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blankseplocked How to fix the Pirate/Security issue
 
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Gob'ra
Posted - 2003.07.05 04:08:00 - [1]
 

Havent seen this suggestion posted so I thought I would throw it out there for consideration.

I think most people agree pirates killing newbs was bad for the game, the problem is all the lucrative trade routes are in Empire space, so pirates are being forced to prey on miners. The problem there is miners are spread out and their are no ways to bottle neck them.

Therefor the solution seems to me to move the extremely profitable trade routes OUT of Empire space. Put a couple of neutral controlled stations(read no Concord, no sentry guns) 10-15 jumps out of Empire space and give them the demand for the robotics/antibiotics. Therefor if you want to make 2 million per run you are forced to have cover for your indy and Pirates can camp the gates leading into and out of these systems.

This way newbs can do low profit trade runs in Empire space, just as they can mine newb minerals in empire space but the real money, wether it be high profit trade runs, high profit mining, or high profit NPC pirate killing will be outside of Empire space, effectively making Empire Space the Newb areas of the game while 0.0 space is the advanced area of the game.

I think this would make life more entertaining for pirates, higher traffic but also increase the risk beacuse the indys will be almost guaronteed to have cover fire in the form of cruisers or frigates with them. This also has the benefit of giving freelance convoy guards employment they can idle in Empire space waiting for a trader to hire themf or the dangerous trade runs.

G

Setec
Caldari
The Graduates
Posted - 2003.07.05 04:10:00 - [2]
 

That's a good idea. The turrets at 0.1-0.3 jumpgates are extremely imbalancing--they take the risk out of very profitable trading. I would like to see them removed to keep empire space lively, but putting the demand for the most profitable trade goods in the far reaches of space would be an acceptable solution as well.

Wil Rufus
Amarr
Doomheim
Posted - 2003.07.05 05:25:00 - [3]
 

As a slight alteration on this idea, how about this.

With the setting up of the super 'region to region' gates, and the introduction of black market goods how about, putting a buffer zone of 0.0 systems, at least between different race space. Then setting up a routine that all ships using the Super gates will be custom checked, thus forcing blackmarketeers/Smugglers to pick a rout through 0.0 space.

Again, those players who want a quiet legal life can use the gates. But those who want to make a quick profit with naughty dealings have to pick their way through the 'badlands' and risking having their cargo's 'liberated' by player pirates.

Gob'ra
Posted - 2003.07.06 05:06:00 - [4]
 

Wil that would also be a good change, however I still think the super profitable trade routes currently possible with no risk need to be nerfed into oblivion :>

G

Jash Illian
Minmatar
Light Brigade Industries L.L.C.
Posted - 2003.07.06 05:22:00 - [5]
 

I gotta go with Gob'ra on this one. Currently there's no reason to go out into 0.0 space. If I want pirate drop weapons, I can buy them from the Trade Channel (only stubborness prevents me from doing so). If I need the isk to buy them, I can run trade routes safely in empire space to get the isk (only increasing my boredom keeps me from doing so). The npc gate pirates aren't strong enough to stop a n00b reaper with no shield booster.

Put the demand where it belongs, outside empire space. It makes sense from a game balance stand and from an in character stance. Do you honestly think the Serpentis Corporation grows their own livestock? That there's a special division in the Archangel Corporation devoted to farming wheat? What does the Serpentis Corporation do with all the swag they steal? One would imagine they'd be offering to sell it at rock bottom prices since it's stolen merchandise. You'd think the wildlands would have some very healthy demands and some very healthy supplies.

And whatever happens to people in between their space and empire space? Meh...that's not their problem ;)

Ruffles
Posted - 2003.07.07 13:23:00 - [6]
 

Completely agree. There is next to no need to wander out into darker realms of space, as there is very little held out there.

Yes we need pirates like we need all other types in game, but some were abusing the fact that they never had any restrictions.

I agree that the guns in the 0.3 and lower systems are probably an issue, but likewise the issue of friendly-fire (any AoE weapon is a potential risk at present) in combat also potentially introduces unwanted police appearances. Probably most important is that being addressed prior to adjusting guns.

Rewards should come with the risks, for both sides. After all, the pirates had low risk until now, likewise traders can have the same now, and I agree that needs to be balanced. It presently lacks a market for protection escourts, and the risk would help that I hope.

Molly
Gallente
Doomheim
Posted - 2003.07.07 13:28:00 - [7]
 

I agree.

<irony>
Please wait with the nerf until I got 2 battleships. Wont take me long, meanwhile I am earning 1 Million ISK per trip within the same solar system by moving things from one station to other, it's 0.3 but perfectly safe there.
</irony>


 

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