| Author |
Topic |
 Ifusikae Uiohyu Amarr GoonFleet GoonSwarm |
Posted - 2008.08.14 01:27:00 - [ 61]
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 Aero089 Exiled. The Kadeshi
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Posted - 2008.08.14 03:20:00 - [ 62]
Beats fighting over belts. |
 Amarr Holymight Ultrapolite Socialites GoonSwarm |
Posted - 2008.08.14 04:27:00 - [ 63]
Edited by: Amarr Holymight on 14/08/2008 04:27:48 Ankh I should hate you for single handledy nerfing suicide ganking ;) but I won't and I think there's some leet ideas here. One of the interesting ones is using ingame products as a simulated environment feed to make the inside of your station thrive this has a nice touch and Eve does need a bit of a femininity here and there.
In essence there's a somewhat good idea bubbling under here, not to be dismissed completely out of hand.I also think a person who hasn't flown in 0.0 has as much right to observe the behaviour and make a value call on what could add to it as anyone. |
 Innominate Amarr GoonWaffe Goonswarm Federation |
Posted - 2008.08.14 09:04:00 - [ 64]
Originally by: Ankhesentapemkah Edited by: Ankhesentapemkah on 13/08/2008 21:55:29 Could you elaborate on this please? Why wouldn't command issue a mission to siege a POS and watch the players organize themselves to do it? And what do you believe to be the fundemental problems of 0.0, and do you have any lines of thought on how to fix them?
Because sieging a POS is a big dangerous task. Capital ships and battleships are expensive(and in 0.0 battleships are very hard to make available). You simply don't do so without a competent FC and a well arranged fleet. It isn't just a level 6 mission. The fundamental problem of 0.0 is that l4 missions in highsec are as or more profitable. Controlling 0.0 space costs a lot of money and time. Really the only reason to live in 0.0 is ego. Originally by: Ankhesentapemkah
The real question is, why do you do things for your alliance if they don't pay you for every drop of sweat? After all, the alliance makes money off your work through moon mining, leasing out space to others, and so on, while you are squirming to get a few rats or roids to make your ISK off, and even that is probably taxed for some strange reason, stealing even more of your hard work. If you want to be an unpaid slave exploited to fill the command's coffers, then you're just silly, IMO. Viva la revolution! 
As has been mentioned, Moon mining is generally used to keep the alliance afloat. 0.0 logistics are crazy expensive. Fighting wars in 0.0 is insanely expensive. In 0.0 ships get blown up, a lot. Capital ships get blown up. 0.0 isn't highsec, 0.0 pvp isn't just another version of mission running. Nobody is in 0.0 for the money, people who are out to get space rich stay in highsec where it's safer and easier. I don't care about getting rich, I just make enough money to support myself. |
 Aero089 Exiled. The Kadeshi |
Posted - 2008.08.14 11:43:00 - [ 65]
Innominate is on the ball here, I read over the details too fast. Regular missions in 0.0 would be a lot better in my opinion.
Ankh, you may have a bit of a skewed image of 0.0. I can't blame you, and I'm happy enough that you try to bring some sunshine in our rotten daily drag, but some remarks are a bit inaccurate. It should also be noted that any self-respecting alliance has an open financial record to CEO's, and I don't know about other alliances but ours is legit. An outpost costs roughly 25 bil, a mothership costs 20 bil, a Titan costs 75 bil. Most titans aren't exactly funded by the pilots themselves.
Oh, and a typical round trip for a carrier costs roughly 10 mil, there's a lot of capitals out there performing alliance work, so there's a nice ISK drain. Then there's alliance-supplied logistics ships, dreads, replacement programmes.... Need I continue? |
 Elhina Novae HAMMER -N- SICKEL
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Posted - 2008.08.14 11:53:00 - [ 66]
I like the general idea as long as there ARE NO NPC MISSIONS in player owned stations, only player made missions. |
 Farrqua Minmatar In Igne Morim
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Posted - 2008.08.14 14:08:00 - [ 67]
Originally by: Elhina Novae I like the general idea as long as there ARE NO NPC MISSIONS in player owned stations, only player made missions.
