of losing friends playing on servers to this kind of item which is accepted despite its faults rather than  looked at for potential improvements.  There is definately some good stuff in the disengagement rule, but there is some bad stuff as well.  Its easier to be lazy, but I'd rather try to look for a way to  get some back and keep some from going.   I don't mind if the majority rules, as long as the minority doesn't leave.

Offline FPF-DieHard

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #14 on: July 20, 2005, 09:03:49 am »
Seriously Chuut, post a smaller version of the proposal in list format.   The above post has too many words.
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Offline Dizzy

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #15 on: July 20, 2005, 09:11:41 am »
To close the gap... the majority must be pressed to lower the ban time to the lowest possible. I say 30 mins.

Also, perhaps exempt a player from the ban rule if his wingman drops at start and he immediately heads off map and disengages. You give up a DV, but you shouldnt also be punished for bad luck.

Offline GDA-Agave

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #16 on: July 20, 2005, 09:22:19 am »
Well, your idea has merit.   For me though, I don't like how your new disengagement rule is setting up actions available for certain situations.  If you were run out of a hex when THIS happened, then you can do THIS to get back into hex.   I don't like it.   You are setting up a situation where there will be disagreements about if the certain conditions were met or not, and this leads to rules bickering.   Rules bickering to me is the one biggest thing that has started to annoy me on recent servers.   The more simple and direct the rule the better for the community.   Our community has proven over and over that there are numerous ways to interpret the "situational" rules used in past servers.

In my opinion, the current disengagement rule has many good uses.  Those are:

(1) promotes better teamwork in highly contested areas;  many more of our pilots have started using wingmen than ever before, to me this is a good thing;  if you plan on going into a highly contested area, you need to be prepared or face the consequence.   I know this doesn't help those pilots who like to fly solo, but there has been and always will be other areas for those individual pilots to do their thing,

(2) ships preparation - if you're planning on fighting in those contested hexs where big capital ships has been spotted, then you know you are running a risk of being forced out if you just jump in with a CL or DD;  get yourself setup for PvP with a ship that would help a DN wingman, or a big line cruiser in case you get jumped solo.   It doesn't take that long to setup.  I know the reply I hear to this is "well, the shipyard sucks at times, and I can't get the ship I want".  To this I say, have mutiple accounts.   I haven't seen where anyone complains about a pilot having  mutiple accounts when they are ALL for the same team.  If you find a big cruiser you know would be good for PvP, KEEP IT and make another account for when you are just running around in a smaller ship.  This way, you can avoid the downtime of waiting for the shipyard to spit out the ship you want.

(3) smaller ships that run fast missions will always have their place, but the current disengagement rule basicly says to me, "when the big capital ships focus on an area, you better have some of your own to counter this move";  more times than not, large quantities of smaller ships are NOT going to stop a large capital ship.  I know that people have complained about not having access to the large capital ships when past servers used assigned ships.   This was the flaw with assigned ships.  If the pilot with that ship was not on the server, you had no way to counter your enemy capital ships.   NOW, with the open limited capital ship rule to be used on AOTK2, you can ALWAYS have 7 pts worth of capital ships on the server NO MATTER how many pilots are on the server at any one time.   That reason is why I have been suggesting this type of OOB for months instead of the assigned ships idea.   THANK YOU ADMINS OF AOTK2!!

(4) As for your "revenge minded" pilots who have just been run out of a hex, I don't know many pilots who would turn down a challenge with balanced ships on the general chat line.   This idea of open challenges doesn't seem to be used as much anymore.  It seems that most pilots will just fight who they run into while completing whatever manuever their best strategic minds have thought up.  Some of the best PvP matches I've ever had were setup to go meet in a certain hex to duel it out.   Why would this "revenge" duel have to happen in the highly contested hexes?

After saying all that, I would like to suggest to our current and future admins that I would like see the disengagement rule time penalities be reduced.   The current times penality for disengaging seem to always be around 1 hour of actual time, and halved for losing your ship.  Why can't we half those times?   For those that claim they want tons of PvP, why would you possibly reduce the chance of fighting your opponent with the DN to maybe once PER HOUR when you could fight him twice in that hour.   I do still believe we should have a disengagement rule, just reduce the time penality for those that don't have lots of time to fly.  Allow them more chances to get into the thick of things.

Thanks.  Sorry for the long post.
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Offline KAT Chuut-Ritt

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #17 on: July 20, 2005, 09:24:57 am »
Condensed version for the reading impaired  ::)


Problems with current disengage rule

1. Pilots who like to fly smaller ships whether it be a droner, a CLC, a CWLP, etc, often find themselves removed from strategic hexes.  Who has the biggest ship on the block not pilot skill often determines who can stay and play.  

2. Often it becomes who can get the most pilots in mission , 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.

3. 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.  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,  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.

4., The pilot who lost the fight for whatever reason,, is forced to stay out and loses 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, or might simply log off out of frustration.   Such is the penalty for disengagement or destruction whether it was a factor of his own skill or not.

5. 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, 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.

Let me outline my idea.

  If you are forced to disengage you are banned from that hex for a specified period of time.

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

All specialty ships be considered one hull class larger.    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.  

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".

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.




What do we lose vs what do we gain?

