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blankseplocked Removal of gates as an entry point to a system.
 
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knobber Jobbler
Holding Inc.
Posted - 2010.05.28 16:45:00 - [1]
 

Not sure if this has been suggested before but here goes and please don't ignore this as it could work, it just needs some expansion on my limited creativity.

Gates get camped. Its annoying as it puts people off going to low sec. I think many will agree with that. I'm sure there is a technical reason why gates are used, due to the way persistant zones work in eve and how that relates to the hardware (I used to work in a games publisher on several AAA MMO franchises so I do have some idea about MMO's work) .

Removing gates, or partially removing gates as the entry point to a system, could be really easy it just needs a some mechanics changes:

Leaving the system isn't a big problem with warp to 0, so you could keep gates as the exit points of a system.

When entering there destination system, They then jump into one of a series of pre determined locations (it could use the same mechanic that is used for mission location generation) but on the near side of the system they jumped out of. The point is they don't appear at a gate but in space, at the edge of the system in a location which is either random or generated but never the less not campable.

Granted, if gates were used as an exit point of a system you might run into a gang camping that but at least you'll know they are there and what you are facing.

N00bs don't get camped, more people go into low sec/0.0, pirates now have to work for kills, people who want low sec/0.0 population to go up get there wish.


Xulit
Posted - 2010.05.28 16:48:00 - [2]
 

Wouldn't be a bad idea. Only thing is that what if your at war with some other alliance, how the heck could you protect your system from that alliance? It would be a nightmare to protect it.

EzTarget
Minmatar
Republic University Fleet Operations
Posted - 2010.05.28 16:53:00 - [3]
 

You mean remove the fix that was put in about 2-3 expansions into the game?

Also removing the gates as entry points would seriously cause problems from a backstory / science point of view - IIRC the gates accellerate decelerate the ship into and outof a warp tunnel that is faster than what a warp drive can create currently.

Also use a cyno alt for random entries into systems.

Thorvik
Minmatar Ship Construction Services
Ushra'Khan
Posted - 2010.05.28 17:08:00 - [4]
 

Originally by: EzTarget


Also use a cyno alt for random entries into systems.


This ^^

Jagga Spikes
Minmatar
Spikes Chop Shop
Posted - 2010.05.28 17:18:00 - [5]
 

Originally by: EzTarget
...
Also removing the gates as entry points would seriously cause problems from a backstory / science point of view - IIRC the gates accellerate decelerate the ship into and outof a warp tunnel that is faster than what a warp drive can create currently.
...

minor nitpick: stargate jumps ship from one system to other. no actual travel (acceleration/deceleration) is involved. same as jump drives, but between fixed points.

tho, would be interesting to jump from stargate to cyno :)

Ti'anla
Minmatar
Posted - 2010.05.28 20:16:00 - [6]
 

minor nitpick: stargate jumps ship from one system to other. no actual travel (acceleration/deceleration) is involved. same as jump drives, but between fixed points.

tho, would be interesting to jump from stargate to cyno :)


Indeed, stargates generate a wormhole.

But yeah, as said, I disagree for fluff reasons I'm afraid, though it's an interesting proposal.

knobber Jobbler
Holding Inc.
Posted - 2010.05.30 11:15:00 - [7]
 

Originally by: EzTarget
You mean remove the fix that was put in about 2-3 expansions into the game?

Also removing the gates as entry points would seriously cause problems from a backstory / science point of view - IIRC the gates accellerate decelerate the ship into and outof a warp tunnel that is faster than what a warp drive can create currently.

Also use a cyno alt for random entries into systems.


That assumes everyone has an alt. On that assumption you're basing an entire mechanic around a minority of hardcore players who have this option already.

My idea is to encourage the more casual or single account players out of high sec by removing the greatest barrier of entry into low sec: the gate camp.

In regards to system defence, that is just adapt strategies to counter. More use of scanning or ccp could introduce new mechanics for system wide scanning for fleets like we use sonar nets now.

