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Apollo Gabriel
Mercatoris
Etherium Cartel
Posted - 2011.08.09 22:42:00 - [571]
 

Originally by: Panem EtCircenses
Ideally, I'd like to see something along the lines of:
1) alterable sec status in Empire so Faction Warfare means something, and the faction borders can move
2) Dynamically created systems in 0.0 so that it's never all discovered; the rate of expansion can be tailored to the number of null sec residents
3) No automatic 0.0 gates; they can be built and then controlled by the Alliance that holds space
4) New ships to allow exploration of systems without gates. New ships to allow fleets to be moved to these scouted systems.
5) No local as intel, but better specifically created intel tools
6) An end to 'bigger is always better' in ship design; maybe start with a T2 destroyer specifically designed to kill Capital ships, or something similar. Make joined up fleets, formations and tactics more of a necessity
7) etc ...

But that's mostly way way outside what is currently possible with the game I suspect, so I guess it would be easier to make EVE 2; oh well Rolling Eyes


Panem


+1000 internetz to you

Cometeer
Posted - 2011.08.09 22:51:00 - [572]
 

Edited by: Cometeer on 11/08/2011 23:37:13
Edited by: Cometeer on 10/08/2011 00:03:24
Edited by: Cometeer on 10/08/2011 00:00:27
My Views to changing Null Sec:


#1 Anomalies

In my opnion, bring back the way anomalies were. Rather than limit them by true sec, effect the bounty more so by true sec. This way if i do those sanctums in -1.0 the best BS bounty might be 1.4-1.8mil. Then in the lower -0.0-0.25 that same BS bounty might only be 600-700k. This way you affect the income without totally removing anomalies from some systems.


Also, I'd add new Anomalies that are based on a gate. These anomalies would need a fleet of 3-5 to enter,but respawn like other anomalies. The isk per person would/should be equal to what someone running a sanctum might make. With these in addition to the normal anomalies, you allow people to run anomalies solo and in groups. This would make a larger amount of people happy and also increase the max people a system could handle.

#2 Cyno's & Jumping

I, as many people do, see this as a problem. However, while i see this as a needed fix for null sec, i'd like to say the simplest fix is to just have the cyno ship have to give 10% cap or so per ship that jumps to it, and the exclusion of capital(or all) energy transfers to the cyno ship.

#3 Industry & Mining

My fix for this is alot of what others have worte. Null sec is lawless, and with enough space,its not always in use as empire is. So why cant we have 20% varitants of veldspar?

My other fix is to change the mining upgrades from quantity to quality. I feel the small belt is awesome in its layout. Why cant we have all the static belts have everything but ABCM and leave the upgrades for them? Have it so by level 5, you have a giant belt with a large veldspar anchor of 3 mil m^3 or so and 40k units arkonor,40k units bistot,40k units crokite, and 20k units of mercoxit

#4 Supercarriers

I wass browsing on the eveolopedia for what supercarriers were MEANT to do and stumbled apon the capitals page. Reading that gave me an idea. Why does a Supercarrier have to be a BIG tech 1 carrier? Cant we treat it like a freighter and jump freighter? I mean, of course, make it TECH 2! If ccp changes the name from motherships to supercarriers to try to get its role right, then why not? Let it use fighter bombers,but only 2 more per level, or even just the 1 more per base. Then its a SUPERcarrier,and it wouldnt be quite as strong as the supercarriers of today.

#5 Sov & Outposts

The sov is a hard part for me to find a fix for so more on a later edit. On Outposts though, I dont think they should be part of sov fights. More so I think they need to be destructible. Having Outposts is like having a brick house. It doesnt motivate people to move,to find newer,greener pastures.

#6 PVP

I think one way to spice up pvp is to use a bit of code already there. Have it that a new piece of code check the kill log every 30 min and for every ship killed in 0.0 they get a certain percentage of the isk value of that ship or a percentage of the base insurance(maybe the last shot gets 10% of ship value while theose that help get 10% base insurance amount?).

