open All Channels
seplocked Assembly Hall
blankseplocked Summit Topic: Nullsec Industrialization ("Farms and Fields")
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: 1 2 3 [4] 5 6 7 8

Author Topic

Mara Rinn
Posted - 2011.04.25 23:17:00 - [91]
 

As for missing Dominion features, what about treaties allowing simple things such as docking rights in return for percentages of sales or refining? Or the right to anchor structures in return for ISK/month?

FishermansFriend
Posted - 2011.04.26 01:32:00 - [92]
 

Ok this is cool and all but can you first lighten the anom nerf a bit while ccp is working on "farms and fields" so when it falls apart people can still have some isk to fall back on instead of having to wait out jump clone timers and run lvl 4's.

Sanicity
Posted - 2011.04.26 01:54:00 - [93]
 

I live in a 0.0 NPC sov area, my alliance has been there 5 years. We have 6 systems that are NPC sov. This was not a problem before the new sov changes because all of the systems would get the same amount of sites for farming.

For NPC nullsec systems i propose a mechanic that would increase the systems worth somehow. whether it be through a combination of missions, faction, and cost. we are willing to do the work and understand having better systems would require us to defend them more, but that is the nature of every system (we also welcome more targets). why not allow us to leverage these NPC factions so their systems are better?

This is a very niche reply seeing as though there are not many npc owned nullsec areas. But i don't think it should go overlooked.

Thank you
San

ehon
Posted - 2011.04.26 14:33:00 - [94]
 

Starbase (POS) Refining
Starbases should be capable of refining at perfect levels with max skills, in exchange for the convenience of getting perfect refine at a POS, the refinery takes time to process the ore. A million M3 for example could take 10 hours as a loose example.






this would be a huge mistake at those numbers. a 5 man crew in a couple hours would back the station up for a couple days. would be best to drop that down to around say 30minutes. enough to be use full but not have a small alliance backing it up for weeks

Aidan Patrick
Aldebaran Foundation
Tauri Federation
Posted - 2011.04.28 19:48:00 - [95]
 

Originally by: ehon
Starbase (POS) Refining
Starbases should be capable of refining at perfect levels with max skills, in exchange for the convenience of getting perfect refine at a POS, the refinery takes time to process the ore. A million M3 for example could take 10 hours as a loose example.






this would be a huge mistake at those numbers. a 5 man crew in a couple hours would back the station up for a couple days. would be best to drop that down to around say 30minutes. enough to be use full but not have a small alliance backing it up for weeks


I could live with that. I didn't really think the timeframe on the 10 hours through to be honest because I was more interested in illustrating that you don't get the refining done instantly.

MeBiatch
Posted - 2011.04.29 03:01:00 - [96]
 

Edited by: MeBiatch on 29/04/2011 03:02:20
ok so here is the idea:

there are planets in eve... some have people living on them...
some have crazy artefacts on them...
so...
give systems in 0.0 that have good true sec bonuses to the system specifically for industry...

like:
There is a large population of workers on planet 3 due to this reprocessing ratios and moon processing rates are more efficient...

or:
There is an ancient artefact on planet 2 this is a remnant of one of the original gigantic colony ships that came threw the wormhole... Scientists in the system have been developing ways to reverse engineer its technology and as a result all capital ships in system are built at an increased rate...

there could be all kinds of bonuses that would encourage alliances to 'set up shop' in null sec...
plus this would make certain systems really desirable and create more conflict for control over that space as a result...

Akita T
Caldari Navy Volunteer Task Force
Posted - 2011.05.01 19:17:00 - [97]
 

Originally by: Antihrist Pripravnik
Personal Industrial Array - a Station Upgrade

Just making it possible to drop not just multiple outposts per system, but even multiple outposts per planet (as long as they're at least 100km apart edge from edge) would be more than enough, no need to buff the number of industrial lines available per player outpost.
The material adjustment would not really be needed, since you always have hauler drops, and if that's not enough, lowend prices will eventually just go up to compensate. In fact, this will create an imbalance in mineral pricing between 0.0 and highsec (highsec with expensive highends and cheap lowends, while the reverse would be true in 0.0).

