open All Channels
seplocked EVE Information Portal
blankseplocked New dev blog: Nullsec Development: Rules and Guidelines
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: first : previous : ... 13 14 15 16 [17] 18 19 20 21 ... : last (22)

Author Topic

Mioelnir
Minmatar
Cataclysm Enterprises
Ev0ke
Posted - 2011.08.06 00:19:00 - [481]
 

Alot of interesting ideas in here...
Disclaimer: reality is just a function of perception, so my accounts portrayed in here might differ from yours.

Group-PVE: yes, please. We already have those via exploration, but they are usually very time consuming. Even if someone scans and bookmarks them prior to the group running them. That is in my opinion the main thing about anomalies, they are casual in the sense that you do not need to know that you are free for the next 3 hours to start actually playing.
Also, group pve sucks less. Chaining an entire system's belts with 15 corpmates might not be the most efficient setup income wise, but it keeps your sanity intact.

Implants/Bubbles: picked this up while skimming through the thread. Yes, you lose quite a few pods in null space due to bubbles. It's a love/hate thing. I hate it, because it pretty much craps on cheap, fast fun of running through null with 4 mates in Ruptures when the fitted ship costs you 15-20mill and the sigma clone with 2 +4 imps adds another 60.
But, this is what makes null harsh, and for that I love it. Most other restrictions are more in the 'cumbersome' department. While 10 large t2s around a gate are certainly no highlight of player ingenuity, bubbles are a defining characteristic of nullsec, and in the case of dictor bubbles, one of the few remaining mechanics that can create advantages for properly orchestrated fights (securing your better positioning by blocking ongrid warps etc).

Travel-times: I've been playing long enough to have seen and sweat through freighter escorts, and while they certainly were (and still are if you choose to do them) a challenge, it always did feel kind of awesome to pull them off. On the other hand, there are now a lot more players out there compared to back then, which increased the volume of needed supplies accordingly.
Reversing time on this one could be awesome once there is more industry out there, but even then only in a few spots since short of 3+ Amarr outposts under your control you will probably lack the necessary production slots. Of course there are POS arrays, but those mean that once you are under attack and need the engines of war in full gear to spit out supplies... your production will stop. You have just built an empire on a quicksand foundation.

Instant Jumps: picked this up somewhere in the thread too. Eve technology jumps via wormholes. There pretty much is no travel time. But, jumps that actually take time (2-3 minutes, not that different from traffic control really) in some psychedelic limbo state could be awesome too, since you disappear from intel while in transit, neither here nor there, and the target system may change its inhabitant layout while in transit. Or you open cynos at multiple targets and have your enemies guessing where you will drop out.

On the other hand, under the current game parameters, we need the bridge functionalities. To successfully fight a larger entity over an entire campaign, you need to draw strength from the fact that you are a smaller pack. You need to deploy and project power fast, hit hard and disappear again. Catapulting your gang around via titans is the way to do this right now. There is no equivalent in the traditional gate system. Gates would need to be changed from 1:1 connectors to 1:n connectors that have main routes and branch routes.
For example, the current Doril gate in Sendaya would have its main route, biggest and most powerful connection to Doril. You can jump it with whatever you want. But there is also the branch route, that connects the Doril gate in Sendaya directly with the Doril gate in Utopia - but only allows 20 jumps per minute and only to ships up to cruiser size, giving small gangs more degrees of freedom when it comes to movement, speed and unpredictability.
There could be unstable branch routes that skip half a region, but only for 5 interceptors - and only one way.

[Continued]

Mioelnir
Minmatar
Cataclysm Enterprises
Ev0ke
Posted - 2011.08.06 00:51:00 - [482]
 

[Continue...]

Supercaps: While I am biased as the owner of half a supercarrier (or a full Hel in this case), I do not think supercaps can ever be truly balanced in a rock/paper/scissors/lizard/spock fashion. From the background alone, they will either not live up to them at all and be close to worthless from a game tactics standpoint (leaving players disappointed), or they will pronounce their arrival on the battlefield in confident, bold letters. The last set of changes made supercap use explode, yes. But only because it stagnated for years. As players got older, numbers should have continually increased but did not.
The only people that got into them were basically doing it for the looks and the fluff (kind of similar to the reasons behind my Hel). So right now, we are seeing a big rebound to what the numbers should have been all along, meaning we should not overreact.

But, there are certainly tweaks that could and/or need to be made. Personally, I always find it incredible that you put a generic module on a frigate, and *boom* instant wormhole big enough for 250 Titans. Orly?! Often proposed is powering the jump drives up, but I think that is the right idea on the wrong side of the equation. Not the source should need to power up, but the target - the cyno.