I hope this is read and sparks some ideas. Will look out for feedback or quotes with rage and edit as i come up with more ideas.

#7 Cloaking

The change i look at leads straight to overheating. Either directly overheating when activated(for 30min-1hr?) or using a script that works like boosters. 1hr script has 5-10% chance of being scanned down and 10% of overheating. 6hr script might be 50% chance of being found or overheating. IMO its the simplest fix to the afk cloaking. It gives some risk to the reward.

J Kunjeh
Gallente
Posted - 2011.08.10 01:58:00 - [573]
 

Edited by: J Kunjeh on 10/08/2011 02:00:14
I just got done reading Jester's (Ripard Teg) latest blog post about the new SOV changes in Avatar Creations Perpetuum Online. I highly recommend everyone interested in SOV changes to Eve head on over and check it out. And I really hope CCP Greyscale and team reads it twice.

Jester's Trek: Tug of war

Honestly, Jester should have been elected to CSM6 (and preferably as Chair). I hope he decides to run again for CSM7, he's got my vote so far.

Kynric
Posted - 2011.08.10 04:51:00 - [574]
 

The biggest problem I find in EvE is that there is not enough incentive or activities for ships to be undocked and in space. Pilots evaluate the risk/reward of situations and prefer hugging control towers and station docks to venturing into space if they perceive even a small chance of a negative outcome. There is often little that can be done to draw them out which results in a dull evening for before the hunters and the hunted.

When contemplating new features whether in null, low, w-space or elsehere please consider if the feature can be structued to cause ships to move rather than sit in dock. For instance, if the recent planetary interaction features could have encouraged ships to be in space if it had required that the captain be in orbit around the planet when managing the colony instead of safely under a POS shield. The more active and moving ships the better.

Perhaps moon mining should become something that happens in space at locations other than a POS. With the related aparatus and/or frequent ships to pick up the produce vulnerable to attack or looting. This would encourage active defence of the system and result in consequences if the guards fled instead of giving battle.

Also, it would be useful if more event locations were findable without probes. Alternatively a covert probe which doesnt show on d-scan or perhaps is only seen on d-scan from a short distance could be added. The fear of the probe is so great that most activies cease the moment probes are launched making them more useful for stopping activity or causing ships to flee than for actually finding anyone.

Amber Villaneous
Posted - 2011.08.10 05:09:00 - [575]
 

Originally by: Kynric
The biggest problem I find in EvE is that there is not enough incentive or activities for ships to be undocked and in space. Pilots evaluate the risk/reward of situations and prefer hugging control towers and station docks to venturing into space if they perceive even a small chance of a negative outcome. There is often little that can be done to draw them out which results in a dull evening for before the hunters and the hunted.

When contemplating new features whether in null, low, w-space or elsehere please consider if the feature can be structued to cause ships to move rather than sit in dock. For instance, if the recent planetary interaction features could have encouraged ships to be in space if it had required that the captain be in orbit around the planet when managing the colony instead of safely under a POS shield. The more active and moving ships the better.

Perhaps moon mining should become something that happens in space at locations other than a POS. With the related aparatus and/or frequent ships to pick up the produce vulnerable to attack or looting. This would encourage active defence of the system and result in consequences if the guards fled instead of giving battle.

Also, it would be useful if more event locations were findable without probes. Alternatively a covert probe which doesnt show on d-scan or perhaps is only seen on d-scan from a short distance could be added. The fear of the probe is so great that most activies cease the moment probes are launched making them more useful for stopping activity or causing ships to flee than for actually finding anyone.


Another typical post of "I wanna kill ratters miners and PVErs of all types, not those that actually prepared for PVP".

Soldarius
Caldari
Peek-A-Boo Bombers
Posted - 2011.08.10 09:41:00 - [576]
 

Originally by: GRIEV3R
Originally by: Mioelnir
[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


I'm a Nyx pilot and I support this idea.


I am not a super/titan pilot (could be soon) and I also support this idea.