Having "personal arrays" gives a much to small entry barrier, which means just about any outpost will do fine, and you WANT a certain degree of concerted effort to be made for a healthy market to emerge, not just about any outpost out there.
An initial investment the magnitude of an extra outpost (or several extra outposts) will make the owning alliance want to promote the area as their own regional hub, and also, make it a more attractive capture objective by competitors.

Obviously, the "system capture" mechanics would need to be altered to not include outposts (or, only include any one outpost as opposed to all of them), because otherwise you could just outpost-spam (however expensive, for some alliances it could actually be practical).

Mars Theran
Caldari
EVE Rogues
EVE Rogues Alliance
Posted - 2011.05.01 20:59:00 - [98]
 

Originally by: Scatim Helicon
Is the possibility of nerfing the **** out of highsec industry at the same time as buffing nullsec industry likely to be on the table here?


You do realize that, in the two years+ that I've been playing, I have found more people who do Highsec Industry that agree that it is barely profitable, even with the refining at stations. I've also experimented with it personally, and found that, (unless you have a lot of people doing something for nothing for a Corp), aquiring the minerals and building anything is time consuming and very nearly a waste of time. Actually, it is a waste of time, and it amazes me that people still do it.

You can put a buy order out for anykind of mineral and spreadsheet everything to cost calculation vs. potential sale value of product, and work in a profit margin between the two. First problem, is that someone actually has to fill your order, which, given the competition, is not as easy as you might think. Competing for those minerals only drives the profit down lower, and you end up with a barely profitable venture that takes two to threee times longer to complete than it should have. Second problem is actually getting it to market and profiting from it, as it could take months to sell, and you have to compete with sell orders to get the product sold, and still make a profit.

If you factor in the time to do all this, with micro-managing, transport and manufacturing times, you come to the conclusion that it is entirely pointless, and a complete waste of time. Yes, I'm factoring in high ME/PE BPO's here.

Nerf it anymore and you won't have anything to buy. Not from me anyway, though I suppose I can't account for people who apparently have their whole lives to waste, and think it's fun even when they lose ISK. That, and increasing demand may actually drive the prices up which may help a bit, until everyone runs out of ISK.

Why don't we just focus on Nullsec and boosting production capabilites for POS and by other means.

That may even help highsec production, though it may also drive it into the ground when all you mad-happy-PvPer's stop buying ship in Jita and demand drops through the floor. Then we'll just have a whole lot of worthless ships in Jita that cost a whole bundle of time and effort to create. Along with modules and whatnot of the Tech II variety.

Shocking isn't it.

I do believe Nullsec Industry should see a big boost though, along with wormholes.

The first step to that is production capability. Refining in a POS is stupid. Manufacturing and research in a POS are awkward to manage with PG/CPU and defense concerns. A large POS is the only way to go, if you've half a mind to do it, and it costs you rediculous sums of ISK/Time to maintain it. How can that work out to a profit, or even be worthwhile, unless you make more use of it than that?

I remember once spending two weeks mining on a nearly daily basis, for hours at a time, just to build a Maelstrom. That was with the help of some Corp mates, using a couple Hulks, a Retriever or two and an Orca with Fleet bonuses.

Two Weeks. Maybe that's realistic in the grand scheme of things or maybe it's not, either way, I'll never do it again. In a game, no matter which, that is a complete waste of time; as I believe was agreed to by everyone in Corp after. This is why people use Macros, because it reduces personal effort, and makes the venture somewhat more easily rationalized, possibly much more easily rationalized.

I'll never, for this reason, believe anyone who goes on about how they went on this 'awesome' mining op with their corp, and how they mined continuously for hours, and repeated this process everyday. It was so fun, and they talked about all sorts of things, from posts in the assembly hall, to what their dogs ate for lunch. It was great.

Yeah right. Maybe once for a few hours, or even a few times here and there, but not when you look at the result, and not after days or months.

Mars Theran
Caldari
EVE Rogues
EVE Rogues Alliance
Posted - 2011.05.01 21:01:00 - [99]
 

Forgot to support. Laughing

Soldarius
Caldari
Peek-A-Boo Bombers
Posted - 2011.05.02 03:05:00 - [100]
 

This suggestion lacks focus. OP starts at industrialization of nulsec and goes on to talk about PvP? Focus more then I'll support.

I have never seen a shortage of mfg slots anywhere in nulsec, unless it was NPC space. Those slots cannot be lost due to invasion of enemy forces (barring a permanent station camp), and thus are more desirable.