So why not introduce a third cyno harmonic for supers, activated not by a feeble module, but a ship (event horizon style)?
This ship powers up and creates a cyno that needs cap with mechanics similar to w-space wormholes. Upon activation, and on its own cap, it can't sustain a cyno worth anything but could eventually be enough for one supercarrier if it survives long enough to increase its mass limit sufficiently. Now, if you want to move 40 supercarriers through it, you need to power it up. Feed it cap. Protect it. You need to run it for 7 minutes and constantly pump the output of 8-10 large energy transfer array IIs into it, to swell it to sufficient levels. You need an actual fleet protecting it, defending it, summoning the might of your fleet onto the battlefield. It is hard. It should be hard.
And if you succeed, it does have an impact. Your enemies' counter escalation is not instant either but needs to go through the same, and you can disrupt them like they tried to disrupt you. It is also a lot harder to have an escape cyno in place, so if you actually run into a trap, there is only fight and no flight.

Cyno Harmonic 1 (regular cyno): Dread, Carrier, JFreighter, Rorqual, BlackOps, Titan bridge
Cyno Harmonic 2 (covert cyno): BlackOps
Cyno Harmonic 3 (cyno ship): Supercarrier, Titan itself

Viceroy
Posted - 2011.08.06 00:58:00 - [483]
 

Edited by: Viceroy on 06/08/2011 01:03:50
Quote:
No, not exactly like that - mining does require stuff to be hauled, but it's usually I think being hauled by miners. The interesting thing about putting trade items - particularly medium-volume ones - exclusively in (NPC) nullsec is that it gets traders finding ways to move high-volume shipments back and forth. And if you're already swallowing the cost of getting a hauler to Fountain to pick up cargo, anything you can do to monetize the empty out-bound run (such as seeding markets, even at marginal profits) is suddenly worth your time.


As mentioned before, this already existed, and all it led to was heavily organized farming via jump portals. Lowering the profit margin might discourage titans, but again the most epic outcome will be some dude and his JF/Carrier and cyno alts seeding most of empire with a 20 minute journey. The massive time difference between jump-travel and normal travel means that no one in an industrial is going to bother with it if the profit margin is too low to attract even a bored JF pilot. It adds nothing that isn't already in the game, given that people already make trips to empire with trade goods (faction loot, deadspace loot) without any artificial NPC goods to incentivize them.

Compare this with a universe where the space between each region was populated by a number of massively massive desolate wormhole-like systems with multiple entries/exits and no resources, through which you could only navigate from celestial object to celestial object until you -discovered and- reached an outbound gate. Any trade run would be a long journey (similar to deep WH ops, taking many hours or split over days), and would be very profitable (similar to deep WH ops). You would plan and split your cargo between ships to make sure you don't lose everything if you run into hostiles, have scouts going ahead (actual scouts, not disposable 10k sp alts in shuttles that can't warp more than 15 au at a time) and real escorts. Planets and other objects you use to navigate through the systems would have either players looking for easy kills or sleeperesque unpredictable NPCs for added spice. Having a POS along the route would be valuable; you could even have a player run trade outpost for people willing to come half way.

NICE ARMCHAIR DEVELOPMENT THERE VICEROY, MUST BE VERY COMFY, I hear you say, but frankly 1) it doesn't use anything that isn't already in the game, 2) it doesn't even have to be like this, it's just an example, and 3) most importantly, anything is better than what passes for trade right now (AFK freighters and portals), and certainly better than re-adding something that was removed for good reason a long time ago and wouldn't add anything in terms of player experience or gameplay value if it existed. You can come up with a thousand different good ways to energize 0.0 production and trade, but every one of them involves fixing (INCREASING) travel times to be more reasonable and realistic across ship classes, and none of them involves ignoring the fact that it's 20 minutes from 0.0 to Jita with a freighter.

Gevlin
Minmatar
Lone Star Exploration
Lone Star Partners
Posted - 2011.08.06 01:22:00 - [484]
 

Farming – grooming

In the old days there was roomers that a person could groom asteroids so they would produce more if mined in a certain way. Ie mined till just be for they pop.

Would it be nice to have something where we plant some mini Black holes that would collect asteroids over a period of time till it producing a full range of asteroids the longer an asteroid is left untouched the larger percentage of the riods growth is of the overall set growth the of the belt.
Grooming the belt of unwanted ores will also keep the cosmic signature low
The speed of Growth of these belts increases the lower sec and higher number of A BC spawns.

The asteroid belt is only found by scanning for grave sites. The Larger the asteroid belt gets the easier it is to hunt down.