John McCreedy
Caldari
Eve Defence Force
Posted - 2011.08.10 11:48:00 - [577]
 

The problem with nullsec, as has been said before, is that it's too attractive to live in High sec. Post-Anomoly nerf, you can easily make as much, if not more money on a personal level living in High sec as you can in the depths of 0.0 and this is not right. Any redevelopment of null sec must come hand in hand with a high sec nerf, not to punish those who live there, but to encourage a natural game progression of High Sec to Low Sec to NPC nullsec to Conquerable Nullsec. Each level of progression should bring greater risks that if taken, provide greater rewards. Jita should be like going to market to sell your wares. One does not live in the market though.

On the proliferation of Super Capitals subject, once the first Titans had been built by ASCN and BoB it was obvious everyone else would need to build them in order to compete with the arms race. The proliferation problem isn't with their ownership though, its with the risk vs. reward factor. We've been fighting several Alliances for a while now who are able to drop over a hundred Super Capitals on us. What risk did they incur for such rewards as battlefield domination? A cloaked Frigate. I'm not having a dig at them because we'd all do it but it's not right that you can fly in a ship that is virtually uncatachable until the Cyno is lit. I don't want to see Supers nerfed to a point where no one uses them again because that harms the producers. I want to see the risks involved increased so here's our idea to tackle that: No ship should be able to fit both a cloak and a cyno generator at the same time. With this simple change you now give fleets the opportunity to catch a cyno ship. It doesn't harm the producer or prevent the large Super fleet getting in. It simply increases the risks involved. Makes that decision a more strategic one rather than the only one.

We'd also like to see increased regionalisation of interdependant items to encourage trade, especially with Empire. Not only are you then providing an exclusive market where you can control the supply and demand and therefore the price of what you sell, increasing the money to be made living in nullsec, but you're also encouraging more small scale warfare and making Empire wars have meaning again by providing targets that cater to a smaller, more agile team. You shouldn't be completely self sufficient living in nullsec because this creates a degree of seperation that has a cascading effect throughout Eve. You are also balancing out any increase in the rewards of living on the frontier by increasing the associated risks as well.

Warfare out here is also too dependant upon bringing the largest fleet you can possibly bring. Of course large, well equiped armies will dominate any battlefield but invariably the ground work has been laid by smaller strategic teams. Warfare in Eve should be multi-facated with soverignty being taken by escalating strategic objectives that encourage smaller scale fleets at the begining of the process. Blob warfare should be the end-game of any sov capture, not the be-all and end-all of it. So taking this and Dust into account, what about something like this?
  1. Each system has control points that prevent the iHub being attacked.

  2. These control points can be Hacked turning the ihub off and making it vulnerable.

  3. Once Hacked the iHub becomes available to shoot (As our Alliance, -FA- has proven lately, this can be done in bombers).

  4. Once the iHub is reinforced, it allows for your Ground Troops to land.

  5. Once on the surface they go to work capturing the planet and System Command & Control Center on the surface.

  6. Only then will there be a need for the major battle to prevent the ihub being killed that we see now.
If you wanted to, you could stop at number 2 and wage guerrila warfare by turning their anomolies off for a period of time. This is just a rough idea but it'd make sov warfare more fun and interesting rather than blob warfare.

Augustina Maxima
Posted - 2011.08.10 14:01:00 - [578]
 

@CCP are there any plans to do something about AFK cloaking in the winter expentions? Cuz in my opionion being able to disrupt alliances home with just being there afk cloaked is garbage! Because I dont think its fair to the ppl who invested in that space and build it up to have there operations disrupted by AFK cloakern. There should be a counter to that and the fact that there issnt any is bull****!

Selnix
Gallente
North Eastern Swat
Pandemic Legion
Posted - 2011.08.10 15:06:00 - [579]
 

Originally by: Augustina Maxima
@CCP are there any plans to do something about AFK cloaking in the winter expentions? Cuz in my opionion being able to disrupt alliances home with just being there afk cloaked is garbage! Because I dont think its fair to the ppl who invested in that space and build it up to have there operations disrupted by AFK cloakern. There should be a counter to that and the fact that there issnt any is bull****!