Some gates could be left in like region to region gates, for story purposes and defensive points.

Villian
Posted - 2010.05.30 11:37:00 - [8]
 

Originally by: knobber Jobbler
My idea is to encourage the more casual or single account players out of high sec by removing the greatest barrier of entry into low sec: the gate camp.


Gate camps can be easily avoided or broken, if you are unsure how to or unable to do so, please reach out to any of the usual in resources. Ten Ton Hammer may have an article, EVE Uni almost certainly does, and when else fails:

http://www.lmgtfy.com/?q=How+can+I+avoid+gate+camps+in+EVE+Online%3F

Not to say that this is a bad suggestion, but the gameplay lost from removing gate camps would be greater than the gameplay gained from the addition of a few casual players to lowsec.

IMO gate camps are nothing to be scared of, assume one is there and plan for it. You have the advantage, it is the campers who are left in suspense and if they can't find you, they make no money and their time is largely wasted.

Mara Rinn
Posted - 2010.05.30 11:51:00 - [9]
 

To address gate camps: either fly a covert ops/blockade runner/force recon, or bring a bigger blob. Identify how big the blob is on the other side of the gate with discerning application of covert ops or Force Recon scouts.

Haze zec
Posted - 2010.05.30 14:18:00 - [10]
 

Originally by: Villian
Originally by: knobber Jobbler
My idea is to encourage the more casual or single account players out of high sec by removing the greatest barrier of entry into low sec: the gate camp.


Gate camps can be easily avoided or broken, if you are unsure how to or unable to do so, please reach out to any of the usual in resources. Ten Ton Hammer may have an article, EVE Uni almost certainly does, and when else fails:

http://www.lmgtfy.com/?q=How+can+I+avoid+gate+camps+in+EVE+Online%3F

Not to say that this is a bad suggestion, but the gameplay lost from removing gate camps would be greater than the gameplay gained from the addition of a few casual players to low sec.

IMO gate camps are nothing to be scared of, assume one is there and plan for it. You have the advantage, it is the campers who are left in suspense and if they can't find you, they make no money and their time is largely wasted.


So basically everyone who is solo and wants to do missions in a big slow ship or doesn't have enough friends to help him out with the camp is just better off staying in high sec? And we wonder why there's not more people doing missions in low sec???

My post from: http://www.eveonline.com/iNgameboard.asp?a=topic&threadID=1320395

How to fix low sec and high sec suicide ganking for that matter:

First a little real life analogy. Say you are a war reporter and are sent on a mission to Iraq to shoot war pictures for your magazine. If it were a common knowledge of roadblocks on the only road to Iraq where you are guaranteed to get shot at and die, would you do it? Of course not! So since that isn't the case you accept it, even though you know there is still a risk of you getting caught in one of the street fights or suicide bombings or what not and die. But since you figured it's worth the money you'll get for the pictures in relation to that risk you go anyway. And that's human nature in a nutshell.

Now how do we keep the risk in traveling through low sec in eve but make it so even though you run into a camp you still have a decent chance of getting away? Simple. Make the warp in point at the destination gate from the random 10km away from the gate to a random lets say 75km away. Now pirates can still camp, and they can still get lucky and you spawn with your PVE BS right smack in the middle of them and you get tackled and blown up. But unless they can cover a space of 150km around the gate you have a decent chance of getting away.

But this wouldn't be enough since it's way to easy to find you after you left the gate and catch you inside the deadspace of the mission. Well my idea how to fix that is that when you receive a mission you get an acceleration gate configuration card which enables you to use that gate with 100% accuracy in propelling you to the beacon. If someone else does it without this “key” they may by chance overshoot the deadspace entirely or land far away from the beacon but on grid or land right on top of it. So again pirates might get lucky and they land near you and manage to tackle you or you get away.