Why? Why no NPC agents? Explain. |
 Gabriel Darkefyre Minmatar Jericho Fraction The Star Fraction |
Posted - 2008.08.14 14:30:00 - [ 68]
Originally by: Innominate
Originally by: Ankhesentapemkah Edited by: Ankhesentapemkah on 13/08/2008 21:55:29 Could you elaborate on this please? Why wouldn't command issue a mission to siege a POS and watch the players organize themselves to do it? And what do you believe to be the fundemental problems of 0.0, and do you have any lines of thought on how to fix them?
Because sieging a POS is a big dangerous task. Capital ships and battleships are expensive(and in 0.0 battleships are very hard to make available). You simply don't do so without a competent FC and a well arranged fleet. It isn't just a level 6 mission.
So, for example, a CEO of Alliance A creates a mission saying:- "Destroy the POS of Alliance B in System Y. It's Orbiting Planet W, Moon Z. We'll pay 10 Billion ISK on Completion split evenly between your Fleet and an Additional 100 Million to the Fleet Commander" Fleet Commander A sees the Mission, thinks 'I can take this on' and accepts the Mission. It's then up to him to gather the Fleet he thinks will be required for the task, get them into position and Flatten the POS while keeping the Enemy Fleets off his Fleet's Back. ----- At Least, that's how I'm reading into Ankh's idea. |
 Esmenet Gallente |
Posted - 2008.08.14 14:46:00 - [ 69]
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 Jenny' JoJo Caldari State War Academy
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Posted - 2008.08.14 14:52:00 - [ 70]
Originally by: Ankhesentapemkah Could you elaborate on this please? Why wouldn't command issue a mission to siege a POS and watch the players organize themselves to do it? And what do you believe to be the fundemental problems of 0.0, and do you have any lines of thought on how to fix them?
Because nobody would create such a mission. The POS itself is its own reward. Thats the whole reasion why POS wars exist - POS's are worth ten of billions for a good pos chain. Why would a player put up a mission to do something he would be doing anyway? E.G Why would bob put up a mission to blow up pos's in hostile stations? And why would they do this for POS's they would be blowing up anyway? Its like telling the criminal to rob a police station. Also, your other comment about alliances not sharing- thats perfectly true and the sad state of 0.0 atm. Most alliances in 0.0 are basically run by scammers and con men who keep all or most of the isk, resources, mining ops etc to themselves. I mean, why run contract scams when you can make a 50-100man carebear corp to make you billions a week AND give you respect right? So corp memebers are just slaves who rat and mine. PvP corps at least usually share stuff, so taking over that pos = hundreds of free ships. Thats why there is such a big gap of prosperity between the carebear member and the pvp member usually. Player made missions would not work. People who want to kill a pos just do it or hire mercs to do it. they do not need some complex NPC system that nobody will use because you do not understand 0.0. Boost 0.0 NPC regons with better missions that what we have currently. NPC 0.0 anybody can dock so there is risk there. |
 Doonoo Boonoo
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Posted - 2008.08.14 16:57:00 - [ 71]
Me likee.  |
 Ifusikae Uiohyu Amarr GoonFleet GoonSwarm |
Posted - 2008.08.14 17:00:00 - [ 72]
Originally by: Jenny' JoJo
Because nobody would create such a mission. The POS itself is its own reward. Thats the whole reasion why POS wars exist - POS's are worth ten of billions for a good pos chain. Why would a player put up a mission to do something he would be doing anyway? E.G Why would bob put up a mission to blow up pos's in hostile stations? And why would they do this for POS's they would be blowing up anyway?
Excellent analysis. Quote: Its like telling the criminal to rob a police station.
What? Quote: ... the sad state of 0.0 atm. ... scammers ... con men ... mining ops ... contract scams ... 50-100man carebear corp ... billions a week ... respect ... slaves who rat and mine. ... pos = hundreds of free ships. ... gap of prosperity between the carebear member and the pvp member usually.
And you were doing so well. :( Quote: Player made missions would not work. People who want to kill a pos just do it or hire mercs to do it. they do not need some complex NPC system that nobody will use because you do not understand 0.0.
Yes. Quote: Boost 0.0 NPC regons with better missions that what we have currently. NPC 0.0 anybody can dock so there is risk there.
