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Virginia Hymen
Posted - 2011.05.12 05:31:00 - [1801]
 

Finally CCP is growing some balls and making changes that need to be made, despite the risk averse crying major tears. EVE's niche is a harsh and dark world....never forget that CCP.

Virginia Hymen
Posted - 2011.05.12 05:35:00 - [1802]
 

Originally by: Ben Derindar
Edited by: Ben Derindar on 12/05/2011 00:56:40
Originally by: Minigin
quote this if you think these changes are too moderate.

these changes really dont change as much as needs to be changed. the fact that there are people crying so hard about these changes when really they should be far more severe is making me lol.


Well, of course. These JB changes merely address only one aspect of the greater force projection issue; the next change should be aimed more specifically at capitals (nerf jump ranges please).

But that doesn't mean we shouldn't be grateful for what we get. Very Happy


Gizan
Hounds Of War
R-I-P
Posted - 2011.05.12 05:42:00 - [1803]
 

you wanna see a clusterF***, "accidently" disband the large alliances in the game for 1 day and revert it back after the next downtime. talk about mass chaos :)

WarriorTooth
Posted - 2011.05.12 05:46:00 - [1804]
 

Originally by: Lost'In'Space
Edited by: Lost''In''Space on 12/05/2011 01:55:12
lol, all this over having to make a +1 gate jump in the JB network?

Rumpelstilski
Caldari
Blood Covenant
Pandemic Legion
Posted - 2011.05.12 05:59:00 - [1805]
 

Edited by: Rumpelstilski on 12/05/2011 06:35:10
Originally by: Tango Zulu
ExclamationExclamationExclamationExclamationExclamationExclamationExclamationExclamation
Goonswarm forums leak!
ExclamationExclamationExclamationExclamationExclamationExclamationExclamationExclamation
Originally by: importantGoonswarm Logistics person

Was thinking about this going home.
To drop this one link:
One neutral character moved a 400k m3 mod and a 300k m3 mod 12 jumps in empire in a freighter. That was passed off to a different freighter, which was escorted by a roaming gang of about a dozen goons through 2 gates, and 4 jump bridges. It was then transferred to a third character. I then flew a falcon out to scout a system, checking every planet because :ccp: makes it so you can't see ihubs that were transferred from another alliance (TCF). I then lit a cyno, and the first titan shot the waiting charon, which was packed with an ihub that took 2 days to cook, and among other things, capital construction parts (which are a pain to move or make).

The ihub took 1 hour to anchor, and 1 hour to online. By that time, the first Titan had gone to bed, and a second titan fired off another freighter, packed with just two things, which took 800km or so. While this was happening, a rorq cynoed in, dropped a pos, which took 30 minutes to anchor and 30 minutes to online. 2 more trips brought out the guns, ammo, and a cyno gen, with some more fuel. A monkey sat about 4 hours or so and pushed butan, flying from gun to gun to add crystals. The next morning (Anzac are handy) I jumped yet another rorq in with the 100k m3 jump bridge mod. That took 30 minutes to online, after 15 minutes of ****ing with the jump bridge settings which would make babby jesus cry. In two different systems.

And this is just *One* link.



This is a full, unedited post to illustrate a few things to those who think they might have a valid opinion on something they're not experienced with in theory or practice.

We do use freighter convoys,
we do use alts,
we do escort,
we do scout,
we do use 0.0 industry infrastructure,
we do use titans for logistical support rather than only supercap battles.

Your freighters still die like idiots on poses, unscouted and unescorted, alt or otherwise and you don't really use your titans for pvp - supercap or otherwise, just sayin'

You could have set standings to your alt corps so you don't have to switch ships (and wtf is with that third character?! Shocked), TCF should have told you where their IHUB is, your falcon scout should have used the scanner instead of warping like an idiot from planet to planet if TCF screwed you up, you should have anchored POS WHILE you were handling the IHUB and you could have brought fuel in a JF you had at your disposal instead of moving it in multiple rorqual trips, POS fitting is a pain yes - rejoice it's not the old sov system, the 12-men defense gang wouldn't have helped you at all if you got dropped and any kind of force that would run away from 12 goons could have been easily assembled and bridged at a moments notice if scouts picked up hostiles (talk about wasted effort)...