Confirming that refining at a POS is stupid bad. Stations insta-refine and do it far more efficiently. Unfortunately, only certain outposts get refineries, and only 1 is currently allow per system. I feel this is one of the biggest road-blocks to nul-sec industry.

It is far more efficient and time/cost effective to export moon-goo and import low-ends in the form of cheap meta 0 items.

The limit to stations in system is absurd, encourages alliance sprawl, and thus increasies said alliance's sovereignty upkeep costs.

If CCP's current desire is to get alliances to concentrate more in those desirable systems (better true-sec), then allow alliances to plant more than 1 station/outpost per system.

Furthermore, allow planted stations to be removed/recovered/destroyed. The wayu things are now, nul-sec will eventually have a station in every system. Boy, that'll look good on the map, eh? Then what will there be to fight over?

KlintortheDestroyer
Posted - 2011.05.02 03:20:00 - [101]
 

ideas have been posted b4:

planetary bases can now grow populations (through food and livestock support)
populations provide tax income daily as well as source for slaves/other npc type characters produced like marines/geurrillas (dust game) markets exist on planetary/lunar bases which allow players to buy drugs/weapons/supplies which feed (dust game) and maybe feed eve game market

t2 dreads or capital siege ships (shoot at cannons and drop landing parties of marines on bases who then fight in dust) can attack planetary bases while planetary bases can equip longrange artillery weapons (200km-500km from planet surface) that shoot outward toward space by launching beams/artillery/rail/blast or missiles

pi needs to be reworked so that even a lvl 1 planetary can build atleast 1 extractor, 1 factory and 1 defense weapon/bunker for marines and lvl 5s + advanced planetary V can create complete city grids

planetary bases are dockable points in space on the planet surface (visible in overview) but only members of corp/people with special access are allowed to land, only shuttles and transports can land on surface, while battleships/etc can park outside at customs bureaus or ship yards

lunar bases/asteroid bases cannot grow populations but can house military protection and weapons similar to planet bases and also must be scanned to be found and attacked - as far as other ways of getting ore, moon bases and planetary mining would be a good way to keep a residual ore base to support small fleets/large alliances



Jaik7
Posted - 2011.05.02 15:56:00 - [102]
 

my suggestion is some asset accesible by acceleration gate that only lets in ten or so people per hour. that makes it only accesible to "small" gangs.

as to what the asset should be, i've no idea. maybe the customs offices or something.

Orboro Naheema
Posted - 2011.05.02 23:14:00 - [103]
 

Edited by: Orboro Naheema on 02/05/2011 23:50:11
@Forumena Altair, Marconus Orion, Guilliman R, and Arkady Sadik

I like this direction. I think if we could combine these ideas to produce an interesting mechanic. I like the idea of hacking upgrades to reduce their efficiency. Could we combine the hacking/timer method with a small amount of EHP for some explosions while the invaders wait around?

So the IHUB upgrades would seem to require a lot of information to function. In order to acquire this information, the IHUB deploys scanning stations around the solar system. These are large heavily armored structures. They move around every day and must be scanned down by attackers. They are invulnerable like the other sovereignty structures, but a small fleet could sneak in and disable the shields around critical parts of their structure just enough for the signal from a hacking unit to get through to the juicy innards.

The data relays or whatever we call them could have a small signature radius and an angular velocity roughly equivalent to a cruiser or a frigate with the effective hit points necessary to withstand several volleys from a 5-15 member gang of cruisers or heavy cruisers.

After the shields are weakened a ship can target and activate a hacking unit on them. I lean towards a random success bounded by a minimum and a maximum amount of time.

Example: You activate your hacking unit on the target. Your success will happen per the normal hacking mechanics except that you cannot succeed until at least 2 minutes have passed but you will definitely succeed if your hacking unit remains active on the target for 4 minutes. (Numbers are BS, for example only).

Once you have hacked all the data relays, the scanning station is deactivated. This will persist for a minimum duration. It will not come back on until it is repaired after this time has passed (could be repaired before this as well but will not come online again until the duration requirement is fulfilled). To repair them people would have to un-hack them and then repair their shields. (Note: they could possibly work after being un-hacked with damaged shields).