How is it that a single person can disrupt your home? Perhaps if you are supposedly capable of holding said space you should also be capable of defending said space should someone choose to attack you. Besides, AFK cloaking is one of the better counters to macrofarmers as the macros seem to hide when there is company around.

Amber Villaneous
Posted - 2011.08.10 17:12:00 - [580]
 

Originally by: Selnix
How is it that a single person can disrupt your home? Perhaps if you are supposedly capable of holding said space you should also be capable of defending said space should someone choose to attack you. Besides, AFK cloaking is one of the better counters to macrofarmers as the macros seem to hide when there is company around.


Weak tired old rationalization. You know damn well that one afk cloaker most likely has a covert or normal cyno on it and even if it doesn't you have to assume it does. So unless you can convince a fleet to spend their $15 a month on standby while you rat, mine, whatever...

Your argument is invalid. If only PL had experience hotdropping you would understandShocked

Zendoren
Aktaeon Industries
The Black Armada
Posted - 2011.08.10 17:12:00 - [581]
 

Originally by: CCP Greyscale

Originally by: Elayae
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.



I like the idea of a starbase with a modified jump drive, tbh.



I smell a return of Motherships with this statement!

Augustina Maxima
Posted - 2011.08.10 17:31:00 - [582]
 

Originally by: Selnix
Originally by: Augustina Maxima
@CCP are there any plans to do something about AFK cloaking in the winter expentions? Cuz in my opionion being able to disrupt alliances home with just being there afk cloaked is garbage! Because I dont think its fair to the ppl who invested in that space and build it up to have there operations disrupted by AFK cloakern. There should be a counter to that and the fact that there issnt any is bull****!


How is it that a single person can disrupt your home? Perhaps if you are supposedly capable of holding said space you should also be capable of defending said space should someone choose to attack you. Besides, AFK cloaking is one of the better counters to macrofarmers as the macros seem to hide when there is company around.


He can do so quit well if your home is right on the border of a region right next to NPC 0.0 meaning you are in Titan Bridge and Covert Bridge range sure you can protect yourself from Titan Bridges but try cyno jamming an entire constellation .. the cost to do so is insane. Besides that doesnt give you any kind of protection from covert ops drops. So yeah tell me how are you gonna defend against that **** 23/7 its impossible. And all that cloaker's gotta do is being afk in your system and look at that window from time to time if there is something to drop wow awsome.. PL clearly you're playing the same game like the rest of us your knowlage is just mindblowing. It should not be possiable to disrupt activitys while being AFK that makes no sense. Besides that there is no counter to cloaks which makes it stupid.

Orakkus
Minmatar
m3 Corp
Posted - 2011.08.10 21:00:00 - [583]
 

Originally by: Mioelnir
[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


Yeah, I agree with the premeise of this idea as well. However, I see the flaw in it, as it would take only two carriers to feed the cynoship enough cap along with shield/armor reps to keep it pretty safe.. along with their own offensive capability. That being said.. if you increase the time it takes to keep the wormhole open.. and the wormhole is only big enough for a single supercapital ship.. then, I think its a very plausible idea because a decent sized sub-cap fleet would still have a reasonable enough chance to take one of the necessary carriers down. And with that reality, more people would be forced to fly sub capital ships to defend the carriers while they feed and protect the cynoship.

John McCreedy
Caldari
Eve Defence Force
Posted - 2011.08.10 21:16:00 - [584]
 

Originally by: Orakkus
Originally by: Mioelnir
[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


Yeah, I agree with the premeise of this idea as well. However, I see the flaw in it, as it would take only two carriers to feed the cynoship enough cap along with shield/armor reps to keep it pretty safe.. along with their own offensive capability. That being said.. if you increase the time it takes to keep the wormhole open.. and the wormhole is only big enough for a single supercapital ship.. then, I think its a very plausible idea because a decent sized sub-cap fleet would still have a reasonable enough chance to take one of the necessary carriers down. And with that reality, more people would be forced to fly sub capital ships to defend the carriers while they feed and protect the cynoship.


