NGSpeed
Active member
- Joined
- Mar 20, 2012
- Messages
- 166
- Reaction score
- 128
- Server
- Korell
- Main Pilotname
- NGSpeed
- Rank
- 99
- Clan
- Final-Sector
I hope you are still aware that this "change" will still make the full Paragneiss composition too powerful!Conquest Showdown
Change the aspects of the last 5 minutes of a conquest match to avoid hide and seek.
- Keep 1 ore area active instead of deactivating all
- Activate the last area into heat mode and keep it there until the CQ ends
The Paragneiss are able to just conquer the whole area and it is impossible to break throu!
100% Chromian corundum compositions are also too strong!
1)
We need shipclass restrictions for Mizar CQs and even higher star systems. We already know whats gonna happen, don't run into that knife that we already see since months..
My suggestion was: 40% of participants are allowed to use the same shipclass. That results in 2 out of 5 participants could use Paragneiss/Corundum. (4/10 etc...)
OR
2)
End of CQ with 5-9 players (per clan): 2 final areas with heat mode
End of CQ with 10-16 players (per clan): 2 final areas with heat mode and 1 area without heat mode OR 3 final areas with heat mode
End of CQ with 17-20 players (per clan): 3 final areas with heat mode and 2 areas without heat mode OR 4 final areas with heat mode
End of CQ with 21-25 players (per clan): 5 activated areas and only heat mode on 2 areas which switch throu the 5 areas every minute!
That is just to give you an idea, numbers can always vary. I think 1) and 2) are both necessary tbh.
Speaking of changes which are useful I want to remind you about this:
- to let the CQ-ship's pod stand out => increase its size or/and give it a different pod skin(for squadleader pods a yellow pod skin aswell?)
- add an icon over the players bottom HUD which shows your own current ore score and a number of how many ores you loose if you will die. Currently you have to switch out from the "panel"-tab into the "conquest"-tab and switch back (you need to to look on the map more often for orientation).
- "targets"-tab needs filter adjustments:
-enable/disable enemies
-enable/disable allies
-enable/disable only squadleaders
-enable/disable enemy player's objects (e.g. turrets, a-droid, magnettraps)
-enable/disable ally player's objects
-remove "level"-filter (we already have ship level restrictions on landing on those planets)
-add "ore score" information and sort players by ore score (sort up and down)
- to make enemy and ally items more outstanding the effect of some items needs a different color to seperate them (e.g. the magnet traps on EiU of the NPCs are red):
-Magnettraps
-Repairfield
-Repairturret
-Attackturret
-Corruption Cloud
-Allies Cover
-blinking Sticky Bombs