The third part of this problem is local. Local gives too much information in regards to the system you are in. So if my suggestions were implemented I feel it would make slightly too hard for pirates to catch anyone. Even though atm I live in wormhole space and am a strong supporter of local as it works in there I understand CCPs motives for a community chatbox. Having said that why not replace it with a constellation chat instead?

knobber Jobbler
Holding Inc.
Posted - 2010.05.30 20:02:00 - [11]
 

Edited by: knobber Jobbler on 30/05/2010 20:18:54
Originally by: Mara Rinn
To address gate camps: either fly a covert ops/blockade runner/force recon, or bring a bigger blob. Identify how big the blob is on the other side of the gate with discerning application of covert ops or Force Recon scouts.



This is exactly why i put this idea forward. This is about getting people into low sec. The solutions you put forward for getting past a gate camp require isk and allot of sp or running with a corp.

Think about it, gates and gate camps are counter productive and add nothing to eve. Imagine system defence in pvp without gates, it will just require more imagination to attack and defend i.e. real tactics, not just who can make the best gate camp

Cynos will just mean you have greater control of your entry point

Tarhim
Caldari
Posted - 2010.05.30 23:32:00 - [12]
 

Originally by: Haze zec

So basically everyone who is solo and wants to do missions in a big slow ship or doesn't have enough friends to help him out with the camp is just better off staying in high sec?



Well, yes. If you want to fly solo a pve-fitted battleship, you are better off in highsec.

Quote:

And we wonder why there's not more people doing missions in low sec???



We do?

[...]

Quote:


But this wouldn't be enough since it's way to easy to find you after you left the gate and catch you inside the deadspace of the mission. Well my idea how to fix that is that when you receive a mission you get an acceleration gate configuration card which enables you to use that gate with 100% accuracy in propelling you to the beacon. If someone else does it without this “key” they may by chance overshoot the deadspace entirely or land far away from the beacon but on grid or land right on top of it. So again pirates might get lucky and they land near you and manage to tackle you or you get away.



So, you want to remove some 98% of risk from lowsec pve? Not much fun. It is trivial to keep safe in your deadspace (mission or plex) if you are willing to compromise your precious isk/hr ratio.

Quote:

Even though atm I live in wormhole space and am a strong supporter of local as it works in there I understand CCPs motives for a community chatbox. Having said that why not replace it with a constellation chat instead?


I think that's because CCP didn't conceive viable replacement with regard to intel yet. 30 thousand people spamming directional scan would do bad things to server cluster.

HalfArse
Posted - 2010.05.31 14:22:00 - [13]
 

Originally by: Villian

Gate camps can be easily avoided or broken,



no, they cant. Maybe if your just cruising through low sec but there are many many places where you HAVE to go through a gate and that gate is often perma-camped, the only alternative would be adding 50 jumps through hostile territory.

And as for busting through it with a blob - firstly we need to find a way to get rid of blobs, not encourage them...secondly these choke point gates are often very far away from peoples home systems and to get a fleet together to break up what can sometimes be very big camps at the drop of a hat is just out of the question

Originally by: Mara Rinn
To address gate camps: either fly a covert ops/blockade runner/force recon, or bring a bigger blob.



regarding covert ops, about a year ago I would have agreed that this made you camp proof but these days even a covert frigate can have a hell of a close call each time, insta-locking inti's are no joke and when there are a pack of them and a large bubble (often there is) they can be all over your location with drones out to decloak you in seconds, it can be avoided but it can also be a quick death depending on how on teh ball they are.


Dallenn
Minmatar
Jericho Fraction
The Star Fraction
Posted - 2010.05.31 23:13:00 - [14]
 

It's a tough call - nerfing gate travel would leave all the gate-camping pirates bored, they would leave the gate camping business and consequently there would be no gate camping pirates to kill. And generally low-sec PvP might suffer.

Also, lowsec should not be a new highsec. There should be drawbacks for the alternative entry to lowsec systems - for example, the players would have to work for them.