Make the cap based upon what's trying to jump through and make it instant hit. Sort of like warping were the distance you can warp is based upon your cap at time of iniating warp. The more ships trying to jump through the more cap needed. When the cyno ship runs out of cap, the Jump capable ship has its jump rejected. The bigger the fleet the bigger the ship with the bigger the cap is needed.

Gevlin
Minmatar
Lone Star Exploration
Lone Star Partners
Posted - 2011.08.11 01:24:00 - [585]
 

I have been victim of the afk Cloaker often.

I have done the afk cloaking my self, being a miner i have several alt, so i notice the 1 guy AFK cloaking me and afk cloak his territory in 4 different systems

I have afk cloaked in a Blockaid runner..... well that I forgot to cloak... but it worked..... When they scanned they were looking for harmful ships not a transport ship.

If they got rid of local..... afk cloakers would never be a problem.

But afk cloaking is apart of the game, removing the safety of null sec. Sadly it is much like a wardec in empire.

Though I think the rewards should be higher though in crap low sec to compensate for the cloakers though.

Leovarian Lavitz
Minmatar
Eternal Profiteers
Santa Cruz Alliance
Posted - 2011.08.11 09:48:00 - [586]
 

Originally by: J Kunjeh
Edited by: J Kunjeh on 10/08/2011 02:00:14
I just got done reading Jester's (Ripard Teg) latest blog post about the new SOV changes in Avatar Creations Perpetuum Online. I highly recommend everyone interested in SOV changes to Eve head on over and check it out. And I really hope CCP Greyscale and team reads it twice.

Jester's Trek: Tug of war

Honestly, Jester should have been elected to CSM6 (and preferably as Chair). I hope he decides to run again for CSM7, he's got my vote so far.


I support this idea, it would make sov warfare interesting for fleets of all sizes.

Infininte escher
Gallente
Posted - 2011.08.11 13:18:00 - [587]
 

make station or pos stuff that will handle a area of effect comunication control for 0.0 it will control message relay speeds for all messages execpt for the messages between people in the same system so the distance you are from the broadcatining station the more delay there is in sending and getting messages. It would make 0.0 feel like deep space once more with out taking away the ability to comunicate!
and loads of other possible benifits such as: control of the local MOTD for extra fun message's, hackable content for spying and sabatage or general trolling

By the time they hear your screams you'll allready be dead ( if your far enougth out and the attacker's move quick enougth)

Lord Helghast
Posted - 2011.08.11 13:57:00 - [588]
 

Edited by: Lord Helghast on 11/08/2011 14:25:40
Originally by: Soldarius
Originally by: GRIEV3R
Originally by: Mioelnir
[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


I'm a Nyx pilot and I support this idea.


I am not a super/titan pilot (could be soon) and I also support this idea.


^^^^^ BEST FRIGGING IDEA EVER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Also make the Hel have a lower mass like by half of the other supers, since the Hel currently sucks make them the fast nimble super that can get in faster thant he other supers!!!!

I love this idea so much its rediculous, a nice charge up time for the mass buildup, cyno that builds and builds for a few minutes, to give local dwellers a chance to stage a defense flet and try to take out the cyno generating ship + its carriers that first jumped through that are capping it up and repping it...

if you really want to enforce communication and team work, make it so that if something too big for the cyno trys to jump through the cyno collapses and has to start building again, or hell, perhaps if not enough mass for the ship jumping through rip apart part of its hull on the entry into the system

GeeShizzle MacCloud
Caldari
Posted - 2011.08.11 15:36:00 - [589]
 

Edited by: GeeShizzle MacCloud on 11/08/2011 15:43:06

I strongly believe CCP needs to change the infinite static isk generators and set a cap on the level of resources in one spot. plus change sov structures and ihub upgrades to require fuels rather than monthly sov bills. that way CCP can directly control the total amounts of possible upgrades and sov levels with belt resources, meaning huge alliances cant build and maintain massive blocks of sov just because of large amounts of moons materials, but have to have the activity levels to maintain itself.

yes there needs to be resources generation and depletion for corps/alliances as well as more pilot friendly isk resources (like ratting) but this NEEDS to be dynamic and NOT static.