No. |
 mynnna Caldari GoonWaffe Goonswarm Federation |
Posted - 2008.08.14 23:17:00 - [ 73]
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 Sentinel Eeex Caldari Thunderwaffe Goonswarm Federation |
Posted - 2008.08.15 05:05:00 - [ 74]
Originally by: Ankhesentapemkah
The real question is, why do you do things for your alliance if they don't pay you for every drop of sweat? After all, the alliance makes money off your work through moon mining, leasing out space to others, and so on, while you are squirming to get a few rats or roids to make your ISK off, and even that is probably taxed for some strange reason, stealing even more of your hard work. If you want to be an unpaid slave exploited to fill the command's coffers, then you're just silly, IMO. Viva la revolution! 
Holy ****, you're pretty dumb. Could you, please, not get any more "ideas" about 0.0 space or alliances? Because it's obviuos you've never even been in either 0.0 space or an alliance. Thanks. |
 Internet Knight The Kobayashi Maru |
Posted - 2008.08.15 11:44:00 - [ 75]
Ankh, honey, I know you're trying... but some of these simply prove that you've never been to 0.0 for any serious length of time. Originally by: Ankhesentapemkah Agents in 0.0 alliance space!
I like the idea, but I'd find it hard to make it not abused for ISK. I'd be more for a roaming agent that goes into 0.0 once in a while than a static 0.0 agent in Alliance space. Originally by: Ankhesentapemkah There are outposts floating around in 0.0, so why no agents?
There are agents in 0.0, but not in conquerable space. Just like you can't form a corporation in conquerable space. Originally by: Ankhesentapemkah But enough of that, it gets better. What about... Player created missions.
Great idea, but very little practicality. The moment you allow player-specified goals is the moment you allow 90% a large percentage of player-created missions to be griefers looking for an easy gank along the mission's parameters. Originally by: Ankhesentapemkah Missions types could include: * SCOUT: obtaining the locations of X POSes belonging to enemy corp Y (agent would handle a database of known enemy POS locations to this purpose)
Abusable. If you already know of POS locations, then why ask someone else to go locate them? And if you don't know the locations, it takes 30 seconds to find it with a probe or 10 or 15 minutes at the most to find it without (if you're very poor at using your scanner). Chances are that it would take longer to get to the target system unharmed than it would to actually scout the target starbase. Originally by: Ankhesentapemkah * RAID: get POS X in system Y in reinforced mode
Perhaps this would be a useful mission. But I can't see it adding any extra depth than currently. And it would be easily abusable by spies noting that the mission's been taken and simply telling the defenders to defend that starbase. Currently, alliances are able to form gangs and get to the target system before telling their gang the purpose of being in target system. Originally by: Ankhesentapemkah * SIEGE: the destruction of POS X in system Y
Same as RAID. Originally by: Ankhesentapemkah * SEARCH AND DESTROY: the destruction of X enemy ships
Maybe. Again, I can't see it adding much more depth. Originally by: Ankhesentapemkah * HAUL: Move items from X to Y
Courier contracts are just as effective. Originally by: Ankhesentapemkah * ACQUIRE: Gather X minerals and deliver them at station Y
This might be useful. Why limit it to minerals? Don't limit it to Alliances (or their space). Originally by: Ankhesentapemkah * PRODUCE: Produce specific item X Y times and deliver them at station Z
Oh, I like this one. Again, don't limit it to Alliances (or their space). |
 Internet Knight The Kobayashi Maru |
Posted - 2008.08.15 11:45:00 - [ 76]
Originally by: Ankhesentapemkah * DEFEND: Ensure that POSes in system X remain unmolested for Y hours
I'm afraid that this one is probably the least useful. You'll have people sitting bored for Y hours, which is not fun. Originally by: Ankhesentapemkah * PATROL: Score X kills in specific systems only
This would probably be no different than SEARCH AND DESTROY but with limitations. Limitations are bad. Originally by: Ankhesentapemkah * ESCORT: Make sure ship X gets from Y to Z unmolested
Easily abusable. Make sure ship X gets from VerySecureY to VerySecureZJustOneJumpAway and make lots of ISK from continued success! And people wouldn't use this if there's any decent chance of failure since they wouldn't want to lose the mission ship *and* lose the mission. Originally by: Ankhesentapemkah Alliances could specify the reward for players undertaking these efforts, and even reward standing, loyalty points (and consequently set up their own LP shop), and yet to be implemented things such as medals and rank points. I believe this would result in more player initiative and, when the alliance chooses to open up the agents (which can also have standing requirements), the chance for mercenaries and opportunists to participate in 0.0 warfare. It also provides a direct measurable way to determine how much a player has been contributing to the alliance.