On destruction: Your upgrades will decrease their effectiveness for the duration of the offline period. Anomalies will be crappier (hard to imagine I know) and will spawn slower. Cosmic signatures will not spawn as much (might need to buff this so the decrease is actually noticeable). You get the idea.

@El Digin concerning increased mining yield Maybe illegal mining crystals for low end ores?

Also:
Agents flying around in your space. They give you stuff, but only when they are alive. Since they're in space, other people can come around trying to make them not alive which would disallow them from giving you the a fore mentioned stuff.

New Null Sec Agent System

New way to pay SOV bills. People can shoot this one too and make it not alive anymore.

Remove SOV Bills & Replace

Variable resources. They come, they go. You can get them. Other people can make you dead while you try to get them. Oh yeah, they can also steal them.

Resource Flashpoints

EDIT: I forgot to put this in initially, and I know it does not appear to directly affect crops and fields. I would like to see local in Null Sec placed on delayed mode. I would also like to see refinements of scanning (on board and probes) and cloaking (specifically cloaks on non-covops and black ops ships and the ability to become immune to scanning)

Mars Theran
Caldari
EVE Rogues
EVE Rogues Alliance
Posted - 2011.05.03 07:52:00 - [104]
 

Originally by: Soldarius
This suggestion lacks focus. OP starts at industrialization of nulsec and goes on to talk about PvP? Focus more then I'll support.

I have never seen a shortage of mfg slots anywhere in nulsec, unless it was NPC space. Those slots cannot be lost due to invasion of enemy forces (barring a permanent station camp), and thus are more desirable.

Confirming that refining at a POS is stupid bad. Stations insta-refine and do it far more efficiently. Unfortunately, only certain outposts get refineries, and only 1 is currently allow per system. I feel this is one of the biggest road-blocks to nul-sec industry.

It is far more efficient and time/cost effective to export moon-goo and import low-ends in the form of cheap meta 0 items.

The limit to stations in system is absurd, encourages alliance sprawl, and thus increasies said alliance's sovereignty upkeep costs.

If CCP's current desire is to get alliances to concentrate more in those desirable systems (better true-sec), then allow alliances to plant more than 1 station/outpost per system.

Furthermore, allow planted stations to be removed/recovered/destroyed. The wayu things are now, nul-sec will eventually have a station in every system. Boy, that'll look good on the map, eh? Then what will there be to fight over?



I think you missed the point of the thread. The CSM is asking for player feedback, not giving you an idea to examine.

Snaketzu
Gallente
M. Corp
-Mostly Harmless-
Posted - 2011.05.04 20:22:00 - [105]
 

Farms and Fields: There is already a mechanic in use in the game to attack farms and fields, and it just got a lot more powerful again since most alliances now have their most valuable space concentrated into a very few low truesec systems easily pinpointed on Dotlan. It's called cloaky afk camping, where a player leaves a cloaked ship (and the threat of a cyno hotdrop) basically afk in a system for days, even weeks. This is a widely discussed and widely used tactic to attack the morale and economy of your opponent. The problem I have with it is this: it should not be possible for ANY player to accomplish ANYTHING of any VALUE unless he is actively at his keyboard PLAYING his character. AFK cloaky camping is the same thing as botting in this sense and needs to be nerfed. Hard. Either put a module timer on cloaks so you can't afk your ship in space until next downtime, or introduce some probes into the game that can detect cloaked ships, albeit with long scan times or some other similar difficulty. Neither one hinders an active pilot much but puts an end to the afk camping posthaste.

I'm all for having a legit way of doing this instead, that even small gangs can accomplish. Having "raiders" being able to accomplish something returns much of value to the game, including penalizing large power blocs for concentrating all of their forces in one system. Right now there is little risk to such tactics, since system sov can't be decided decisively in a short period of time (and it shouldn't be). But somewhere in this game the usefulness of small, mobile raiding fleets has been relegated to the level of "I'm bored, let's go roam and see if we can kill something", and I think that's a shame.

