Quote:
|
Originally Posted by Wintersdark
I'm definitely glad to hear that this is being considered (at last!) though it's been suggested about half a million times in Beta. I've been crusading for ship size capped port battles on low level ports forever.
On the OS, simply* have those low level PvP zones flag ships of Large hull size and bigger as unable to initiate PvP. From a fluff/background perspective, this is because there are deep waters around these ports so larger ships can navigate them - even up to the ports themselves - but sailing area is sufficiently restricted that they cannot attack smaller vessels who simply stay in the shallows. If the small vessels attack the larger ones, then they are obviously attacking in deep water.
Thus, there's no need to actually track what areas of the OS/battle instance are shallow and which are deep. It doesn't matter. Large ships cannot initiate attacks in these PvP zones and small ones can, and that's all you need to do.
Also, large ships cannot join instances unless it was another large ship attacked, so players cannot bring along one little ship and suprise-gank people, but they can assist their other large-ship friends should they be attacked.
*simply: Yes, I realize that things that seem simple in forum posts rarely are in reality.
|
I quoted your whole post because it's very illuminating. Yes, people have been asking for shallows for quite some time, and we tried to implement them. The problem was that we fell into the trap of trying to implement them in a very natural mechanism (i.e., it's part of a fight, and you have to watch the water for shallows, and small ships could lure big ships into the shallows and ground them, etc.) The implementation to do that turns out to be nightmarish, so when people said "Boy, we'd like shallows" our response was "Yeah, us too. But it's incredibly hard to do." But it was only true for that kind of implementation.
The "light through the heavens" that i think i mentioned was when we thought of it in the way you described above - do it completely as a game system, not as a simulation aspect. That took the idea from being amazingly hard to do into relatively simple. In fact, not only is it simpler, but it's less work (even had we figured out the other way, we'd have had to design ship rooms for it) and it has better gameplay implications for the player.
What's embarrassing about this is that we should have realized this earlier, but we simply hadn't gone back and questioned our basic ideas for shallows.
What we're working on now is how to deal with overlapping PvP rings, which is an interesting question, but I think ultimately solveable.