First off, Malla's idea is interesting, but unless someone with a current familiarity with settings can chip in, I do believe it is impossible given the map options (baring a map reorientation). As a stated previously, so is
What we have at the root of this argument is not whether or not the terr burst is overpowered. What we have is an argument between what basing is now, and what some think it should be. The most extreme case , and best worded, is epinephrine's. He sees greens as "cheap crutches newbies use to convince themselves they can actually compete with their betters". He wants instead a greenless arena, ala dueling.
On the other hand, there are the people who see greens as an advantage that wise players will use to their greatest advantage. Luck doesn't play favorites, so the advantage will go to the players who best make use of prizes. This is another argument that's going to end up being all about preference, and the basers are just going to have to decide if they want the burst to go or not.
Personally, I find greening to be one of the things that separate basing league from the dueling leagues, and one of the things I like the most about basing league. Epinephrine would exchange chaos for order, I think the chaos is part of the excitement *shrug*. It's a preference thing.
If the burst goes, or even goes down to one, I do think you will start to see some very very bored and disinterested terrs in the game. It's going to start being the ship that no one wants to play, stay safe, no fighting, just huddle while your team does the fighting.
Rand, you totally mangled my comment about the 1 on 1 terr vs spider. I said the terr stands a minimal chance in a "close quarters" FIGHT. This was to show you that the terr is not an offensive ship, it does not wade into the frey to rip spiders down, it's not a fighting ship, it's a running ship. It's best defense is running/portaling away, and it excels at it. It's not exactly a ship decked out in offensive capabilities. Except one, the burst. Thus my comment about giving someone a water pistol in a real fire fight. plain and simple, there's no good reason a terr shouldn't have offensive capability. Getting killed is always going to piss you off, the fact that you have a very hard time, as you clearly show through the attitude in your posts, is just kinda sad. There's little randomness in a good terrier's bursting, just like a good spider doesn't just pray and spray.
Yes, I realize my extreme case is unrealistic, that's why I called it an extreme case. You acknowledge the 4 spid rule, but you do not understand the reason behind it's introduction; to increase proficiency in more ships. Removing the terr burst simultaneously decreases the amount of skills needed to fly terr (and unlike what you implied I never said this wasn't a skill terrs should focus on), and the dodging skill of all other ships in the fr. This seems counter productive when balanced against the minimal skill increase involved in saving a burst.
What we have at the root of this argument is not whether or not the terr burst is overpowered. What we have is an argument between what basing is now, and what some think it should be. The most extreme case , and best worded, is epinephrine's. He sees greens as "cheap crutches newbies use to convince themselves they can actually compete with their betters". He wants instead a greenless arena, ala dueling.
On the other hand, there are the people who see greens as an advantage that wise players will use to their greatest advantage. Luck doesn't play favorites, so the advantage will go to the players who best make use of prizes. This is another argument that's going to end up being all about preference, and the basers are just going to have to decide if they want the burst to go or not.
Personally, I find greening to be one of the things that separate basing league from the dueling leagues, and one of the things I like the most about basing league. Epinephrine would exchange chaos for order, I think the chaos is part of the excitement *shrug*. It's a preference thing.
If the burst goes, or even goes down to one, I do think you will start to see some very very bored and disinterested terrs in the game. It's going to start being the ship that no one wants to play, stay safe, no fighting, just huddle while your team does the fighting.
Rand, you totally mangled my comment about the 1 on 1 terr vs spider. I said the terr stands a minimal chance in a "close quarters" FIGHT. This was to show you that the terr is not an offensive ship, it does not wade into the frey to rip spiders down, it's not a fighting ship, it's a running ship. It's best defense is running/portaling away, and it excels at it. It's not exactly a ship decked out in offensive capabilities. Except one, the burst. Thus my comment about giving someone a water pistol in a real fire fight. plain and simple, there's no good reason a terr shouldn't have offensive capability. Getting killed is always going to piss you off, the fact that you have a very hard time, as you clearly show through the attitude in your posts, is just kinda sad. There's little randomness in a good terrier's bursting, just like a good spider doesn't just pray and spray.
Yes, I realize my extreme case is unrealistic, that's why I called it an extreme case. You acknowledge the 4 spid rule, but you do not understand the reason behind it's introduction; to increase proficiency in more ships. Removing the terr burst simultaneously decreases the amount of skills needed to fly terr (and unlike what you implied I never said this wasn't a skill terrs should focus on), and the dodging skill of all other ships in the fr. This seems counter productive when balanced against the minimal skill increase involved in saving a burst.
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