Create a system thats dynamic against the grain of null sec activity, BUT allow infrastructure to collect/pool resources from its surrounding constellation so that it sustains a particular level.

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. CCP has NPC kills per system per hour/day to do this, PLUS they can easily calculate how much moon materials are being pulled into the game and from where!

Because of this, a dynamic system can be created for Moon resources as well as true-sec/anom levels, and will make null sec more exciting.

you cannot deny resources are the driving force for conflict in null sec, its the primary reason for conflict in RL!

These changes would 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 true-sec ratting resources, and 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.

Reginald Zebranky
Posted - 2011.08.11 15:53:00 - [590]
 

Originally by: Soldarius
Originally by: GRIEV3R
Originally by: Mioelnir
[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


I'm a Nyx pilot and I support this idea.


I am not a super/titan pilot (could be soon) and I also support this idea.



That is brilliant! CCP, do this!


Jita mcheck
Posted - 2011.08.11 16:01:00 - [591]
 

accesable solo pve content.

A newer player can find it really hard in 0.0 to make isk not because of pvp but because the pve is so hard.

What can a new minir do solo?

Why not have some scan sites that only have frigate rats..the ore would nto be as good or more spread out but so what?

Dr Cedric
Caldari
Orbital Industry and Research.
Posted - 2011.08.11 18:07:00 - [592]
 

I'm glad that so many people, including CCP people have been posting in this thread. This will be my third, and hopefully it will continue to help get everyone what they are hoping for out of this game!

So the consensus is that current SOV mechanics are not working well. Structures shouldn't be indestructible (outposts) and there should be more structures for small/med/large gangs to have as targets. SOV shouldn't be tied to specific structures, but more to how active a group is. So, with all this in mind I'll propose my ideas.

I say, let there be POSses everywhere. I say increase number of anchorable structures that there as well as starbase module at POSses and what they can all do. I say create more activities that require a structure of some type to allow that activity. (For example, a deep space scanning array that you warp to, "open" and get all your local "anomaly" information from.) Whatever people are wanting to do in a system, let them anchor some structure to do that. Make it so corps anchor them for corps, or alliances for alliances, or even individuals for themselves. All of these structures will give rise to many targets for aggressors to mess around with the inhabitants of a particular system. And here is the catch...none of these structures depends on a "sovereignty" level.

On the other hand, lets make these structures depend on each other. Here is a for example:
My corp wants to anchor a deep space scanning array, but it needs a power supply and a CPU supply, perhaps a few other items. So we go about setting up a POS specifically to provide the (fill in the blank) that our Deep space scanner needs, and now we can go and rat to our little pod-heart's content. If we don't have those pre-req. structures in space, or if they get attacked, then our scanner array is now non-operational. It should work the same way for industrial arrays, or cyno jammer arrays or jump bridge arrays. If I want to do something, let me do it, but make me work for it. This will also let the small corps have a go at it, probably even the industrious solo player.

This system also makes plenty of strategic targets. If I'm not big enough to go for the POS that is powering the industrial matrix where everyone drops off salvage to turn it into minerals, I can instead attack the relay computers or the AI nexus or whatever you can think of that is in the backbone of this system. I suppose the best way to envision it would be a "tech tree" from a game like warcraft or starcraft. I have to build x, so I can build y so I can build z. X and Y may or may not do anything for the player, but Z does. As the aggressor I now have options to attack whichever is available/vulnerable, and it forces the defender to defend their assets.

The last point of this is that there should now be a way to anchor POS/other structures at any place (within reason) instead of only at moons. Perhaps make 20 or so anchor points per planet, allow a "skilled" player to identify an appropriate non-planet based anchor point, or what have you. Now an alliance of 1000+ people can all happily occupy one or two systems, create their industry, provide ISK faucets for players and set themselves up to create a powerful self-contained system. 3 jumps away, my corp of 4 people can set up shop and spend some time in 0.0 when we want, and Joe Schmoe over there can share my system because I don't care what he does.