The mini black hole collecting the asteroids to the location can be shot at continuous DPS will eventually disrupted the mini black hole causing the entire belt to be de-spawned

This will allow industrialists to build a farms and small roaming gangs a target to set ablaze

Couch Jason'Acinom
Posted - 2011.08.06 02:00:00 - [485]
 

I Would like to have the ability to install defenses at gates but leave it with a choice of rock paper scissors. Vs ships. Effective against only 1 type of ship, okay vs many types, and Super effective against 1 type

For example gate guns or defences are not compatible with mixed types.

Skirmish defense – several weapons that will web, scram and do damage focused on Small targets. Though vs a Single battle ship they don't stand a chance. Weapons don't have much Hit points,

Back Bone Defense – Several weapons, Scrams, large weapons, poor tracking, lots of hit points. The guns are not effective against small targets.

EWAR – ECM, Sensor Disruptor, etc – Moderate HP. Does not produce any DPS, but is good for supporting a DPS Ship

Smart Bomb Defense – A series of Smart Bombs that continuously fire off at the gate, Though with a stats similar to Larger Missiles with the purpose of doing damage vs Missiles and Drones. Not that effective against any size of ships.

GeeShizzle MacCloud
Caldari
Posted - 2011.08.06 02:22:00 - [486]
 

Edited by: GeeShizzle MacCloud on 06/08/2011 02:41:00

personally i think the tieing sov upkeep to small regular logistical duties and fueling of sov structures rather than wallet-jockeying is the way to go.

tie that into upgrades that have a positive effect on the system theyre in but a negative effect in the other systems in the same constellation to create hotspots.

eg... anomaly upgrade guarantees a certain amount and level of anoms in the system its set up in but incurs a negative effect in the anom amount of all other systems in the constellation. so in essence collects and groups a part of the annom amount of several systems into one.

that way you can add the dynamic true-sec without it counterbalancing against alliances that take the money and effort to keep upgrading and maintaining upgraded systems.

make those vanguard-style anoms only pop up in upgraded systems so when systems are ratted and dynamically the system looses the true-sec, and therefore isk per BS drops... theyre the best money earner and almost forces co-operative play. (btw u have to make it harder than just a 2 or 3 player ship affair, as many people dual or tri-box when running anoms)

you could also add a moon based version of this to encourage specific moon material generation as to counteract the dynamicism of resource depletion and regrowth in other areas.
eg weight the amount of a particular moon material mining activity in systems in a percentage or numerical change from a pre-defined and absolute amount(-0.5% of current resoures), use upgrades that add a positive percentage increase to that number, but allow it to draw from the possible positive regrowth of moon resources from other systems in the constellation.
Alliances will have to pick and choose the best system for a particular moon material at the cost of all other moon mining operations of that resource in the constellation.

these percentage changes across all null sec systems in eve should, when added together nullify and result in 0% change overall, even when people upgrade systems, as they will suck resources away from surrounding areas.


YOU COULD ARGUE that this system could be constantly built and built upon until upgraded space is highly profitable, but thats where fuel requirements come in where isk per month sov bills fail. CCP hold the keys to how much fuel is available to null sec, so can use that to define and control how many systems can be fueled to stay upgraded.



on the whole though, CCP needs to set an exact level of how much resources generation and depletion there are for corps/alliances as well as more pilot friendly isk resources (like ratting) and maintain it.

Then create a system thats dynamic against the grain of null sec activity, but allows infrastructure to collect/pool resources from its surrounding area at a particular sustained level.
you should use randomizers to re allocate resources but weight the possibilities of new resources higher on constellations with less upgrades and less activity relative to the systems with high activity and many upgrades.
it provides targets of opportunity, incentives for defence, incentives for infrastructure, necessity of smaller scale logistics and industry and even creates opportunities for smaller scale alliances to get a slice of null-sec.
gone would be the days of browsing dotlan for moon targets and resources, an hello to an actual in-game resource hunt thats ever changing but not alliance breaking as well as possibilities of opportunity in null sec for smaller hard working alliances.

Gevlin
Minmatar
Lone Star Exploration
Lone Star Partners
Posted - 2011.08.06 02:39:00 - [487]
 

I would like to see it easy to get to any system, via:
-worm holes,
-Acceleration Gates to get in between systems,
-jump gates,
-public jumpbridge networks,
-etc.

Though it gets increasing difficult find players in the system that have wormed their way into the system. Essentially the better astrometrics skills allow a players to you to hide in deeper plex but also allow people to find the opposition hiding in these hard to find plexes.

It would be nice to have apposing players in a system and actually not run to each other while they PVE.

This would make the use of smaller more agile ships more popular and increase the risk of loss when using easy to scan down ships like capitals.