...and you did all that work only once when you took the region from TCF and you JB spammed systems and routes that most of your members will never need and once you got the bridges up you didn't really need help to do anything from your fellow goons which is one of the reasons this change is being implemented.


Stop being awful at this game and stop whining

Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2011.05.12 06:49:00 - [1806]
 

People are making way more out of this than there actually is. It's a minor tweak to the way highly developed sov space works.

Seriously, you people bawwing that "logistics will become impossible" and such because you have to make 5 bridges and 5 jumps to cross three regions, are you really, genuinely expecting any sympathy here?

Really? Rolling Eyes

Jack Abramof
Posted - 2011.05.12 06:57:00 - [1807]
 

Originally by: JC Anderson
Edited by: JC Anderson on 12/05/2011 00:46:24

Back when I was with the ASCN, (Yes I know, we sucked) jump bridges did not exist... Jump freighters did not exist... Warp to 0 did not exist (Though we all had thousands of insta's)... And at the time even jump drive capable standard carriers and dreads were extremely rare...

What we had was numbers to include us in the alliances with thousands of members category. We held on to our space for quite awhile until BOB, MC, and a few others finally dismantled the ASCN in an extremely successful invasion.

My point is that despite lacking these things, we still were able to build an economic infrastructure and sustain ourselves as well as our individual members through careful management. We actually had to patrol our space, and guard the entrances to it as well. And once every two weeks we would form a freighter convoy with about 300 or so escort ships and fly the 45 jumps gate to gate from our space to the main trade hub that we used in Empire. We used an advance scout fleet in front, another fleet of escorts WITH the freighters, and a final fleet that stayed one behind to watch for attackers coming up from the rear.

One of the best parts of the game was that there were more options when it came to attacking your enemies than simply invading their space. And one of those ways was to attack their supply lines directly by staging ambushes on their freighter convoys when they were most vulnerable. Things such as this provided a way for smaller groups to inflict crippling blows against the larger alliances.

It's just sad that with all the additions to make things "easier" and "safer" in null, these sort of things no longer take place as there is no longer a need. It was a big part of the game, and I have to admit that I miss it.



This is absolutely true . agree 100% with you.

Morathee
Posted - 2011.05.12 06:59:00 - [1808]
 

Originally by: Feyleaf
I already cancelled an alt i was training up for fun =)
1 cancelled alt account = 1 vote.



Cancel the others too and don't let the door hit your arse on the way out o/

Rumpelstilski
Caldari
Blood Covenant
Pandemic Legion
Posted - 2011.05.12 07:02:00 - [1809]
 

Originally by: Morathee
Originally by: Feyleaf
I already cancelled an alt i was training up for fun =)
1 cancelled alt account = 1 vote.



Cancel the others too and don't let the door hit your arse on the way out o/


Yo fayleaf, that's a good way to prepare for the following patch, I hope your entire coalition follows your lead

FellRaven
Minmatar
Macabre Votum
Morsus Mihi
Posted - 2011.05.12 07:43:00 - [1810]
 

Originally by: Bashiri
I see 55 pages of nc crying and nobody else????????


HAHAHAHAHAHAHAh


I guess you'd have to go the the Russian Forum's to see the rest of 0.0s response

Untelo1
Posted - 2011.05.12 07:44:00 - [1811]
 

Edited by: Untelo1 on 12/05/2011 07:55:17
Jump bridges should be removed altogether. Their purpose is to allow making new connections between solar systems for faster travel, not safer. And they do make traveling safer. While jump bridges can be camped, that is much rarer than camping regular gates. Therefor jump bridges should be replaced by player built stargates usable by anyone and limited to one per system. Fuel stored in the stargate could be used by alliance members, and others would have to bring some with them. This way the fuel usage would be fair for the alliance, while making it a little bit harder for anyone else. This would make traveling just as fast as one jump bridge per system, but more dangerous as well as a little bit harder for the massive coalitions of multiple alliances.

