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An idea for eliminating "Podding"

Author
Gpop91
Doomheim
#1 - 2011-10-01 00:02:06 UTC
Fellow Capsuleers, What is the purpose behind podding. As far as I can see it is counterproductive. Sure kill the ship or try for ransom, loot or salvage. But to pod the pilot too is just too much. No profit, creates hostility, pays others to kill you, things like that.

Ok, let be adult about this and eliminate podding. How, easy, make all pods invulnerable, period. Concord already visits severe sanctions against podding in hi-sec. Why not just extend this and make all pods invulnerable? Your thoughts???
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#2 - 2011-10-01 00:11:38 UTC
why?

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Sigras
Conglomo
#3 - 2011-10-01 00:14:28 UTC
making pods invulnerable means that the implant market will crash because the only way of removing them from the game will have been eliminated.
ShahFluffers
Ice Fire Warriors
#4 - 2011-10-01 01:09:05 UTC
Podding is fine. It's meant to be an "insult" of sorts.
Alxea
Unstable Pirate Sharks Of The Damed Sea
#5 - 2011-10-01 05:52:59 UTC
Does this mean you mad bro? Killing somebody in eve is what sets it apart from wow, in wow you don't lose anything = no risk. In eve there is always risk. If you don't like it don't play eve. Also don't implant what you can't afford to lose. Roll
Tippia
Sunshine and Lollipops
#6 - 2011-10-01 06:00:51 UTC
Gpop91 wrote:
Fellow Capsuleers, What is the purpose behind podding.
Sinking ISK through clones.
Creating demand for implants.
Trigger mechanism for bounties.
(Occasionally) really hitting the enemy right where it hurts — in the time investment (aka SP).


So I can only echo Barbara Nichole: why? You didn't really present any reason why podding should be removed.
Herzog Wolfhammer
Sigma Special Tactics Group
#7 - 2011-10-01 08:32:23 UTC
Sigras wrote:
making pods invulnerable means that the implant market will crash because the only way of removing them from the game will have been eliminated.



Actually, if the removal of podding was done right, and with some changes in mechanics of the game, it could make the game even harder and loss more costly.

There are a lot of players who have things arranged in such a manner that their stations are like respawn points too. That's very convenient. I have seen people too tired to do the 40 jumps and get fleet-mates to pod them home too. Easy easy easy.

Finally, if you never get podded but lose a lot of ships, how is that creating a need for more implants? Pods are hard to target, the only place to net them is 0.0 with a warp bubble. In low sec you have to rely on smarties or a very boosted intie for a fast lock.

Removal of podding, would work if we also addressed the actual real good reasons to kill a pod:
- a pod can still gather intel in a system
- a clone for a more experienced player can be costly and draw away funds for more offensive assets
- the enjoyment of it



But what if:

- pods have a limited overview and cannot see any other ships on screen.
- pods having limited fluid routers and transponders so that communications with and viewing of anybody else in local is no not possible.

Now the intel-gathering capability of the pod is gone.

One of the things I see the PVP crowd raging about when complaining about the so-called "carebear" is that the latter is doing a low cost high gain game. That's not the issue here but it is true that a high-sec missioner can have the +5 matched set that costs 1 billion ISK and go for a very very long time - even indefinitely - without getting podded. That implant set with the right skills can make such a player lose tier 2 ships with modules all day , but never affecting the cost -reward ratio enough when the implants that are never at risk are never lost.


But what if, when losing a ship, there was a random destruction of any number of implants?


After all, the affect of losing a T3 ship causes a loss of SP, but surely the massive power impulse generated in the electrical system of a ship when it is destroyed could have some effect on the implants?

Therefore, having lost the reason to kill a pod, and a pod being useless without a ship, plus some damage to implants on ship loss, the risk is spread across all playing styles.

This would actually boost implant demand. Low and 0.0 players who might be averse to implants can get them without fear of losing all of them. Those who have them will start to lose them on occasion they lose a ship. The demand for implants will spike considerably, and then level off above the present demand.