Nevertheless, two ideas come to mind that might be workable:

1) Create more stable and more predictable w-space networks, leading from one empire system to another.
2) NPCs provide a jump bridge to another system. Could be a part of a mission, or could be available for a fee. This could be a warpable beacon, so pirates could still target it, but then again the beacon might have heavy defenses.

The Augmentor
Posted - 2010.06.01 11:12:00 - [15]
 

Originally by: Dallenn
It's a tough call - nerfing gate travel would leave all the gate-camping pirates bored, they would leave the gate camping business and consequently there would be no gate camping pirates to kill. And generally low-sec PvP might suffer.

Also, lowsec should not be a new highsec. There should be drawbacks for the alternative entry to lowsec systems - for example, the players would have to work for them.

Nevertheless, two ideas come to mind that might be workable:

1) Create more stable and more predictable w-space networks, leading from one empire system to another.
2) NPCs provide a jump bridge to another system. Could be a part of a mission, or could be available for a fee. This could be a warpable beacon, so pirates could still target it, but then again the beacon might have heavy defenses.


me likey number 2 :)

knobber Jobbler
Holding Inc.
Posted - 2010.06.01 13:38:00 - [16]
 

Originally by: HalfArse
Originally by: Villian



And as for busting through it with a blob - firstly we need to find a way to get rid of blobs, not encourage them...secondly these choke point gates are often very far away from peoples home systems and to get a fleet together to break up what can sometimes be very big camps at the drop of a hat is just out of the question



The answer to the current mechanics prevents people from going to low sec unless they can get a fleet together or travel through in a specialised (and usually expensive) ship which is only good for one thing...breaking a gate camp.

The suggestion doesn't mean there is no risk. All the risk is still there. The only difference with this is, there is no insta death for anyone going through a low sec gate (especially a high to low sec gate).

I don't know why anyone would support gate camps. Its playing on a poor mechanic and involves no actual strategy or tactics to make a gate camp. Removing gates as an exit point to a region would cause pirates to actually think about how they go about being a pirate.

Think of it this way, pirates didn't have a little hole into the Caribbean to catch merchants as they moved in from the Atlantic did they?

X Gallentius
Quantum Cats Syndicate
Posted - 2010.06.01 21:18:00 - [17]
 

Edited by: X Gallentius on 01/06/2010 21:21:45
Originally by: Haze zec


So basically everyone who is solo and wants to do missions in a big slow ship or doesn't have enough friends to help him out with the camp is just better off staying in high sec? And we wonder why there's not more people doing missions in low sec???

Most low-sec gates aren't camped 23/7. Jump a rookie ship into the low-sec system you're going to run and get to know your surroundings a bit. Is it camped? When is it camped? What is camping it? Once you know this you can make an assessment on what to do. Most often you'll be able to get that missioning BS into low-sec. Here are some options:

Option 1: You can do the scouting yourself: 1) jump a rookie ship into low sec entry system to see if anybody is camping, and then 2) come back with your BS.

Option 2: You can use risk assessment: Jump your BS into the low sec system and hope for the best. Sometimes you'll get ganked, most times you won't. Don't faction fit these BS. Hopefully you'll make more on the missions than you lose on these BS.

Option 3: You can minimize risk:
Put cloak and warp core stabs, smartbombs, and energy neutralizers on your BS - plus some e-war drones. Re-fit the ship with mods you have in your cargo hold once you get into the low sec system. The only ships that will really nail you are sensor-boosted infinity-point HICs. They aren't as common as you would first think.

Option 4: Avoid the problem altogether: Get your mission ship into low sec (see above) and keep it there. Use rookie ship to jump into low sec and get to your mission ship. Your rookie ship dies? Who cares? warp off and go pick up mission ship.

Option 5: Make friends in your NPC corp. Work as a team.