As it stands now local is a On or off switch for the enemy entering a system. Allowing bots and renters in the rear of empires to churn out isk.
The simple removal of local really only makes front line PVE/ Industrialists easy targets. It does not move the risk of 0.0 into the deep pockets of null sec. More access to the outer reaches, fewer bottle necks to get into enemy territory will see more fluid of small combat as the front line fights move over a larger area and the industrialest can't simple hide in the back and farm with out protection.

Gevlin
Minmatar
Lone Star Exploration
Lone Star Partners
Posted - 2011.08.06 02:52:00 - [488]
 

Playing the role of an industrialist – mainly a miner – on the front lines places like Pureblind was difficult to establish a real living as the systems were poor and had multiple raiders from NPC null and empire come though on a regular basis.
I would see a dynamic change in the ratings depending the Ships and Pods destroyed in system. This would make the naturally the most violent and risky systems the most profitable, insuring that those who loose the ships have an opportunity to earn the isk quickly to replace them. Sorta following the thought through war riches can be found.

This would possibly make Geminite one of the most richest systems since it constantly changes hands

GeeShizzle MacCloud
Caldari
Posted - 2011.08.06 03:01:00 - [489]
 

Originally by: Mioelnir


So why not introduce a third cyno harmonic for supers, activated not by a feeble module, but a ship (event horizon style)?
This ship powers up and creates a cyno that needs cap with mechanics similar to w-space wormholes. Upon activation, and on its own cap, it can't sustain a cyno worth anything but could eventually be enough for one supercarrier if it survives long enough to increase its mass limit sufficiently. Now, if you want to move 40 supercarriers through it, you need to power it up. Feed it cap. Protect it. You need to run it for 7 minutes and constantly pump the output of 8-10 large energy transfer array IIs into it, to swell it to sufficient levels. You need an actual fleet protecting it, defending it, summoning the might of your fleet onto the battlefield. It is hard. It should be hard.
And if you succeed, it does have an impact. Your enemies' counter escalation is not instant either but needs to go through the same, and you can disrupt them like they tried to disrupt you. It is also a lot harder to have an escape cyno in place, so if you actually run into a trap, there is only fight and no flight.

Cyno Harmonic 1 (regular cyno): Dread, Carrier, JFreighter, Rorqual, BlackOps, Titan bridge
Cyno Harmonic 2 (covert cyno): BlackOps
Cyno Harmonic 3 (cyno ship): Supercarrier, Titan itself


this^^^

Amber Villaneous
Posted - 2011.08.06 03:04:00 - [490]
 

I think everything in this thread is pretty much wrong. The entire concept of people fighting over resources is flawed with the current blobs and moongoo situation. The idea that anything is going to give the "little guy" a chance is tarded.

Everyone wants good fights pvp yarrrr. Seems to me you get that when people HAVE the resources to do so, no the fabled fight for the resources.

Unfugg the anom nerf, among other things, so that people have the resources to pvp and they will just for the fun of pvp. Tarded artificial reasons to fight are not necessary.

Right now most of null is worthless, not worth fighting for, gives no reason to risk losses for shiite space that can't replace incurred losses. People are hoarding and safeguarding what assets they do have, hence no good pvp and the "little guy" has no chance of taking any good space and 99% of the blobs have no chance of taking the tech moons that EVE revolves around.

Give the grunt the resources back and he will fight just to fight.

Spurty
Caldari
V0LTA
VOLTA Corp
Posted - 2011.08.06 03:39:00 - [491]
 

docking rights and docking games.

Fix em please :-)

Gevlin
Minmatar
Lone Star Exploration
Lone Star Partners
Posted - 2011.08.06 03:42:00 - [492]
 

I do agree that null sec needs to be self effecient – I would like to see Null sec locations that are -0.9, 1.0 drop loot like data cores and products that will allow people to build Tech 2 Items. The Pirate/ drone factions often have superior tech/ why not steal data cores from them. Even if the T2 Ships created in Null sec have a few quirks from their Empire counter parts, requiring multi racial skills but providing a marginal bonus to a secondary role they may be able to play. Ie Guristas Basilisk required both the Caldari and Gellentee cruiser at 5 but gives the bonus of that extra rig slot or extra calibration points

Harener
Posted - 2011.08.06 03:47:00 - [493]
 

Originally by: Amber Villaneous
I think everything in this thread is pretty much wrong. The entire concept of people fighting over resources is flawed with the current blobs and moongoo situation. The idea that anything is going to give the "little guy" a chance is tarded.

Everyone wants good fights pvp yarrrr. Seems to me you get that when people HAVE the resources to do so, no the fabled fight for the resources.