Of course I would suggest that self-destruct of capsules is still an option. The reason being that it's worse not getting the clone-ride home and having to do 40+ jumps home to re-ship. But here we have a very difficult choice being created: be impatient or need to re-ship really really bad and dump the clone and everything in it OR suffer through a long trip and the fleet battle will be long over even before you get back to station.

Removing self-destruct would make ship loss even worse - and it's still easier to lose a ship than a pod.

So make them indestructible, but completely useless, and make ship loss trigger random implant loss and I think this will work. The "pain" will be spread across playing styles and losing a ship means an even greater penalty.



Bring back DEEEEP Space!

Jill Antaris
Jill's Open Incursion Corp
#8 - 2011-10-01 09:17:29 UTC
Tippia wrote:
Gpop91 wrote:
Fellow Capsuleers, What is the purpose behind podding.
Sinking ISK through clones.
Creating demand for implants.
Trigger mechanism for bounties.
(Occasionally) really hitting the enemy right where it hurts — in the time investment (aka SP).


So I can only echo Barbara Nichole: why? You didn't really present any reason why podding should be removed.


Plus having invincible scouts that you simply can't be removed(it is as bad as it is with throwaway alts) would be kind of bad.
killorbekilled TBE
The Scope
Gallente Federation
#9 - 2011-10-01 09:39:52 UTC
sorry but its a terrible idea

:)

Kossaw
Body Count Inc.
Mercenary Coalition
#10 - 2011-10-01 11:09:41 UTC
Personally I hate being podded. It's expensive and it sends me 20 jumps back down the pipe away from the roam I was on. To add insult to injury buying more implants in 0.0 is expensive if you can even find them. And if I ever rage quit in frustration and forget to upgrade its a complete PITA to loose BS 5

The only thing worse than being podded is getting stuck 30 jumps away from home in Hostile space with +5's

So its working as intended. ;)

WTB : An image in my signature

cornholio508
Ministry of War
Amarr Empire
#11 - 2011-10-01 11:10:37 UTC
Gpop91 wrote:
Fellow Capsuleers, What is the purpose behind podding. As far as I can see it is counterproductive. Sure kill the ship or try for ransom, loot or salvage. But to pod the pilot too is just too much. No profit, creates hostility, pays others to kill you, things like that.

Ok, let be adult about this and eliminate podding. How, easy, make all pods invulnerable, period. Concord already visits severe sanctions against podding in hi-sec. Why not just extend this and make all pods invulnerable? Your thoughts???


Sorry its a terrible idea .

With the time and effort people put into playing eve it kinda gets personnel when someone attacks . So costing them their ship and possibly costing them a month or 2 worth of training is proper retribution . CCP only shun these action in high sec . Yes in lowsec you get a GSC and a hit on security if its not a war dec , but concord are not there . If people are willing to go that far in lowsec thats their decision .

Removing that from lowsec or high sec is making the game too safe . CCP only shun podding in high sec . Yes in lowsec you are given a hit in security for doing so but thats the way it goes . For the reward of warding people off the system your occupying there is the set back of bad securiy standings .

What better way to send a message like " WE DONT WANT YOU HERE " than costing people their ships and possibly months of skill training if they havent updated their clones . Along with the isk loss of buying new implants .
Laechyd Eldgorn
Avanto
Hole Control
#12 - 2011-10-01 11:27:15 UTC
remove undock button

it causes great misery
Kagan Storm
Doomheim
#13 - 2011-10-01 11:33:44 UTC
i agree with this guy...

I say remove poding.

So i can warp scram a guy and hold him im place for 23 hours :) And greaf that succor.

Nothing like ruining 23.30 hours of game time for somebody

My ego is the the size of my carriers jump range.

Caius Sivaris
Dark Nexxus
#14 - 2011-10-01 11:41:54 UTC
Gpop91 wrote:
Fellow Capsuleers, What is the purpose behind podding. As far as I can see it is counterproductive. Sure kill the ship or try for ransom, loot or salvage. But to pod the pilot too is just too much. No profit, creates hostility, pays others to kill you, things like that.