Sovereignty in this case can now be classed as how many structures are in space, and who do they belong to. If I happen to drive out all the members of an alliance, and there are structures left, I hack a bit at some specific ones, and now I own them, or the next guy, or the original owners who come back. I'll have to choose what I shoot at depending on if I want to come back and live here, or I'm just trying to grief the other guy out of his system.

I hope I got my point across, and I hope it makes sense.

Thanks,

Ced

Mr Bobby
Posted - 2011.08.11 18:31:00 - [593]
 

getting back to the NPC invasion of Sov Nullsec.
how about the lower the index levels of a system is and less active the more likely you are to have the constellation taken by NPC Sov. this means that massive alliances cannot just take space and hold it with the treat of massive super cap blobs. if you don't use it you will loose it to NPC nullsec. and then you have to mount a assault op to get it back.

Jekyl Eraser
Posted - 2011.08.11 18:34:00 - [594]
 

One problem is that there is only one way to play 00. One sov system, one way to play. This applies to solo players, small corps/alliances who enter 0.0, pirates and industrialists. Sov system and 0.0 is made for large entities and becoming large is quite impossible.

Making science needs assets and if your assests aren't safe you will lose it eventually. Inductrialists need safety more than ratters who only risk few ships and some modules. Industrialists have multiple POSses and materials worth billions of which to produce from. POS is subject to corp theft also. Small new corps/alliances can't defence their base in any way, they are a sitting duck.

some random ideas
-stealth base for small corps
-stealth factories
-mobile factories
-way to make a system into hisec
-way to save materials when under attack

Mioelnir
Minmatar
Cataclysm Enterprises
Ev0ke
Posted - 2011.08.11 22:02:00 - [595]
 

Awesome, and unexpected, feedback.

Blackops: I had a specific, new, ship in mind, to make it more easily identifiable if a fleet is super-capable. But BlackOps might work too. I am still pondering about a corpmate's suggestion of making it a capital module.

Cap/Jump mechanic: I only wrote mechanics like w-space. What I meant with that is that the mass limit rises with time, and falls according to useage. With the rate of mass limit expansion depending on the cap available to the module (if there is cap for the activation, mass limit rises. If there is not, mass limit stays the same). Basically, if you find a spot where your alt can stay in space, alone, running this supercap cyno for 30 minutes, you deserve to move one supercap through it, since obviously nobody cares about it. But to move a group of supers between 2 downtimes, it won't work that way.

Originally by: Destination SkillQueue
I think the idea in general is nice, but it won't fix the basic problem of supercaps being teh uber with no counters besides more supers. When they are on the field there is no point in fighting at all if you can't field close to similar numbers of them. That is the one thing that has to finally come to an end.

When BS were the top of the foodchain, everything else was relegated to support. It became a numbers game of battleships.
When Insurgency had 200+ carriers at a gate in Branch to defend their space, there was very little you could do except bring more. It became a capitals numbers game.
This is not exactly new. And it is highly unlikely to change unless CCP introduces a mechanic that limits the amount of supers that can be in a system to a finite number. Which will mean one party "preloads" a system to deny you bringing them, leaving you fighting theirs without yours - game mechanic enforced.

Quote:
I'll stress two points here. One, supers need to be strong at something good to keep them useful. Two, they need to be vulnerable to something widely a available. High potential risk/benefit in using them.
Which will mean 'widely available' will become standard fitting, countering point one. We've seen it with so many things, from doomsday-proofing, double doomsday-proofing, cynojammers etc. If there is a mechanic available to deny an advantage, players will adapt and it will get used. A LOT.

