(06-24-2014, 07:34 PM)Scourgeclaw Wrote: Honestly anymore, I dont really care if JDs get a nerf or whatever. I've seen jumping turtles get wrecked sufficiently by the Liberty fleets enough to know it can be done.
But coming back to a fight after having jumped away...
No, that is what needs to be fixed. A ship that jumps away, needs to be PVP dead. No way is it possible to repair a ship to full capacity, replace the lost crew, re-mount damaged equipment, re-wire half the ship, and grow back entire sections of the super structure, in the 5 minutes it takes for these ships to come back after jumping.
It isnt possible. Even with the best estimates of Sirian technology one can come up with, something like that would take at least several HOURS.
Y'know what else takes a few hours?
The PVP death clock.
That's genius. With a small drawback that it takes out any meaning and usefulness out of that device whatsoever.
Seriously, who's gonna jump out of the undecided fight just not to give a blue message? Hardcore RP'ers, which doesn't happen in Fleet Combat.
As someone with FC experience, I'd rather had a player that keeps dealing damage until the very end, than the one that makes himself PvP dead before his hull points end - that is, when the combat is still undecided and you need every ship you can get.
Moreso, the amount of fuel battleships carry makes it, in most cases, impossible to cancel a charging up JD and keep the JD capability for the future.
So when you see, for example, a JDer charging at you while having a white aura around him - ignore and keep on dealing damage to other targets. The short charge time will mean he'll either have to jump away with full health or lose jumping ability in order to stay in combat.
Seriously, these things are so basic I'm not even sure why I'm writing it here.
I guess the part where solo JDs are not useful (edit2: Should read "cost-efficient", instead) for anything (EDIT: Combat related, that is) but escaping out of the fight, except for 2 factions in Sirius, is self-explanatory. There're also other ways of reducing enemy JD efficiency in a group combat.
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As for "RP" part. Would you also make, say, Liberty ships going through TX/NY JG during the brawl at JG from the TX side PvP dead? Because, you know, you can restock at Norfolk where enemy ships cannot reach due to ID limitations and get back into battle.
That would also logically lead to the return of "10k rule".