Unfugg the anom nerf, among other things, so that people have the resources to pvp and they will just for the fun of pvp. Tarded artificial reasons to fight are not necessary.

Right now most of null is worthless, not worth fighting for, gives no reason to risk losses for shiite space that can't replace incurred losses. People are hoarding and safeguarding what assets they do have, hence no good pvp and the "little guy" has no chance of taking any good space and 99% of the blobs have no chance of taking the tech moons that EVE revolves around.

Give the grunt the resources back and he will fight just to fight.


Yea, the anom nerf only hurt the average player. No alliance leaders go to war for ratting space, they go to war for moons. The anom nerf has drastically reduced the amount of PVP that happens because isk is so hard to come by now.

Selnix
Gallente
North Eastern Swat
Pandemic Legion
Posted - 2011.08.06 03:49:00 - [494]
 

Originally by: CCP Greyscale
Originally by: Viceroy
Travel times are too short and travel (especially logistics) is too safe and convenient for a meaningful economy to develop in 0.0 space. This was always the case, but it became worse over time first with instajump bookmarks, then with warp-to-zero and obviously with the current ridiculous jump-drive mechanics. Every one of these changes made EVE smaller and safer and thus less meaningful, mostly to satisfy ADHD-ridden carebears (see: short-termism) who wanted to get everywhere and do everything before they went to bed.

...


I'm not convinced of this. I'm not expecting to get anything Jita-scaled any time soon, but non-Jita hubs of varying sizes already exist all over empire, despite being minutes or hours rather than days away. Travel time is a factor, sure, but I don't think we need multi-day travel to get small hubs popping up.


And if you tracked those goods at the smaller hubs, I think you would find that a large quantity of them originated in Jita, simply because Jita tends to be the mineral sales hub of the universe and you can't produce at competitive prices if you don't buy your inputs at competitive prices. Amarr for example has a relatively thriving market. For some time I was producing a couple of different ship hulls off of researched BPOs and selling there. To have anything resembling a worthwhile profit margin I was doing either weekly or bi-weekly freighter runs to Jita to run some mineral buy orders and hauling them all back to my production system in Domain.

The smaller hubs do not have mineral markets that compare to Jita and with travel times being what they are industrialists have no reason not to just export from Jita. To make the mineral markets competitive you would either have to flood them to the point that minerals end up being devalued or, as lots of people have been trying to tell you, make transport of goods much more difficult.

Gevlin
Minmatar
Lone Star Exploration
Lone Star Partners
Posted - 2011.08.06 03:53:00 - [495]
 

I want hacking or salvaging games!I would like to be able to increase the effectiveness of my abilities not just with skill points but also my personal ability.

Matching the frequency , code number algorithms, real time puzzle games that reflect the task being done. My skill will still be the base, but with me over heating the module I am physically now able to manual adjust the sensors to possibly squeeze another 10 to 25% capacity.
I think this would make the game.. feel more real. And with this option only available as a bonus when over heating a module this allow people to play the game as normal but they feel there is another layer beyond their easy grasp, but if they need to take that short term extra effort to make that near miss to a hit they can.
Having a real time Puzzle (Blue print correction) game to increase the odds by 5% would make the game more interesting. Rewarding those who go though the extra mile to that minor edge.

Wastedmatrix
Initium Malum
Posted - 2011.08.06 04:01:00 - [496]
 

There have been talks of removing local, adding in a new intelligence tool, and improving npc / pve objectives. My suggestions are below:
 
Local should be removed for claimable 0.0 space and replaced with a SOV upgrade that has the following capabilities and functions. The name of the upgrade can be “Strategic Security Array” that spawns gate “security forces” that are “blue” to the alliance that owns SOV of the system or systems. They will use the alliance standing lists and attack all neutral, orange, and red set players. These security forces scale to the SOV upgrade level so at level one the security force might be 10 frigates that remote repair, scram, web, jam, damp, etc… just like real ships do. SOV upgrade level 5 security forces might be a mixed fleet of 15-20 battleships, T2 cruisers, and T2 frigates. These “rats” should have a bounty on them that “hostile gangs” can receive for destroying them or real T2 module loot. These items should not drop if they are destroyed by blue forces. The upgrade level will also determine the respawn rate timers and bounty amount for the security forces. If hostile forces pop a cyno the security forces should be able to call for back-up. These upgrades nee to cost enough that defending them is very important.
 
This array must be anchored at a sun in the middle of the system. The array must be destroyable and have a bounty on that neutral, orange, and red set players can claim. The array itself will also have a very large security force guarding it that scales with the level of the upgrade. The array must be fed minerals to spawn ships and pos fuel to keep it online. The array could also have guns (think battle station). These forces can use the same incurious style AI and game play mechanics.
 