Jane Jacobs
Posted - 2010.06.01 21:50:00 - [18]
 

I have some suggestions for changing the gate camp mechanics. The gate camps are the only thing right now that keeps me from really exploring and enjoying the risk of low sec. Even if/when gate camps are eliminated, anyone can still be scanned or probed down. The existence of gate camps does not increase or decrease the risk of being in low-sec, only the entrance to low-sec. If you like to pvp, think of it in these terms, there will be more targets to hunt and kill. I would think this would make the hunt and the thrill of the chase more exciting. It could engage more players in pvp.
Options as I see them:
1: The random exit point from a gate. You go through the gate, but noone enters the next system at the same place. This was proposed by originator of this thread.
2: Keep the gate, but change the exit distance. Further away, might only mean that the gate campers put up more bubbles. But it does make it much more difficult for gate camp to catch you. or
Move the exit distance closer to the gate. Why not put it in range of the gate itself, so that if there is a nasty blob on the other side, you can escape by going back through the gate.
3: Allow me to communicate with the gates scanner on the other side to show me an overview of targets within gate camp range of the gate. Then I can decide to go through or around if I know they are there. This does not solve the gate camp, only helps save you from instant death.
4: Make a new profession, of some one who can produce a cyno into the next system. This entrepreneur charges a fee for safe passage.

I believe gate camps are bad for the game. I have gone on a roaming pvp gang through low-sec to null-sec and the population of players decreases to 0 in most systems. It was kinda boring cause there weren't any targets. The theory is that if you get rid of gate camps, there will be more targets to hunt down in low/null sec space.

Epegi Givo
Amarr
Department of Redundancy Dpt.
Posted - 2010.06.01 22:11:00 - [19]
 

Low sec is already pretty under-powered. If getting people into low sec is what your after, then making it harder to catch people is not the answer.

The point of low sec is that it is NOT SAFE, trying to add safety to it is exactly opposite of what it is intended to be.

Even if it is still safer, people still won't go because there is still a slight chance that they will get killed.

The real answer is debatable, and my idea of what to do is not on-topic with this thread, so I will not go into detail of what it is, but i know that removing gate-camps (which i have never seen as that big of a problem anyway, all you people who are saying it is your only deterrent are full of ****.) will not fix it.

Haze zec
Posted - 2010.06.01 22:27:00 - [20]
 

X Gallentius, I'm sorry but you obviously don't know what you are talking about unless you are baiting..

When I started playing eve I went red and lived in low sec right off the bat. And if back then I ever would be making suggestions like yours I would do so solely to bait someone into flying their shiny ship into our system to try and blow him up.

I'm not a pirate anymore and when I had to get back to above -1.9 sec status I was ratting in a very quiet part of low sec and I used an assault frig with mwd and cloak. And even though it was a really empty part of low sec and I could kill the BS rats in around 5min I often had to wait for people to leave the system or run from a gate camp so I wouldn't die and I didn't.

I can't possibly imagine a missioner could do the same in a BS. Even with cloak and BS already there he'd still need to interrupt his pveing every single time someone comes into local and stays for a bit to avoid getting caught and therefor couldn't really accomplish anything.

Low sec needs a big change if you want the carebears to think it's worth the risk. And denying that is the same as saying "come to papa carebear, let me blow you up for my entertainment" and wonder why they don't.

suspisious
Posted - 2010.06.02 10:05:00 - [21]
 

I like It. Gatecamps are a big hurdle when venturing into lowsec.
Sure they can be overcome. But that takes dedication and some specialised hardware. And theres no garantee youll make it even then.

So you lose your gatecamps, so what, you get more people in low sec to shoot in return. Youll just have to be a bit more active that sitting at the gate sipping your martini, waiting for some happless sod to come in.
(And yes, I have been that sod a few times).

Say no to chokepoints in space.

knobber Jobbler
Holding Inc.
Posted - 2010.06.02 13:05:00 - [22]
 

Originally by: Epegi Givo
Low sec is already pretty under-powered. If getting people into low sec is what your after, then making it harder to catch people is not the answer.



You miss the point and the larger picture that I'm getting at here.

Make it harder to catch people: no. Making it so anyone not in a blockade runner/covops isn't killed like fish in a barrel when they pop through a gate: yes. Oh noes!