Their use should, imho, not primarily depend on mechanics, but player capability. The main problem with supers is not full fleet A with 20 supercarriers engaging full fleet B which only has 40 carriers. The problem is them jumping on anything that moves. If you shake a station hard enough and form a fleet with the first 10 ****fit ships that fall out - you can call in supercap support. A small roam - supercap support. A single force recon camping some structure - supercap support.
That is the basic premise of my idea - battlefield control. If my sub-cap/regular-cap capabilities allow me to bring them in, then here they are, have fun dealing with them. But if you dominate me on the battefield, you will be able to prevent me from bringing them in.
Your skill as a player, from gathering intel, scouting systems, identifying traps to orchestrating your battleplan as a coherent fleet, decides if the battle escalates to supercapitals. I can either deny your supercap escalation, be unable to deny it, or allow it by playing opossum so I wreck them once they appear.

Cornwalis
Posted - 2011.08.12 01:06:00 - [596]
 

NPC blobs invading parts of nullsec gate by gate, as an random ongoing live-event, causing the opposite effect that Incursions are doing to the systems (without taking away the NPC's buff).

Having a more "fleshed out" rent structure for when PvP corps can properly "rent" a system to another industry alliance, using them as a resource.



I hope my .02 ISK helps.

Nyla Skin
Unknown Soldiers
B O R G
Posted - 2011.08.12 11:00:00 - [597]
 

Originally by: El'Niaga
Increasing logistics decreases fun.


Indeed. Nerfing nullsec logistics would simply mean more unhappy players, as they still would have to do the logistics even if they liked it less.

The only way to make people less likely to shop in highsec, is to provide a more convenient alternative in nullsec. I would propose a buff to pos refining and manufacturing, possibly increase to corp hangar array cargospace. The refining currently is particularly horrible. This might possibly increase nullsec trade slightly.

StuRyan
Posted - 2011.08.12 11:31:00 - [598]
 

null sec should be dangerous, at the moment it is too easy to bot away.

Example - we found a bot who is in a tech 3 and is nullified and warps to a pos when his local is distrubed.

Now way of catching him.... We don't want to petition as we like killing stuff but thats the case in many regions it is too easy to make isk in 0.0 with intel channels being lit at the first sign of trouble - It really doesn't help small scale pew pew, or for that matter solo pew pew....

StuRyan
Posted - 2011.08.12 11:34:00 - [599]
 

Originally by: Amber Villaneous
Originally by: Kynric
The biggest problem I find in EvE is that there is not enough incentive or activities for ships to be undocked and in space. Pilots evaluate the risk/reward of situations and prefer hugging control towers and station docks to venturing into space if they perceive even a small chance of a negative outcome. There is often little that can be done to draw them out which results in a dull evening for before the hunters and the hunted.

When contemplating new features whether in null, low, w-space or elsehere please consider if the feature can be structued to cause ships to move rather than sit in dock. For instance, if the recent planetary interaction features could have encouraged ships to be in space if it had required that the captain be in orbit around the planet when managing the colony instead of safely under a POS shield. The more active and moving ships the better.

Perhaps moon mining should become something that happens in space at locations other than a POS. With the related aparatus and/or frequent ships to pick up the produce vulnerable to attack or looting. This would encourage active defence of the system and result in consequences if the guards fled instead of giving battle.

Also, it would be useful if more event locations were findable without probes. Alternatively a covert probe which doesnt show on d-scan or perhaps is only seen on d-scan from a short distance could be added. The fear of the probe is so great that most activies cease the moment probes are launched making them more useful for stopping activity or causing ships to flee than for actually finding anyone.


Another typical post of "I wanna kill ratters miners and PVErs of all types, not those that actually prepared for PVP".


And your point is?

Mioelnir
Minmatar
Cataclysm Enterprises
Ev0ke
Posted - 2011.08.12 11:38:00 - [600]
 

Originally by: Mioelnir

Blackops: I had a specific, new, ship in mind, to make it more easily identifiable if a fleet is super-capable. But BlackOps might work too. I am still pondering about a corpmate's suggestion of making it a capital module.


Actually, it needs a new ship (or a new subsystem set for t3 cruisers), that gives a role bonus against doomsday damage. A special siege-style module might work too. The weak link should be the fleet supporting the supercyno, not something that can be snipered by one/two/../n titans.
Those n titans fighting your attempts to bring your own by engaging the fleet is valid.


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