These same security forces also posts updates to an alliance intel chat (similar to how lv 4 mission rats say things in local chat). The chat channel would be a “system generated and named” that only has access via alliance standings of light blue or better. They would say things like “Hostile gang detected in XYZ System near the XYZ gate” or “Security Forces under attack in XYZ System near the XYZ gate”. The higher the level the array is the more accurate the reports come.
 
• So at level 1 the report would only say things like “Security Forces under attack in XYZ System near the XYZ gate”.
 
• Level 3 would say “Security Forces under attack in XYZ System near the XYZ gate by a medium sized gang”.
 
• Level 5 would say “Security Forces under attack in XYZ System near the XYZ gate by 30 battlecruisers, and 5 logistics ships”
 
Note: the reports would never be more than 80% accurate so a real person will always have to undock to find out what is going on in their home.
 
These changes would accomplish the following things for the 0.0 space:
 
• No local!
• Built in security forces AND intelligence tool for alliances that pay for the upgrades in the space that they own.
• The need for defenders to send out scouts to find invading forces.
• Invading forces can destroy important intelligence network components if the alliance just docks up and gets paid for doing it. If you cannot get a fight, earn some isk and destroy your enemies stuff with some incursion style pve built in!

Harener
Posted - 2011.08.06 04:08:00 - [497]
 

Edited by: Harener on 06/08/2011 04:09:04
If they removed local, how would people ever be able to run anomalies? It would fix AFK cloakers though. Like I said, make them require probes:

Originally by: Harener
Edited by: Harener on 05/08/2011 21:32:29
So I went to eve-search to read only the CCP posts, and there's 38 CCP posts in just this thread. Good job CCP.

About anomalies, why not make them require probes to scan down? Right now it is too easy to kill people in them:

1) simply jump into system a warp there in 10 secs, which is faster than BS and carriers can warp out in (they can't be aligned all the time because of range issues)

2) simply log out in a sanctum, then log back in 15-30 mins and instantly tackle someone who thought no hostile was in system

3) afk cloaking hotdroppers- you might say "bait them", but then how are we supposed to rat if we're baiting them 23.5/7? and we can't bait them 23.5/7 anyway, and even if are they baited, bombers are extremely hard to catch. make it so that they have to actually probe the sanctum and put work into it. Effectively, all really low truesec systems are shut-out because of them. How is it fair people can do so much damage just by being afk 99% of the time?

Why are missions infinitely safer, and provide more isk (taking into account the risks)?

Amber Villaneous
Posted - 2011.08.06 04:47:00 - [498]
 

Aww jeez enough of the remove local crap already. Enough of the lame excuses for getting rid of it.

Just thump your chest and say "I am leet uber pvper and I want to gank ratters and miners".

That's what it's really all about.

You think targets got scarce after the anom fugg? Ya go ahead and remove local and see what happens.

Mobius Fierce
Posted - 2011.08.06 06:25:00 - [499]
 

Originally by: CCP Greyscale
People like to do one-stop shopping, and will "go to Jita" for everything unless doing so is comparatively very inconvenient
You don't have to make Jita "very inconvenient", but it would be nice if null sec production was a worthwhile option with plenty of factory and market capacity.

Tetragammatron Prime
Posted - 2011.08.06 07:02:00 - [500]
 

Edited by: Tetragammatron Prime on 06/08/2011 07:02:40
Bring back aoe doomsday but make it take sig radius into account and do no/very low dps vs anything smaller than a battleship. Bombs don't work in high lag situations so we need this!


edit: make doomsday scriptable like warp disruption field generator. You can either do the aoe or a single shot (although maybe that needs a nerf?)






Lolion Reglo
Caldari Provisions
Posted - 2011.08.06 07:12:00 - [501]
 

Edited by: Lolion Reglo on 06/08/2011 07:17:43
I actually have a question i want people to answer truthfully. If people don't want to come out to high sec because of the risk and the fact that there is not a lot of isk to go around to a crowd of people coming in, why not fix both the issues? To make it safer why not hire NPC's to patrol come star gates like in high sec?

A. this gives some cannon fodder to shoot at as a small gang pvp
B. this gives a defender a few more numbers that are always there to boost his chance to fight a small gang
C. they can be spawned the same way as an asteroid belt except they only show in a system with a outpost in it. (i.e. the ships are coming from that outpost)
D. They can be directed via the owner of the outpost as to which gates they hang around and in what strength.
E. they can be upgraded from frigate sized ships to battleship class sized ships via a weekly fee of what ever would be a good balance, or maybe it costs resources to do it (entice mining in the belt and the outpost to purchase said minerals.)
G. dictating their targets via the standings bar, (NRDS,NBSI) that way you still dictate who comes in and is welcome and who are targets.