I'm Down
Posted - 2011.05.12 07:44:00 - [1812]
 

This is a good idea with a horribly deployment method. Very short notice and not being implemented properly with other related fixes that need to be done at the same time.

While I'm extremely happy CCP has finally started doing things aggressively against the consensus of player attitudes, I'm extremely ****ed off that they aren't addressing much larger concerns first such as the overwhelming dominance of Supercapital which anyone with sense predicted long before they were ever changed.

It's also really dumbfounding that they openly say it's going to be at least 7-8 more months before 0.0 gets a real look at patch and no real talk of what else might change after patching Jump Bridges.

IMO, this could be executed much better than a 1 - 3 week notice about the huge change to bridges.

It's almost as stupidly dumbfounding as the change to sanctums and Havens when it should have been a change strictly to the quality of both.

Havens are much lower cash per hour than sanctums, yet unless you're in a -.5 or lower, you cant' even find them anymore. The next lowest teir hubs are so far down on cash per minute that the disparity is down right silly.

Sanctums done with pimp ships = 100 mil an hr or more (300 mil in a Rag/Erebus)
Havens done with pimp ships = 70 mil an hr or more
hubs done with pimp ships = 25-30 mil an hr

They say this is to create space conflict, yet they have the utter **** imbalance in moon goo and the utter **** imbalance in sov warfare... so why patch one til the other is fixed.



I'm all for patching in small doses to see how one thing affects others. But it doesn't work when you don't set priorities properly and patch the things that might need changing before the thing's you absolutely know have to change.


IMO the priority list should look something more like this:

Supercapitals
Technetium
Structure HP and the need for Grinding
SBU / TCU onlining times
Carriers / RR
Battleship imbalance
Jump Bridges / Cyno Jammers
Dictors/hictors
0.0 value
Titan Portals / Hotdropping with cyno's
Tech 3 imbalance


Don Kartel
Posted - 2011.05.12 08:01:00 - [1813]
 

Fixed

Originally by: I'm Down


IMO the priority list should look something more like this:

Supercapitals
Technetium
Structure HP and the need for Grinding
SBU / TCU onlining times
Carriers / RR
Battleship imbalance
Jump Bridges / Cyno Jammers
Dictors/hictors
0.0 value
Titan Portals / Hotdropping with cyno's
Tech 3 imbalance

Then INCARNA development ( which looks like a complete waste of 2-3 years development time currently )



Natalia Kovac
Minmatar
Stimulus
Rote Kapelle
Posted - 2011.05.12 08:09:00 - [1814]
 

Lol threadnaught. I'm assuming it's the sovbears whining that they might actually have to use a gate once in a while.

Keep strong CCP, this is definitely the right path to be taking.

Jelek Coro
Erase Rewind
Posted - 2011.05.12 08:11:00 - [1815]
 

Originally by: JC Anderson
Edited by: JC Anderson on 12/05/2011 00:46:24

Back when I was with the ASCN, (Yes I know, we sucked) jump bridges did not exist... Jump freighters did not exist... Warp to 0 did not exist (Though we all had thousands of insta's)... And at the time even jump drive capable standard carriers and dreads were extremely rare...

What we had was numbers to include us in the alliances with thousands of members category. We held on to our space for quite awhile until BOB, MC, and a few others finally dismantled the ASCN in an extremely successful invasion.

My point is that despite lacking these things, we still were able to build an economic infrastructure and sustain ourselves as well as our individual members through careful management. We actually had to patrol our space, and guard the entrances to it as well. And once every two weeks we would form a freighter convoy with about 300 or so escort ships and fly the 45 jumps gate to gate from our space to the main trade hub that we used in Empire. We used an advance scout fleet in front, another fleet of escorts WITH the freighters, and a final fleet that stayed one behind to watch for attackers coming up from the rear.