So pirates will actually have to hunt people down rather than have prey presented to them on a platter. Isn't that a good idea and a productive and constructive addition to what EVE offers? It sounds to me better than gate camps anyway.

The point of this is, people will go to low sec if they know that if they go through to a low sec system and not be shot at like fish in a barrel as soon as they spawn.

This could increase low sec population by a great deal. Pirates should like this idea as it means more people in low sec to kill. It only means they have to work for those kills.

At the moment people don't go to low sec apart from a few who either have a fleet or resources to beat a gate camp or those that are going through first time and get camped and ganked...and they don't go back.

X Gallentius
Quantum Cats Syndicate
Posted - 2010.06.02 21:10:00 - [23]
 

Edited by: X Gallentius on 02/06/2010 21:28:07

Originally by: Haze zec
X Gallentius, I'm sorry but you obviously don't know what you are talking about unless you are baiting.
I jump in and out of Gallente and Caldari low sec all the time. 95+% of the time there's no camp. Of all those jumps, there are only a few cases where there are HICS that can actually point you and really do some damage.

After you get to know your surroundings, the locations of the camped systems will be well-understood and then it becomes a case of risk assessment which makes this game great (without alt scout, without a friend; with alt scout/friend risk is zero).

If you're hiding every time somebody enters local then you probably need to stay in high sec anyways. Your tolerance for risk is too low for low-sec.

Most of the time the guy in local is just passing through or doing some PvE site himself and isn't really looking for a gank. After you get to know the system you'll be able to filter out the PvE guys from the PvP guys from the PvP guys who probe people out, and you'll be able to act accordingly.

Used to run missions in Domi out of Osmeden into Chardalane and Maut. I think I got probed down once. (? long time ago). Chardalane is a dead end system and nobody camps it. The key to Maut was coming in via Adacyne which was much less traveled than from Osmeden. But then the Domi wasn't a faction fitted Domi, it was a fully insured Domi that I could afford to lose.

Edit: Yes, you'll occasionally die in low sec, but get over it. Jump through in a rookie ship (or better yet a cheap frig) and scout it out a bit. If they catch you (highly unlikely), then spam warp to the nearest planet - your ship will die (you lose 1 mil) but your pod with implants will be safe. Dock up and grab another rookie ship and keep moving. There are no bubbles in low sec, and 99.5% of the systems do not have smart-bombing BSs that can pod you.

You'll find that 1) there are fewer gate camps than you first think, 2) there are fewer players waiting to kill you than you would first think as well. There are plenty of low-risk entries. See http://evemaps.dotlan.net/map/Caldari_VS_Gallente#kills24 for an example. Not as many kills in 24 hours as you first thought, yes?


Terminal Insanity
Minmatar
Convex Enterprises
Posted - 2010.06.02 22:20:00 - [24]
 

i agree with modifying the stargates... although slightly. I think that when you activate a stargate you're being slingshotted across the galaxy to another system... you shouldnt end up within 15km precision of the other gate... it should be much bigger area... perhaps randomly anywhere in the grid? or yeah, anywhere within 1au of the destination?

This would still allow for gatecamps to lock down gates.
It would increase the usefullness of combat scanners.

Haze zec
Posted - 2010.06.02 22:41:00 - [25]
 

Originally by: X Gallentius
Edited by: X Gallentius on 02/06/2010 21:28:07

If you're hiding every time somebody enters local then you probably need to stay in high sec anyways. Your tolerance for risk is too low for low-sec.


Wow this is such a level it's unbelievable.. You see I used to be a pirate I KNOW how it works. In low sec everyone is a hostile, even the PVErs might decide to mix things up with an occasional gank. I used to kill suckers that were willing to take "a little" risk. Heh you can't fool me. No one is going to play this game, pay for it and be your amusement at the end of the day. No one.