Some of the better and easier ideas involve making existing structures vulnerable to disruption by smaller units than sov warfare fleets. IHUBS and certain station services like refining and production are excellent targets for disruption. Disrupt pirate entrapment? No anoms spawn until it's fixed. Disrupt an ore prospecting array? The system suffers a certain percentage of backslide in industry activity. These are just examples that would need balancing, and also possibly a limit placed on how many times these structures can be vulnerable in a downtime period. Having these structures vulnerable to disruption through a different method than HP prevents "blob" vulnerability, gives defense fleets time to form and react, and could give the archeology and hacking skills and modules a new lease on life. Once caveat: no more than one module per ship, if having more modules active has an effect on the amount of time. We don't need to give rise to specialized "disruption" fits and ships. Make the attacking gang trade off a midslot per ship for how much faster they want it to move, and put a limit on it, say 10 modules or so. I'm just freeform brainstorming here but you get the idea.

Two more ideas more industrial based: Minerals and ores are going to have to be fixed soon anyway. In case nobody has noticed, the price of mega and zydrine are tanking fast, and there's nowhere to look but all of the new miners mining ABC in gravi sites in rental nullsec systems. There's way more of these high end minerals hitting the market now than demand needs, so either blueprints need to be updated, ABC rocks need to be nerfed, or make high end ores more valuable because of the mix of minerals they refine into, not that they provide an overabundance of a particular rare thing that can overflow the market. This introduces more low end minerals into nullsec, which is what builders need to build there for the local market instead of importing. At the same time, it's past time that reprocessing got nerfed. It's ridiculous to me that anything can be recycled into its components and then rebuilt with no loss. You should never, with perfect skills and location, be able to retrieve more than 90-95% of what went into something when you recycle it.


El Liptonez
V0LTA
VOLTA Corp
Posted - 2011.05.04 21:04:00 - [106]
 

Some pretty simple things here, like someone already noted them before:

Balance 0.0 > low sec > high sec in percentages. High sec only drops 25% of nullsec ores, low sec 50%. Add more trash minerals to high-end ores. Forcing a player to mine Veldspar in 0.0 sites is just dumb.

Comet mining. They don't need to fly around in space or whatever, but damn, let players mine moon minerals.

Moon mineral spam. Double the number of tech moons, just mirror the north to the south. Or something like that. I do like the high amount of valuable moons, but spread even more of them, so individual corps can run their own full reaction chains im 0.0.

Iden Secundus
Posted - 2011.05.05 05:36:00 - [107]
 

Edited by: Iden Secundus on 05/05/2011 05:37:37
Originally by: Valator Uel

Scorched Earth:
Lets see what 0.0 resources are:
- Moons
- Asteroids
- NPC's
- Plexes/Anomolies
- PI

All these factors should be able to be affected.
:


I miss one:
- outposts...
They must be destroyable.


If peoples are afraid about the items in the outpost: maybe cover them in "stasis field" (like "impounded"; but in space/not dockable)
__
EVE must be a cruel world or we can switch to WoW... Twisted Evil

Hirana Yoshida
Behavioral Affront
Posted - 2011.05.05 06:35:00 - [108]
 

Originally by: El Liptonez
Forcing a player to mine Veldspar in 0.0 sites is just dumb...

Which made me think (damn you El Lip!). We have already suggested factory line modifiers, hauler spawns and automated mining to help cover the low-end deficit when/if the Jita umbilical is cut.

Why not use a simple reverse alchemy process, whereby more dense minerals is broken down into low-ends with a boost to output (ex. Megacyte is roughly 800 times more expensive than Tritanium so would yield anywhere up to that ratio when catalysed).

Elsa Nietchize
Posted - 2011.05.05 08:02:00 - [109]
 

every single one of these ideas are horrible.

bartos100
DARK ADAMA
Terra Axiom
Posted - 2011.05.05 08:10:00 - [110]
 

i like the ideas to disrupt ihub upgrades but most of the ideas make the upgrade back active after repairing it

that will just mean that the owner waits until the gang is gone and then get a few carriers/logi's on it and its back up

i think that to be of any effect you should leave the upgrades offline for like 24 hours that way the locals will try to defend it instead of repairing it when the enemy is gone

that would result in more small gang fights as it's hard to get a huge fleet together in the short time you have to safe the upgrades from going offline

Orboro Naheema
Posted - 2011.05.05 21:02:00 - [111]
 

I may have been unclear, but I stated that "This will persist for a minimum duration." The reasons listed above are exactly why I did this. If I can just repair the target up, I will POS up until the enemies have gone. 24 hours might push the worth of some of these upgrades too low though. If they can be taken out by a small (5-20) person gang, there is the very real possibility that they would be down a significant amount of the time due merely to time zone warfare. Increasing their EHP would defeat the goal to create meaningful small scale warfare in null sec space. I lean towards a duration somewhere between 3, 6, 9, or 12 hours. I favor one as long as 3 hours but shorter than 6, but someone else may want to do the math on this problem.