I'd have to see the implementation before agreeing with it. It could easily be abused, easily be useless, or even both. Originally by: Ankhesentapemkah Of course these missions could also be tied into the sovereignty system, with repeated successes making a system vulnerable like factional warfare, and a dynamic objective spawning that will ultimately result in the conquest of the system. Like "Blockade: Secure all stargates in this system for X hours".
Blockade could be the most boring of them, depending upon which system and for how long. Originally by: Ankhesentapemkah Okay that was it for now. I also had some ideas with players owning small anchorable structures and being able to store small quantities of stuff there and call it home, and also have small production facilities to produce trade goods such as soil, livestock, holoreels and that sort of stuff, and that these trade goods would be consumed by the outposts, improving their quality, which results in them looking shinier in Ambulation with more bars and other facilities opening up, and also more and better NPC agents being attracted. Feel free to expand on this.
TBH, I'm all for personally owned starbases. But I think that consumed trade goods would probably rarely be used. I'd rather see fixes to a lot of starbase things than consumables added to outposts. In all reality, alliance space is much too dynamic to allow for many of the player created missions you're suggesting, in my opinion. I do like the idea of industry missions though; contracts are far too limiting there to be of any use without a significant risk of scams. |
 Internet Knight The Kobayashi Maru |
Posted - 2008.08.15 11:58:00 - [ 77]
Edited by: Internet Knight on 15/08/2008 12:05:29Your slogan for joining the CSM was that you're just a little everyday person in an NPC corp for the masses of people still in empire (or something to that effect, I don't remember your exact words). What are you doing presenting options and changes for 0.0 if you're trying to represent empire folk? Originally by: Ankhesentapemkah The real question is, why do you do things for your alliance if they don't pay you for every drop of sweat? After all, the alliance makes money off your work through moon mining, leasing out space to others, and so on, while you are squirming to get a few rats or roids to make your ISK off, and even that is probably taxed for some strange reason, stealing even more of your hard work. If you want to be an unpaid slave exploited to fill the command's coffers, then you're just silly, IMO. Viva la revolution! 
If you're asking that, then it's obvious that you need a little perspective. Just as you've challenged yourself to gain rank 10 factional warfare status in under a week, I challenge you to join a competetive 0.0 alliance for 3 months and actively engage in alliance operations: mining, production (the easy parts), moon mining and reactions (the easy and boring part), setting up starbases (the boring part), hauling (the stressful part), roaming (the fun and stressful part), and starbase warfare (the fun, stressful, and expensive part). If the alliance you choose does not do 2/3 of those, then they are not competitive. Once you've gained perspective, then you can decide how valid you really think these changes are. |
 Gabriel Darkefyre Minmatar Jericho Fraction The Star Fraction |
Posted - 2008.08.15 12:13:00 - [ 78]
Originally by: mynnna
Originally by: Gabriel Darkefyre So, for example, a CEO of Alliance A creates a mission saying:-
"Destroy the POS of Alliance B in System Y. It's Orbiting Planet W, Moon Z.
We'll pay 10 Billion ISK on Completion split evenly between your Fleet and an Additional 100 Million to the Fleet Commander"
Fleet Commander A sees the Mission, thinks 'I can take this on' and accepts the Mission. It's then up to him to gather the Fleet he thinks will be required for the task, get them into position and Flatten the POS while keeping the Enemy Fleets off his Fleet's Back.
-----
At Least, that's how I'm reading into Ankh's idea.
When instead it's easier (and probably less costly) for all involved for an alliance FC to just run the op to flatten said pos that he would have done with or without a mission to do it.