Also not only would the added npc help keep a system safe but the possibility of enticing more people out to your system would allow a market to form, an economy that would eventually have people staying out in null sec because everything they could want and need is out in that space. Quite honestly if i see a system that is more valuable because of its economic gain and social crowd that is there, i would gladly lay down my capital to try and keep it.

That and if i see a system i want to go after having some small fry to shoot at and get SOME action instead of nothing while knowing that killing some of their NPC's also hurts their pocket book i would join a small gang just to go greif a system and make them lose a few thousand isk or something...lolTwisted Evil

If you want people to keep something they have to see value in it, typically that means they make money off it. Increase what can be made from a system, allow a chunk of that income to keep the system safe through non player controlled means, allow the system to be upgraded so it will draw out more people and possible corp or alliance recruits and you will find mini jita's popping up all over the place. perhaps with them being so close to an abundance of rarer ore that they create niche ore markets. nothing wrong with exports after all...lol.



EDIT: just thought of another idea to my idea, if you purchased said ships to guard your system you could also if you get intel that a huge attack is coming, buy a small fleet of battleships to augment your numbers, thus making the enemies attack a little harder and perhaps give you the edge. this would give defenders the upper hand, making the attacker think of how to better overcome your defenses. After all in the history of warfare there has been a balance of offense and defense. when one gets stronger than the other the other advances soon after to overcome the advance. IMHO the offensive side is hugely overpowered between super caps, titans, capitals and blobs. I think its high time we gave the defenders a different tool aside from timers and delays to bring human players to bear.

Draahk Chimera
Interstellar eXodus
Posted - 2011.08.06 09:24:00 - [502]
 

I have a suggestion in the station services/small gang warfare area. When station services where first moved out of the station it was under the pretext that this would give small roaming gangs something to do. Instead it turned out CCP had given the services so much hp that it was not feasable for a small gang to shoot it, rather it was yet another job for the blob/capitals.

My suggestion is simple enough: Give station services something like 50k HP each. They can easily be disabled by a small roaming gang if the locals decide to dock up, also if the HP is so low repairing them will not take very long.

Elayae
Gallente
Re-Awakened Technologies Inc
Posted - 2011.08.06 10:03:00 - [503]
 

Edited by: Elayae on 06/08/2011 10:03:37
I personally like the idea of a cloaked/hidden mini-starbase/POS a small base out of which covert op skirmishes can be prepared, ninja mining / salvaging, and which can wreck havoc on logistics fleets or harass fleets in general.

Aynen
Posted - 2011.08.06 11:25:00 - [504]
 

I was just thinking about how to bring small gangs into 0.0 that cannot afford to have a permanent home there and I was thinking: What if there was a device that could spawn a wormhole to a specific wormhole system, where a gang can have a tower set up? If the wormhole system has a static wormhole to nullsec, then all they have to do is use their static to get into nullsec, travel to their heart's desire from there, and when they want to get back to 'relative' safety, they spawn a wormhole back to their tower. The trick is, these wormhole systems would be a C1, with accompanying small wormhole sizes. C1s normally don't connect to nullsec, but perhaps with aforementioned device, it could?
I reckon this would increase small non-alliance corporation activity in 0.0.
It only being a C1 wormhole that these devices can be installed into means that the best sources of income probably aren't in the C1 itself, so the people that settle there have to go into 0.0. (once the device is installed, the only wormholes that can open in that wormhole system is the one that leads into 0.0)

gfldex
Posted - 2011.08.06 12:14:00 - [505]
 

Originally by: Draahk Chimera

My suggestion is simple enough: Give station services something like 50k HP each. They can easily be disabled by a small roaming gang if the locals decide to dock up, also if the HP is so low repairing them will not take very long.


The locals will dock up and wait for the attackers to **** off. When they are gone, _one_ carrier will undock and rep all services within 10 minutes.

LTcyberT1000
Caldari
Free Space Tech
Goonswarm Federation
Posted - 2011.08.06 12:59:00 - [506]
 

Edited by: LTcyberT1000 on 06/08/2011 13:22:58

While talking about nullsec activity and everything please do not forget what rules game over those 8 years - the money and skills.

The skills take months and even years to achieve something - the super slow turtle speed on progress..

To get money in nullsec there is only 2 favourable ways: kill npc rats (leads to macro botting/enslaving players with systems rent) or mine resources->haul it to Jita->sell it (because there's no way to have complete minerals set for local manufacturing).