Hirana Yoshida
Behavioral Affront
Posted - 2011.05.06 05:36:00 - [112]
 

Originally by: Orboro Naheema
....

Why is it that time-zone warfare is even possible?

Why shouldn't there be some mechanics, not the core ones but extraneous ones like upgrades, that encourage actually banding together with people other than those living in ones neighbourhood?

It is natural to gravitate towards ones own, but look at what it has done to the game. Massive blobs reinforcing stuff, massive blobs repping stuff and the occasional blob bash on the weekend.

Eve's greatest strength is the 'one server' aspect but it has so far been completely ignored mechanic wise .. time to make people think global instead of local.

Orboro Naheema
Posted - 2011.05.08 07:08:00 - [113]
 

I am not for or against timezone warfare. I would argue that we are already working globally in null sec. NC had 30K toons last time I could be bothered to check. I would be willing yo bet they can cover almost any timezone they desire.

The idea here was to foster warfare styles that diverge from the standard massive fleet engagements upon structures with timers. We could foster the option of utilizing a smaller fleet without somehow limiting the time scale, but this would very likely reduce the upgrades desirability enough that no one would bother building them. No upgrades = no combat. It would nice to see raiding for destruction and raiding for profit become workable play styles. Currently invaders must actively camp your systems with a fleet, or they have to menace you with the threat of sneak attacks by cloaked ships. Once they leave though, everyone goes back to what they were doing.

WarFireV
Gallente
The Maverick Navy
Against ALL Authorities
Posted - 2011.05.08 20:50:00 - [114]
 

Upgrade amons in null sec and remove all L4 missions in highsec. Razz

Not going to happen, but it sure as hell would balance nullsec to highsec profit.

Wolodymyr
Posted - 2011.05.09 21:57:00 - [115]
 

Edited by: Wolodymyr on 09/05/2011 21:58:53
I like the I-Hub hacking module idea from earlier because it's the only idea that would actually work with a small gang.

OK so your small gang of 10-20 ships flies into enemy territory. They see you and try to get a home defense fleet up.

During this time your group heads to the I-Hub and whoever in your gang has the hacking module starts to work on one of the upgrades. Only one hacking module at a time can be used on an upgrade to prevent blobbing.

Also hacking an I-Hub upgrade might take 10 or so minutes of hacking to give the natives time to get a home defense fleet up.

Because hacking only takes 10 minutes the home defense fleet only has 10 minutes to form up and chase off the attackers, again this would mean that the involved fleet sizes would be on the small side.

If a module gets hacked it shuts down for 6 hours. This is annoying but not crippling. That means it's worth it for a small roam to do to someone but not really worth calling a CTA for.

This encourages small fleet sizes for both attack and defense.


Yeep
GoonWaffe
Goonswarm Federation
Posted - 2011.05.09 22:48:00 - [116]
 

Originally by: Wolodymyr

Also hacking an I-Hub upgrade might take 10 or so minutes



Stopped reading here. There isn't a single entity in the game who can form an effective counter gang, engage and destroy 10-20 ships in 10 minutes. Nor will there ever be. If we assume absolute best case scenario, there are enough people in system to counter the gang, they notice their iHub is being hacked (1 minute) and dock up (1 minute), switch to the exact counter ship they happen to have in station and undock (1 minute), warp to the iHub (1 minute) they now have 6 minutes to wipe out a 10-20 man gang. If people need to come from 2-3 jumps out they aren't even going to get in system in time.

What this comes down to (every time) is you want people to be forced to engage roaming gangs with an inferior gang that will do nothing but pad your killboard. 10 minutes of effort for 1 person to shut down ratting for 6 hours is pants on head ******ed.

Wolodymyr
Posted - 2011.05.09 23:05:00 - [117]
 

Edited by: Wolodymyr on 09/05/2011 23:17:20
Originally by: Yeep
Originally by: Wolodymyr

Also hacking an I-Hub upgrade might take 10 or so minutes


Stopped reading here.

