Cool idea but the way it will be played is that gankers will be spamming these sites in their suicidal 20m isk builds, so no thx.
I’m not joking and there is no loading screen as you travel in space from one star to the next. I’m not sure which game you’re referring to but it ain’t Elite.
Not only that but my post wasn’t an “exemple”.
So does eve, that Jump animation … aka loading screen. Each solar system in eve is an instance.
Correct
If you do this, then no one will run these because the prey will have to fight both abyssal NPCs and the predator. You’ll basically be handing them the prey on a platter. Of course, if you don’t do this, then it will be a coin flip between who wins since NPC intervention will probably decide the fight.
On an unrelated note, this reminds me of Albion Online’s Corrupted Dungeons. However, the mobs in those are a lot easier to evade and aren’t as strong, so it’s not as bad as this suggestion.
No.
The clown exit is that way >>>>.
I think it would be better to bring back the old abyssal arena for that purpose. This was someting similar. A 4th room with additional loot with the risk of someone showing up there. Maybe with the loot from a fully cleared T6 site (about 130m) with higher chance for capital mutaplasmids would make that interesting.
If you want more loot from one Abyssal site you can run them in 2 destroyers or 3 frigates. And you can already gank the runners at the exit. Imagine you run them in nullsec and come out to see yourself inside a bubble with some T3’s decloacking next to you
This sounds like the way better idea in all regards.
Bring back the arena rooms…It’s optional, so no one can whine about it (which helps, because the forums are full enough of salt and tears, as is) and it creates new PVP content options.
If you want to be cheesy, CCP, throw in a chance for certain components in loot, that are in ultra high demand for your new “industry fixes” - two flies…one clap.
It is too easy to abuse this mechanic.
Both the hunter and runner should be subject to the same conditions in the abyss. If the hunter kills the runner in the first room, the hunter will still need to finish the abyss within the remaining time or die. If the hunter enters the abyss too late, and the runner exits the final room before the hunter has caught up, the hunter dies, there needs to be high risk in hunting.
As you point out, it would be possible for the hunter and runner to team up. But if you make the hunter immune to the rats, and unable to shoot the rats, the hunter now only needs to fit for pure damage and speed, or some other wacky fit that will mess up the runner (damp-kite, jammers, etc). Messes up the balance completely.
And this would also massively benefit the alliances in null, as there would be more runners than hunters
Now what you say I think actually is a better idea imo. Perhaps even gradual switching of aggro of npcs to the hunter the longer the hunter is in the site. Will put stuff on the line for the hunter as well as making it more challenging for him and also perhaps manipulating the npcs to have more like neuters on the field to make it a harder time for the hunter from the abyssal runners side.
Made some edits, thanks for the feedback
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