One of the best parts of the game was that there were more options when it came to attacking your enemies than simply invading their space. And one of those ways was to attack their supply lines directly by staging ambushes on their freighter convoys when they were most vulnerable. Things such as this provided a way for smaller groups to inflict crippling blows against the larger alliances.

It's just sad that with all the additions to make things "easier" and "safer" in null, these sort of things no longer take place as there is no longer a need. It was a big part of the game, and I have to admit that I miss it.


Needs repeating so people crying know what true logistics and planning is...

ASCN had faults, but logistics was not one of them...


Dodgy Past
Amarr
Digital Fury Corporation
Posted - 2011.05.12 08:12:00 - [1816]
 

Edited by: Dodgy Past on 12/05/2011 08:12:45
Originally by: Sidus Sarmiang
Edited by: Sidus Sarmiang on 12/05/2011 02:25:21
Originally by: Alexander Knott
Originally by: Sidus Sarmiang
What they need to do is make NPC station services disableable, and add a service that allows ships to be fitted/boarded/docked. When disabled, make them unrepairable, just have it so they come online after a few days. If they want to use NPC stations to launch an offensive against player controlled space, they should be subject to the same requirements of defending your staging system as anyone else, otherwise it's just imbalanced.

This keeps coming up and I have no idea why. Do you really think this would help? It's not like people routinely disable station services on conquerable stations as it is. I can see this being disincentive to small pirate corps living in NPC 0.0, but it'd be pretty futile against an organization like PL. You'd either have to form a big ****off fleet to disable services or come with less and fight us (which you can do now just by forming a fleet and coming to FDZ).

I'm not really against the idea (though I would be if I were part of a smaller organization), it just seems like you'd spend two hours sitting at a POS while your fleet forms, all the while listening to DBRB and his dog telling you a 'funny story', fly/bridge to some NPC system where you'll conga around a structure which you can't even AFK shoot (because it shoots back) and then fly home. After which any of the merc/pirate alliances is just going to undock 50-100 triage carriers (which they need to move their **** around) and single cycle the services back up.



That's why I said make it so once station services are brought down, give it a default timer before which it can even be brought back up. Make it a day or two.
So you not only want to be able to disable NPC stations for everyone but you also want it to be far more vulnerable than sov station by being able to take it out for days in a single hit while people are asleep with nothing they can do to fix it in their TZ, plus no options for cyno jammers to prevent sov entities bringing in SCs against people that can't build them.

If Mittani thinks he'll ever get any traction with an idea that is so obviously designed to allow sov players to completely ruin the game for the 1000s of players that have no interest in sov just so they don't have to defend their space from a few marauding gangs he's living in an ego fuelled fantasy.

Resender
Posted - 2011.05.12 08:12:00 - [1817]
 

Another point why this idea is bad, it will create more lag.
Cause now the fleet action will not be limited to a single system but to dozens, with massive gatecamps.

They can't keep lag down in an un-announced big fleet action, they want us to request node reinforcement, already giving intell away, what now the routes to the fight will have to be reinforced as well.

Unless CCP wants to reinforce 0.0 completely all the time this idea is going to be overused by the pÍople who exploit lag already.

Lost'In'Space
Posted - 2011.05.12 08:16:00 - [1818]
 

Originally by: Natalia Kovac
I'm assuming it's the sovbears whining that they might actually have to use a gate once in a while.


You assumed correctly, they could just use a scout. But instead they complain their un-scouted haulers will meet some gankers just waiting on the gate IN THEIR OWN SOV SPACE!

Dodgy Past
Amarr
Digital Fury Corporation
Posted - 2011.05.12 08:17:00 - [1819]
 

Originally by: Resender
Another point why this idea is bad, it will create more lag.
Cause now the fleet action will not be limited to a single system but to dozens, with massive gatecamps.

They can't keep lag down in an un-announced big fleet action, they want us to request node reinforcement, already giving intell away, what now the routes to the fight will have to be reinforced as well.