Well I stopped reading after I read that!


ok half an hour hack time, or an hour whatever. Just whatever time it takes one alliance to get a home defense fleet going, but not enough time to cyno in every super-cap in whatever massive power block you are in. And maybe it only shuts down the I-Hub upgrade for 2-3 hours

Bromothymol
Ixion Defence Systems
Test Alliance Please Ignore
Posted - 2011.05.10 00:25:00 - [118]
 

I like the idea of using hacking modules, anything that implies a breaking of secured computers should be more then just a PVE container key.

So here's my idea, building on the ideas of others earlier.

Add an SBU like object to the game that disrupts services in the target system, but it has no HP. It needs to be hacked to disable it, and it's vulnerable to being hacked for a period of time between being anchored and going online. The period of time is determined by how much of a disruption the attackers want it to have, meaning it's configurable. And as soon as it's anchored it has the intended effect, so even if it gets hacked 10 minutes later, it still disrupted things.

If you want the, I'm going to call it an SIU for Service Interruption Unit, to disable all rats/anoms/sigs for 1 hour, it's vulnerable for, say, 15 minutes. Because who really cares if ratting isn't available for an hour? But if you want it to disable ratting for a week, well now it's vulnerable for a couple hours.

Other things it could do are (off the top of my head):
- Prevent docking at the station (high cost to SIU vulnerability duration)
- Jam all mining lasers in the system
- Jam all moon miners in the system
- Turn off local
- Disable jump bridges in system
- Turn on a market tax in the outpost in system (if there is one) that filters money into the invader's corp wallet
- Use your imagination.

There'd probably need to be some amount of limiting so that every single effect couldn't be turned on all at once and/or for the maximum duration. Also, please keep whoever designed the UI for POSs far away from this. It would need to be used quickly, and possibly in a combat environment.

Finally, the SIU should be 6000m3, so it can be hauled in a blockade runner, but no more then 1 at a time (per cloaky hauler).

Hirana Yoshida
Behavioral Affront
Posted - 2011.05.10 09:23:00 - [119]
 

Originally by: Yeep
...What this comes down to (every time) is you want people to be forced to engage roaming gangs with an inferior gang that will do nothing but pad your killboard. 10 minutes of effort for 1 person to shut down ratting for 6 hours is pants on head ******ed.

Wouldn't that be considered the cost of bloat empires?
Consider how long it takes <insert federal acronym here> to respond to <insert tragedy here> off the main roads out in the sticks .. hell it is often a problem if a tragedy happens next door to response unit HQ due to all the YouTube *****s with videophones needing to be smacked around first Very Happy

There is absolutely nothing in the way of guerilla options at present and since any such option will have a massive impact on the 'set in their ways' (read: cannot/will not adapt) null who make up the majority, CCP will have to endure a lot of crap to make it happen .. in short: your 'blob > all' lifestyle is safe for a long time, don't worry.

Yeep
GoonWaffe
Goonswarm Federation
Posted - 2011.05.10 09:52:00 - [120]
 

Originally by: Wolodymyr

ok half an hour hack time, or an hour whatever. Just whatever time it takes one alliance to get a home defense fleet going, but not enough time to cyno in every super-cap in whatever massive power block you are in. And maybe it only shuts down the I-Hub upgrade for 2-3 hours


So you want to be able to do damage deserving of a serious response without actually risking any of your own assets, sounds fair to me.

Originally by: Hirana Yoshida

There is absolutely nothing in the way of guerilla options at present and since any such option will have a massive impact on the 'set in their ways' (read: cannot/will not adapt) null who make up the majority, CCP will have to endure a lot of crap to make it happen .. in short: your 'blob > all' lifestyle is safe for a long time, don't worry.


Its irrelevant what size of entity you're attacking. In fact a larger alliance will probably have a higher chance of responding with a 10 minute warning than a smaller one. The overall chance of winning is still basically zero.

I'm all for having something like an anchorable which shuts down services in a constellation, or even region if you want (although not docking, thats not going to encourage fights at all) as long as you can defend it. I'd also be quite happy for a 10 minute hack to disable services so long as they could be restored with a similar amount of effort.

Damage should be proportional to the effort the attacker puts in, regardless of how much more the attacker feels their sense of self-superiority entitles them too.


Pages: 1 2 3 [4] 5 6 7 8

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only