You'll note that I didn't post in support, merely asked for clarification. It would encourage less blobbing however as Fleet Commanders would quickly learn that the best way to gain a decent reward in this system isn't to drop 10X the number of ships needed to take down the POS and keep the Fleet off their back in the Process as by doing that the reward gets diluted down so much that each Fleet Member is barely covering the costs of their Ammo/Lost Ships. Instead, they'll take what they need as that'll mean a better individual payout, building up their experience of Smaller Scale Fleet Ops by maximising the efficiency of each ship in the Fleet rather than using tactics akin to Swatting a Fly with a Thermonuke. Perhaps setting it as a mission wouldn't be such a good plan, instead how about letting an Alliance set a Bounty (Like a CONCORD Bounty) on Enemy Structures/Ships payable only on Destruction of Said Structures/Ships (Only achievable by nominated Mercenaries and members of the Alliance that set the Bounty). That would make things easier for paying Mercenaries, for Example, and could have knock on effects that increase the effectiveness of Empire Mercenary Companies. For example, Corp X has declared War on Corp Y, Corp Y being a Industrial Corp decides to hire Mercenary Corp Z to fight this war setting a payscale of 1,000 ISK per Shuttle/Noobship, 10,000 ISK per Frigate, 50,000 Isk per Destroyer, 100,000 ISK per Cruiser, 250,000 ISK per Battlecruiser and 1 Million ISK per Battleship Destroyed. Just brainstorming, these ideas likely have huge flaws that I haven't thought of at the moment and likely belong on a different Issue Thread. |
 Miriyaka GoonFleet GoonSwarm |
Posted - 2008.08.16 02:46:00 - [ 79]
Originally by: Anahid Brutus hey how about instead of this boring pve **** ccp just reintroduced 0.0 static deadspace plexes so 0.0 residents would have something to fight over instead of practically instanced pve **** that nobody wants
you know, **** that actually demands that you interact/fight other people over resources
This is right on. I'm sure to an empire player that doesn't participate in PVP at all, this missions/agents in 0.0 stuff sounds like a great way to placate alliance players and 'add value' to 0.0, but it's going about it all the wrong way. 0.0 doesn't need uncontestable, safe, risk-free ways of making money. It needs risky, contestable, but profitable ways of making money. Contestable meaning hostile forces can earn some profit by disrupting it, risky obviously meaning that you or your source of income can be stolen/destroyed, and profitable is pretty relative-- but I think we can agree that both NPC and conquerable 0.0 should be at least profitable if not more so than empire for the individual player, no? Right now, that only applies to NPC 0.0. That's a problem. For those who've never left empire, here are the three most common ways to make money in conquerable 0.0, and how they rate in the three aforementioned attributes: Belt Ratting- Risky: Yes, you can be killed quite easily while ratting.
- Contestable: No. Roaming gankers killing ratters can't make any money from the belts without spending hours ratting themselves.
- Profitable: Not very, unless you have hours to set up chains and kill them quickly (and find where they go when they hop belts, ugh).
Ratting needs to be changed or improved for profitability, without compromising risk. Rat value being moved more toward loot value (faction items or super-compressed minerals) could result in increased contestability by allowing those who kill ratters to take home a bit more than 2-3m in crappy named loot. Rogue Drones already do this, which is kind of cool, but not quite good enough. Ratting is also extremely, extremely boring. Far more boring than missions. Mining- Risky: Same as belt ratting.
- Contestable: Not in the slightest. Moving ore is difficult for miners, impossible for roaming gangs or hostiles doing area denial.
- Profitable: Yes, but only highends.
Contestability could be improved by introducing something like player-built asteroid seed beds that improve spawn rates and quantities but can be raided, disabled, destroyed, looted, etc. Profitability could be improved by introducing ways to harvest significant amounts of lowend minerals in 0.0 belts, bringing their profitability nearly to highend levels and reducing the total reliance on highsec resources that exists in 0.0 currently. Mining is obviously very boring, but can be done half-afk, so this isn't a huge problem. Exploration- Risky: Not very, as there are all sorts of barriers to being located (probing down the complex) and then further barriers to being actually tackled (attackers arrive in the first room and can't use MWDs). Same as with missions, basically.
- Contestable: Barely. Hostiles can probe down and run the complex you found before you do, but since complexes can spawn anywhere, there's no reliable way to do this.
- Profitable: Usually very, with exceptions.
Recon probes need to be able to locate explorers in complexes, of course at a reduced speed and reliability from probing someone in normal space. Profession sites have taken a dive, and need to be looked at seriously. Escalation chances and faction/overseer spawn chances need to be improved for some sites. Other sites do far more DPS than is reasonable, and/or dump you into the middle of situations that are nearly impossible to handle without timing your warps perfectly and getting reps on your tank immediately. Complexes need to spawn reliably in certain areas to increase contestability. |
 Ephemeral Waves Silver Snake Enterprise |
Posted - 2008.08.16 21:33:00 - [ 80]
Originally by: Ankhesentapemkah
Originally by: Ephermeral Waves
What? You mean like people hiring out research POSes? Hiring mercs? Oh, I know, how about courier missions?