Unless CCP wants to reinforce 0.0 completely all the time this idea is going to be overused by the pÍople who exploit lag already.
Requesting node reinforcement is giving intel away Shocked

Also spreading fights across multiple systems is exactly what people have been suggesting as the necessary counter to lag since it allows CCP to use multiple nodes to manage the fight rather than a single one because it's in a single system.

Yumis
Amarr
Element 115.
Raiden.
Posted - 2011.05.12 08:20:00 - [1820]
 

I love it, 0.0 isn't meant to have no risk.

Rainus Max
Fusion Enterprises Ltd
Morsus Mihi
Posted - 2011.05.12 08:52:00 - [1821]
 

Originally by: Tango Zulu
ExclamationExclamationExclamationExclamationExclamationExclamationExclamationExclamation
Goonswarm forums leak!
ExclamationExclamationExclamationExclamationExclamationExclamationExclamationExclamation
Originally by: importantGoonswarm Logistics person

Was thinking about this going home.
To drop this one link:
One neutral character moved a 400k m3 mod and a 300k m3 mod 12 jumps in empire in a freighter. That was passed off to a different freighter, which was escorted by a roaming gang of about a dozen goons through 2 gates, and 4 jump bridges. It was then transferred to a third character. I then flew a falcon out to scout a system, checking every planet because :ccp: makes it so you can't see ihubs that were transferred from another alliance (TCF). I then lit a cyno, and the first titan shot the waiting charon, which was packed with an ihub that took 2 days to cook, and among other things, capital construction parts (which are a pain to move or make).

The ihub took 1 hour to anchor, and 1 hour to online. By that time, the first Titan had gone to bed, and a second titan fired off another freighter, packed with just two things, which took 800km or so. While this was happening, a rorq cynoed in, dropped a pos, which took 30 minutes to anchor and 30 minutes to online. 2 more trips brought out the guns, ammo, and a cyno gen, with some more fuel. A monkey sat about 4 hours or so and pushed butan, flying from gun to gun to add crystals. The next morning (Anzac are handy) I jumped yet another rorq in with the 100k m3 jump bridge mod. That took 30 minutes to online, after 15 minutes of ****ing with the jump bridge settings which would make babby jesus cry. In two different systems.

And this is just *One* link.



This is a full, unedited post to illustrate a few things to those who think they might have a valid opinion on something they're not experienced with in theory or practice.

We do use freighter convoys,
we do use alts,
we do escort,
we do scout,
we do use 0.0 industry infrastructure,
we do use titans for logistical support rather than only supercap battles.

Why, after that, after playing by your rules to make the sandbox more playable, do you feel like ****ing in the sandbox? When you p*ss in sandboxes, it gets clumped and disgusting, and kids leave. The kids that stay are the "hardcore" people who are either literally r*****ed and don't mind the smell of p*ss, or the ones that are there to get attention with their antics, but don't have any responsibility to the sandbox. (and occasionally other kids who come over and co-p*ss in your sandbox, then mock you when your sand is all clumped, or even if they just don't have a sandbox of their own, and aren't cool enough for yours.)

The point is, if you actually (hit your head and) think this will make a difference that is positive, why now(NOW now, not even soon now) and not in the winter, when we're supposed to see supposed improvements to counter balance this. If you're going to p*ss in a sandbox that you want people to play in, you need to be more deft about it. Put candy in the sandbox, and suspend yourself far above it, then wave your collective c**ks in a helicopter-d**k-swinging motion so the p*ss is lightly distributed enough that the kids going for the candy don't notice or think it's a mild rain that kinda smells funny and don't scatter to the four winds.

Originally by: Elizabeth Cho
If you've ever played Sim City you'll know how you spend all your time building and tweaking things..but eventually it gets too much and you wonder what it would be like to let Godzilla loose on your creation..

I think the devs have got to that position with Eve.


Shocked


^^ This on so many levels, not to mention all the towers we will now have to spend weeks removing because they are now just a waste of space and fuel.