If to exlude ratting, mining and PvP the natural question rises - what are other activities better for single player(or small group) than in highsec/lowsec? The answer at a moment is - nothing's attractive, no high level COSMOS/station npc missions, no 0.0 epic arcs, no serious exploration with mini professions. The trading in nullsec is excluded too because it is much less effort to build everything in highsec than to haul 50+ freighters full of low set minerals needed for nullsec industry.

By the way, the entire money making process is static and needs a change to random outcome for avoiding boredom and grinding.

Talking about freighters, there's no way for handling this task by NPC for a price to get your stuff moved from one region to another and players do not bother doing it because of high risk/low reward situation.

For the PvP side, the ganking and blobbing prospers in EvE more than in any other MMO due single player able to tackle down capital ship with frigatte size ship and then bringing even entire EvE playerbase over single cyno field/neighborhood system gate.

Hence, all those core aspects need to be reworked so everyone would have more interest in going into 0.0s from safe heaven in highsec and scrapping all those highsec money making alts(many are just veldspar mining/mission runner bots anyway). It's same with alts in 0.0 static anomallies just respawning on different places.

Cheers!

Esker Sheep
Posted - 2011.08.06 14:48:00 - [507]
 

Originally by: gfldex
Originally by: Draahk Chimera

My suggestion is simple enough: Give station services something like 50k HP each. They can easily be disabled by a small roaming gang if the locals decide to dock up, also if the HP is so low repairing them will not take very long.


The locals will dock up and wait for the attackers to **** off. When they are gone, _one_ carrier will undock and rep all services within 10 minutes.



Yes, but if all services were disabled, and the attendant issues with delaying industry jobs, preventing repairs, etc., then maybe people would patrol their systems instead of turning turtle. It would give roaming gangs something practical to do.

A similar tack could be taken on iHub upgrades.

kaliskaramon
Posted - 2011.08.06 18:05:00 - [508]
 

this game is boring super carriers are the new battleship and titans are the new dread you have bots farming EVERYWHERE so people have uncontrolable isk sinks pouring isk into the game you need to seriously look at how broken this game is beciause you have direct competition in the space mmo field lol to kill a mom you ned like 60 guys and a half hour = lame because unless dropped by 10 other moms they usually never die the only ones that do are bots lol seriously if you want your game to stay interesting and in contention its time to put in work because supercaps online is lame and get off your lazy buts and get proactive about geting rid of the bots on your end cant you guys tell if someones logged in 23/7 ratting constantly?

Shadowsword
The Rough Riders
Ares Protectiva
Posted - 2011.08.06 19:39:00 - [509]
 

I took my time before answering to this blog because I wanted to think about it for a few days, but here goes:

- Nothing really new in this blog, aside of a higher probblility of ending up with destructible outposts. Disappointed.

- CCP want to encourage smaller-scale wars by giving more reasons to fight. Imho, it won't work. Giving someone a reason to fight to aquire an advantage, is also iving someone else a reason NOT to fight, to keep said advantage. Players form powerblocs not because it give them a more fun pvp (no one like lag), they o it do defend their possessions from others. Increase the value of said possessions, and you just increase the incentive to defend it at all cost, especially at the cost of fun.

- CCP want to give 0.0 players complete freedom. It's a good idea in theory, but how does it translate in practice? Powerblocs. Lag. 0.0 ruined in Serenity, last time I checked. Let's face it, if it's a choice between wallet and fun, fun will loose for most 0.0 dwellers. It's a case where what we want is freedom, but what we need is limitations. One example of limits I'm thinking about, and that would have results for sure, would be to remove identifications in local, remove standings, display only the ship type on a ship on the grid, without name/alliance information, put a limit to alliance size, and ban any player who would try to get around the limit by creating duplicate alliances or obviously coordinating with a out-of-game tool. What is really needed in 0.0 is chaos, and it comes with nerfing the tools of coordination.

Zey Nadar
Gallente
Unknown Soldiers
Posted - 2011.08.06 19:47:00 - [510]
 

Originally by: GeeShizzle MacCloud
Edited by: GeeShizzle MacCloud on 06/08/2011 02:41:00

personally i think the tieing sov upkeep to small regular logistical duties and fueling of sov structures rather than wallet-jockeying is the way to go.



It was like that in the beginning, when sovereignty was held by POSes, and Im pretty sure everyone hated fueling and shooting bazillion POSes. It would make more sense to tie player activity more to it, like is currently the case with sov upgrades and sov indexes.


Pages: first : previous : ... 13 14 15 16 [17] 18 19 20 21 ... : last (22)

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