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.
« Last Edit: July 20, 2005, 09:45:32 am by KAT Chuut-Ritt »

Offline KAT Chuut-Ritt

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #18 on: July 20, 2005, 09:39:54 am »
Well, your idea has merit.   For me though, I don't like how your new disengagement rule is setting up actions available for certain situations.  If you were run out of a hex when THIS happened, then you can do THIS to get back into hex.   I don't like it.   You are setting up a situation where there will be disagreements about if the certain conditions were met or not, and this leads to rules bickering.   Rules bickering to me is the one biggest thing that has started to annoy me on recent servers.   The more simple and direct the rule the better for the community.   Our community has proven over and over that there are numerous ways to interpret the "situational" rules used in past servers.

can you cite examples of something that would be the subject of bickering so that it could be clarified.  Ship clases are defined and the actions would be based on these with no exceptions in my view.  If something is unclear please let me know so I can fine tune the wording of my proposal

Quote
In my opinion, the current disengagement rule has many good uses.  Those are:

(1) promotes better teamwork in highly contested areas;  many more of our pilots have started using wingmen than ever before, to me this is a good thing;  if you plan on going into a highly contested area, you need to be prepared or face the consequence.   I know this doesn't help those pilots who like to fly solo, but there has been and always will be other areas for those individual pilots to do their thing,


(2) ships preparation - if you're planning on fighting in those contested hexs where big capital ships has been spotted, then you know you are running a risk of being forced out if you just jump in with a CL or DD;  get yourself setup for PvP with a ship that would help a DN wingman, or a big line cruiser in case you get jumped solo.   It doesn't take that long to setup.  I know the reply I hear to this is "well, the shipyard sucks at times, and I can't get the ship I want".  To this I say, have mutiple accounts.   I haven't seen where anyone complains about a pilot having  mutiple accounts when they are ALL for the same team.  If you find a big cruiser you know would be good for PvP, KEEP IT and make another account for when you are just running around in a smaller ship.  This way, you can avoid the downtime of waiting for the shipyard to spit out the ship you want.

(3) smaller ships that run fast missions will always have their place, but the current disengagement rule basicly says to me, "when the big capital ships focus on an area, you better have some of your own to counter this move";  more times than not, large quantities of smaller ships are NOT going to stop a large capital ship.  I know that people have complained about not having access to the large capital ships when past servers used assigned ships.   This was the flaw with assigned ships.  If the pilot with that ship was not on the server, you had no way to counter your enemy capital ships.   NOW, with the open limited capital ship rule to be used on AOTK2, you can ALWAYS have 7 pts worth of capital ships on the server NO MATTER how many pilots are on the server at any one time.   That reason is why I have been suggesting this type of OOB for months instead of the assigned ships idea.   THANK YOU ADMINS OF AOTK2!!

valid points but not how everyone likes it.  There are those who like to fly solo, those who like to fly smaller ships of all varieties, and those who have trouble holding multiple connections.  By forcing big ships and unit actions on the front you are basically giving them the finger and telling them they cant play with the big kids and/or gangs  I'm suggesting a system that allows for them to potentially have a second chance to some degree.  I know I haven't got it perfect but its a work in progress, and I'm sure we have enough brains to figure out a way to make it work if we all decide we want to apply effort in this endevour.


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(4) As for your "revenge minded" pilots who have just been run out of a hex, I don't know many pilots who would turn down a challenge with balanced ships on the general chat line.   This idea of open challenges doesn't seem to be used as much anymore.  It seems that most pilots will just fight who they run into while completing whatever manuever their best strategic minds have thought up.  Some of the best PvP matches I've ever had were setup to go meet in a certain hex to duel it out.   Why would this "revenge" duel have to happen in the highly contested hexes?

the revenge fight would be a pilots right to earn his way back onto the front with his PvP skill.  it could happen anywhere but it shouldn't be limited to the pilot who forced them off as that pilot might log off immediately afterwards.

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After saying all that, I would like to suggest to our current and future admins that I would like see the disengagement rule time penalities be reduced.   The current times penality for disengaging seem to always be around 1 hour of actual time, and halved for losing your ship.  Why can't we half those times?   For those that claim they want tons of PvP, why would you possibly reduce the chance of fighting your opponent with the DN to maybe once PER HOUR when you could fight him twice in that hour.   I do still believe we should have a disengagement rule, just reduce the time penality for those that don't have lots of time to fly.  Allow them more chances to get into the thick of things.

That would be a step forward, I'd support it 200%  To make it more palatable for some, It could even be reduced only for line ships for a test run giving them an advantage over specialty varieties.  Or perhaps simply allow the time to be halved if the pilot returned in a line ship regardless of what he had been flying when he disengaged.


Offline CaptJosh

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Re: The "Disengagemnet Rule" for future servers, this is NOT a flame
« Reply #19 on: July 20, 2005, 10:51:42 am »
In regards to Dizzy's vociferous complaining about a small ship tying up a large force without the current disengagement rule.

WE ALREADY DO IT ANYWAY!

How many of us here have not tied up a larger ship for as long as we can, or taken advantage of one of our allies doing so, for the purpose of letting our allies work the same hex or working that hex ourselves to raise or lower the DV as needed?

I personally have spent an hour and a half racing around the map in a small drone boat trading potshots with a plasma chucker while my allies captured the hex during my time in that battle. Changing the disengagement rule to allow a small ship pilot to return with heavier metal after disengagement or destruction would not make this any worse. When you disengage in a real battle, you'd be yelling for reinforcements. If destroyed, there would be a disaster beacon to call your allies attention. So this is not unrealistic.
CaptJosh

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