Ok, let be adult about this and eliminate podding. How, easy, make all pods invulnerable, period. Concord already visits severe sanctions against podding in hi-sec. Why not just extend this and make all pods invulnerable? Your thoughts???


You're stupid, hundred of people get podded without CONCORD intervention everyday in highsec. Also say goodbye to the implant market, one of the biggest revenue source for mission runners if you remove podding.

Also it serves plenty of purpose, mostly getting someone out of local so he can't reship and come back to battle immediately.
Sobaan Tali
Caldari Quick Reaction Force
#15 - 2011-10-01 11:49:17 UTC
As much as I agree to the point of there bing no real practical reasoning behind podding, removing podding removes the risks of having many billions of isk in imps and some skill points if you haven't been keeping your clone updated. I have been podded once with a full set of +5's (because I was stupid and wasn't paying attention, so yeah it does happen) so I can agree that it sucks, but you may as well recommend making high sec completely free from pvp/wardecs at that rate, and that will NEVER happen.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Mocam
Aliastra
Gallente Federation
#16 - 2011-10-01 12:41:32 UTC
I think others have exlained it well enough - no.

You don't need people flying around scouting you out in invulnerable ships that nothing can stop.

I am for removing penalties from PvP that entail training advantages. The "highsec hugger" due to +5 implants that trains faster than a nullsec PvP "guru"... Bad form IMO but not by allowing people to freely roam wherever they want with no way to stop them.
Mirima Thurander
#17 - 2011-10-01 13:45:05 UTC
has to be a troll post right?

All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel.

Roosterton
Sebiestor Tribe
Minmatar Republic
#18 - 2011-10-01 15:46:03 UTC
Herzog Wolfhammer wrote:


So make them indestructible, but completely useless, and make ship loss trigger random implant loss and I think this will work. The "pain" will be spread across playing styles and losing a ship means an even greater penalty.



What's the point? How will this be an improvement over what we have now? What?
Goose99
#19 - 2011-10-01 16:11:31 UTC
Pod full of implants is the singular reason people are so risk-averse. In Perpetuum, which lacks pods, and you lose only what you're in, there's a lot more pvp. If not for podding, Eve would be filled with Rifters...
Aqriue
Center for Advanced Studies
Gallente Federation
#20 - 2011-10-01 18:10:43 UTC
You know that worthless expansion that added PI? Know how useless it is to the majority of EVE, cause not everyone (namely NPC corp or small corp) have no need to use PI resources? Know how you hate investing in and loosing expensive implants while missing out on PVP action cause "choice = risk vs reward = more risk type bored" cause they got nothing to shoot at while the more rewarding type are still sitting in high sec?

Well, let me suggest this

You know can train in a station of your choosing (home base so to speak, like setting your med clone) and fly a pod without fear of loosing attribute implants. To maintain the up to +5 attribute and still PVP, you have to maintain a que at appropriate amounts of fuel (kind of like a cross between Skill, POS and PI maintence) that holds a week's worth of fuel at a time. Pod destroyed, you have to refill up the que. All slot 6-10 remain as is

The good reason for this; +5 training all the time with no interruption (thinking about 7 mill an attribute per week x2 attribute), huge isk sink and demand for POS fuel type items, influx of PVP action (cause you can now fly what you can afford to loose) and there would actually be an increase in destroyed ships as well (cause we all know coward pirates flying "desposable as a condom" T1 ships and no care of loosing it like tossing out trash means they are doing their part of loosing their own ships just as much as them targeting carebears for destruction in BS and T2 ships to bloat their killmails with high destruction and low loss....lol KB efficiency when your sitting in highsec in perfect safety surrounded by CONCORD while looking for a can to flip and a hulk to smash when you got nothing to loose).

The bad reason: some going to say "herp derp your choice" while still sitting in lowsec bored with lack of targets and not realizing CCP's first choice to design so they are at fault on the top cause CCP can't figure out to coddle the player even just a little bit might improve subscriptions (cause it works for WoW, doesn't mean its a bad idea), more care bears comming out of their dens from highsec, implant market tanks but at the same time you can still buy a +5 if you prefer and after 2+ years its still paying itself off so your saving money (like me *\o/* ),
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