Waaaait a minute. They already do that in game!
Do they also offer you shiny ISK for it, though?
You're kidding me right? Are you SERIOUSLY trying to say that you don't know that people rent out lab slots in their empire POSes? Or that people hire themselves out as mercenaries? Or that people have been able to create courier missions through the contract screen for over 4 years? And yes, all of these come with "shiny" isk attached to it. Quote: The real question is, why do you do things for your alliance if they don't pay you for every drop of sweat?
Because it's a fraking MMO and you need to help the alliance to get helped by it. Most alliances provide free or discounted ammo, mods and ships to their members. You need to do a little work to get those benefits. Maybe if you actually joined a player corp you'd understand this stuff. It's really rather basic. Quote: taxed for some strange reason, stealing even more of your hard work.
OMG. Please, please, please try to actually play this game that you are supposedly recommending changes for. |
 ardik GoonFleet GoonSwarm |
Posted - 2008.10.27 04:50:00 - [ 81]
Originally by: Miriyaka
This is right on. I'm sure to an empire player that doesn't participate in PVP at all, this missions/agents in 0.0 stuff sounds like a great way to placate alliance players and 'add value' to 0.0, but it's going about it all the wrong way.
0.0 doesn't need uncontestable, safe, risk-free ways of making money. It needs risky, contestable, but profitable ways of making money. Contestable meaning hostile forces can earn some profit by disrupting it, risky obviously meaning that you or your source of income can be stolen/destroyed, and profitable is pretty relative-- but I think we can agree that both NPC and conquerable 0.0 should be at least profitable if not more so than empire for the individual player, no? Right now, that only applies to NPC 0.0. That's a problem.
For those who've never left empire, here are the three most common ways to make money in conquerable 0.0, and how they rate in the three aforementioned attributes:
Belt Ratting
- Risky: Yes, you can be killed quite easily while ratting.
- Contestable: No. Roaming gankers killing ratters can't make any money from the belts without spending hours ratting themselves.
- Profitable: Not very, unless you have hours to set up chains and kill them quickly (and find where they go when they hop belts, ugh).
Ratting needs to be changed or improved for profitability, without compromising risk. Rat value being moved more toward loot value (faction items or super-compressed minerals) could result in increased contestability by allowing those who kill ratters to take home a bit more than 2-3m in crappy named loot. Rogue Drones already do this, which is kind of cool, but not quite good enough. Ratting is also extremely, extremely boring. Far more boring than missions.
Mining
- Risky: Same as belt ratting.
- Contestable: Not in the slightest. Moving ore is difficult for miners, impossible for roaming gangs or hostiles doing area denial.
- Profitable: Yes, but only highends.
Contestability could be improved by introducing something like player-built asteroid seed beds that improve spawn rates and quantities but can be raided, disabled, destroyed, looted, etc. Profitability could be improved by introducing ways to harvest significant amounts of lowend minerals in 0.0 belts, bringing their profitability nearly to highend levels and reducing the total reliance on highsec resources that exists in 0.0 currently. Mining is obviously very boring, but can be done half-afk, so this isn't a huge problem.
Exploration
- Risky: Not very, as there are all sorts of barriers to being located (probing down the complex) and then further barriers to being actually tackled (attackers arrive in the first room and can't use MWDs). Same as with missions, basically.
- Contestable: Barely. Hostiles can probe down and run the complex you found before you do, but since complexes can spawn anywhere, there's no reliable way to do this.
- Profitable: Usually very, with exceptions.
Recon probes need to be able to locate explorers in complexes, of course at a reduced speed and reliability from probing someone in normal space. Profession sites have taken a dive, and need to be looked at seriously. Escalation chances and faction/overseer spawn chances need to be improved for some sites. Other sites do far more DPS than is reasonable, and/or dump you into the middle of situations that are nearly impossible to handle without timing your warps perfectly and getting reps on your tank immediately. truncated
not bumping this |
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