As long as you or the rest of relevant community don't realize that the risk is the problem and there couldn't possibly be good enough rewards for the high sec missioners to bother you're going to continue to shoot your self in the foot. The answer is very simple and would provide you with plenty of more targets, you just need to finally figure it out.

p.s.: And I'd like to see you keep your ship while ratting your sec status from -9 to -2 in low sec and not hide if someone comes to your system. Remember I wasn't in a mission deadspace, I was in a belt in a pve ship that could easly get caught and had no way of fighting back. As a matter of fact I did get jumped once when I decided I could stay for just a few seconds more and luckily warped off as the pirate landed besides me.

X Gallentius
Quantum Cats Syndicate
Posted - 2010.06.02 23:28:00 - [26]
 

The only thing I can figure is that you were a pirate before they changed the agility on ships and before they broadened the jump radius at gates. You can pretty much afk jump through low sec in a frig. Some points:

1. Why do you want to go to low sec if all you want to do is make it risk free? What's the point?

2. Try FW missions instead of regular missions then. I make 120+ million isk/hour. Low sec. Mission site broadcast to all in local. 6000 theoretical FW wts roaming around (usually only 150-200 online at one time). Not to mention the pies. reward/risk ratio is great because guys like you perceive low sec to be too dangerous.

3. Ratting in low sec in no problem at all. I do it ALL THE TIME to and from mission staging areas (where I grab my mission ship) that are 7 JUMPS AWAY - all in low sec - from mission hub. T1 frig is more than powerful enough to kill all but rare BS rat and will never get caught even if you decide to not use your short range scanner properly. But usually I use a "vulnerable" T1 cruiser for lols just to add some risk (but never get caught unless I really want to). Align out and warp out when they land. Plus, if you look at the map, there are more than enough isolated low sec systems where the risk of getting caught ratting is miniscule.









Haze zec
Posted - 2010.06.02 23:47:00 - [27]
 

Edited by: Haze zec on 03/06/2010 09:27:29
Originally by: X Gallentius
1. Why do you want to go to low sec if all you want to do is make it risk free? What's the point?

Please, for the love of god, go read my post and get it through your skull that nor I and neither the OP want to make low sec completely risk free. We just want to LOWER the risk so there's a lesser chance you'll get caught, that's all.

Originally by: X Gallentius
3. Ratting in low sec in no problem at all. I do it ALL THE TIME to and from mission staging areas (where I grab my mission ship) that are 7 JUMPS AWAY - all in low sec - from mission hub. T1 frig is more than powerful enough to kill all but rare BS rat and will never get caught even if you decide to not use your short range scanner properly.

Well sure if you don't kill the BS rat. I wonder how long it would have taken me to get from -9 to -2 if I only killed cruisers and frigs. Hmmm.. :) You see your comment has no merit because I unlike you HAD to kill the BS and it was actually the only rats I did kill. And doing so in a T2 frig you need around 3-5min per spawn which is more then enough to get caught especially if some of the time the rats were neuting me and I didn't even had enough cap to warp out.

X Gallentius
Quantum Cats Syndicate
Posted - 2010.06.03 03:49:00 - [28]
 

Hit me up in game. I'll meet you in a T1 frig or cruiser and we can take a lap around low sec, kill some rats, etc.... We can then agree on how much real risk there actually is.

Lusty Wench
Posted - 2010.06.03 07:42:00 - [29]
 

What would be the problem with having the gates just shoot you into the destination system?

Anywhere within 1-20AU of any celestial in the target system.

I saw one post asking how you would secure your gate from invaders, simply be on the "firing" side.

The problem isn't that a gate is camped so much it's that you jump through INTO a camp.

suspisious
Posted - 2010.06.04 09:28:00 - [30]
 

Gatecamp: It's a foxhunt. But all the hunter sit around the cage, and start shooting the moment the fox is let out.

It's borderline spawncamping.

So, it's just bad gameplay.

Just use the idea in this post. Lowsec will still be dangerous, but at least a bit less annoiyng.


 

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