My idea of fun is definately not logistics or POS building, BUT I have to do them to make sure my corp and alliance keep running.

Bobbeh
Minmatar
Navy of Xoc
The Remnant Legion
Posted - 2011.05.12 08:59:00 - [1822]
 

Less than 2 days 1800+ posts

Wonder if CCP will realize this isnt a good idea.

And furthermore that the little PL flies whispering in their ear, arent a true 0.0 entity. They are mercs, and dont need sov, or jbs, or sanctums, or any of the stuff they want to get rid of.

They want alliances that actually take sov not to have the ability to defend it effectively cause then they can just rofl stomp them. PL has no bearings on how 0.0 should change cause they dont hold sov, or maintain a group of pilots in a region, or need JB's, or need anything related to 0.0.

So stop posting and cheering and saying it will help 0.0 cause well you dont live here you just show up when someone pays you.

Your time will come and when it does (either theft or flavour of the month dieing out or no contracts or well everyone gets sick of you) we will be here pointing and laughing at the pathetic losers that remain and think they are cool... oh wait you already think your cool don't you...

Mynas Atoch
Eternity INC.
Goonswarm Federation
Posted - 2011.05.12 09:05:00 - [1823]
 

This is a conspiracy by CCP to force players into having a second account for a scout alt! I for one will not stand for this shameless rigging of subscriber count. Ban multi boxing!

Jack Abramof
Posted - 2011.05.12 09:20:00 - [1824]
 

Originally by: Trip Maximus
I forsee many deaths in 0.0 after this change.

... all the players self destructing back to empire ...




Good then, 0.0 can use less blobs and protected space, there is more than enough already.

Rumpelstilski
Caldari
Blood Covenant
Pandemic Legion
Posted - 2011.05.12 09:20:00 - [1825]
 

Edited by: Rumpelstilski on 12/05/2011 09:22:43
Originally by: Bobbeh
Less than 2 days 1800+ posts

Wonder if CCP will realize this isnt a good idea.

And furthermore that the little PL flies whispering in their ear, arent a true 0.0 entity. They are mercs, and dont need sov, or jbs, or sanctums, or any of the stuff they want to get rid of.

They want alliances that actually take sov not to have the ability to defend it effectively cause then they can just rofl stomp them. PL has no bearings on how 0.0 should change cause they dont hold sov, or maintain a group of pilots in a region, or need JB's, or need anything related to 0.0.

So stop posting and cheering and saying it will help 0.0 cause well you dont live here you just show up when someone pays you.

Your time will come and when it does (either theft or flavour of the month dieing out or no contracts or well everyone gets sick of you) we will be here pointing and laughing at the pathetic losers that remain and think they are cool... oh wait you already think your cool don't you...

That is untrue and unfair.

PL uses spy alts to make isk in various NC alliances and we'll be affected by this change as everyone else, we get ganked by PL and others, we get camped in when we want to do sanctums, griefed by afk cloakers, many of our alts do logistics for you etc etc, but we'll deal with it, as you will too.

Andrei Vassaliev
Cursed Inc.
Not Found.
Posted - 2011.05.12 09:25:00 - [1826]
 

I support this change.

@ whinners: welcome in 0.0!

justin666
Posted - 2011.05.12 09:28:00 - [1827]
 

Edited by: justin666 on 12/05/2011 09:28:52
i live in the nc and tbh i support this idea because it was wayyy to safe to move about in 0.0 and this is coming come from a "nc bear" so im glad ccp done this

but i want to point out ccp are still flaming stupid for that anom nerf they done because now new ally's cant fund there young empires Evil or Very Mad

Imigo Montoya
Wildly Inappropriate
Goonswarm Federation
Posted - 2011.05.12 09:29:00 - [1828]
 

Originally by: Alissa Solette
Either way, asking CCP to nerf stuff because your alliances are to weak, timid, badly organized or too poor (or any combination thereof) is definitely not the way to win any conflicts.


Amusingly enough, this is how everybody seems to feel about the NC. The NC has repelled invasion after invasion over the years (we're yet to see the end of this one...) and people call to nerf drakes and blobs and jump bridges and blue lists and anything that gives sov holders (like the NC) any advantage - "I want my 10 man gang to ge able to bring down a 2k member alliance in one overnight roam, waa".

The list goes on, and so far so has the NC.

and...

Originally by: Alissa Solette
I'm not trying to encourage people botting or exploiting the old static plexes (54min Overseer respawn instead of 24h) like the Russians in RA did for literally years but lets be honest: it's a sand box and everyone has the same possibilities. Some people make use of those possibilities and dominate the game... others cry about life being unfair.


Yeah, sure, everybody does have the same opportunity to cheat in the sandbox (botting is cheating). Everybody could play outside the rules, particularly because CCP have up until now been pretty lax in enforcing the rules.

The problem with rules in a game is that if some people play within the boundaries and some people don't and the rules aren't enforced, then you may as well not have them. Imagine a game of soccer where some players play with their hands, or a game of chess where one player keeps putting their pieces back on the board after they've been taken.

Sure, some people might "make use of those possibilities and dominate the game", but when you're not playing within the rules of the game, you're not actually playing the same game (eg soccer using your hands is called rubgy), and therefore aren't really dominating anything in the game.

El'Niaga
Minmatar
Republic Military School
Posted - 2011.05.12 09:35:00 - [1829]
 

Edited by: El''Niaga on 12/05/2011 09:48:48
Edited by: El''Niaga on 12/05/2011 09:47:09
Jumpbridges is not the problem, nerfing them is just the easy solution.


Take for instance the mine, which was removed rather than fixed long ago. Imagine how many folks would be using those jumpbridges if you could mine them.

So rather than nerf the limit of jumpbridges to 1 per system, I provide an alternate solution.

Reimplement Minelaunchers and Mines. Fix them so that if the individual leaves null sec that they deactivate to avoid the old problem of getting concorded. If it is not possible to fix them as they were due to loss of personnel then I would suggest creating mobile minefields similar to our mobile warp disruptors. Instead of stopping you warp they deal damage every cycle to your ship until you leave their area of effect. The mines of course damage anyone in their area of effect friend or foe. (T2 Such mine fields should be Friend or Foe where they will only damage enemies (those with less than 0.0 standing to the corp/player) and not friends). POSs would treat minefields like they do capsules...that is ignore them.

You could then advance it even further and come up with a couple of new ships probably in the transport category. Deep Space Minelayer (level 3 Transport) has a bubble effect similar to that of the HIC warp bubble, has massive resists to its racial mines damage type. Has the +2 WCS of the Deep Space Transport. Deep Penetration Minelayer (level 3 Transport) uses a covert ops cloak to get into position but fits a similar Minefield bubble with similar resists (for example Amarr DSM would have heavy EM resists and deal EM damage with its bubble, Minmatar DSM would have heavy EX resists and deal EX damage with its bubble, etc)

This would be a strategic/tactical tool that could make jumpbridges a lot less safe then they are today but allow the current system to remain effective. (I'd go ahead and still eliminate jump ships from using the jump bridges, and also increasing the fuel hold of the JBs.)

Edit:

You would then also create the defense ship versus them, A destroyer hull solution. Minesweeper (Interdictor level 3). May fit a Minesweeper module. Minesweeper module destroys a minefield in time. (A set time for a small, medium or large bubble). It also has heavy resists to the mines of the traditional enemy. (So a Minmatar Minesweeper would have heavy EM resists, Amarr would have heavy EX resists, Gallente heavy kinetic resists, etc).

I'm Down
Posted - 2011.05.12 10:04:00 - [1830]
 

Edited by: I''m Down on 12/05/2011 10:04:01
The proper fix to jump bridges is that they should not be on towers, they should be on planets. They should also not be running at the same time as jammers. And jump drive ships should not use bridges.

Those 3 changes keep the logistics alive, while removing the extremely low risk aspect of the problem.


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