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Nullsec access points

Author
Yim Sei
Ontogenic Achronycal PLC
#1 - 2013-01-17 11:49:36 UTC
Bear with me please, this might hurt a bit......

After reading the Nullsec sections of the latest CSM notes this got me to thinking.

If access / use of Null to small corps / gangs is as much of an agreed upon issue as the CSM notes infer then why not use a hybrid system between wormholes / jumpgates and complexes?

Backstory - due to political pressure centeraing on a future lack of natural resources Concord have been assigned to key jump bridge points through null security space ease passage to sort after resources and minerals in these lawless regions.

Implementation - Concord policed Jump bridges which span certain areas of null in main (but not currently inhabited) junction systems.

For example taking Pure blind as an example - you have a high sec Jump gate in Lonetrek (a few systems 'inland' to highsec from Torrinos.)

This jump gate may be reliant on standings and costs involved inclide a monetary isk cost, also a timed gate system ie ships only of a certain size or number every hour or so (finer points to be worked out by Devs) - maybe even travel charters?

There must always be a limit in place to keep gangs small, and in sub caps.

This gate would be the starting point of a very loose network of systems connecting these gates.
For instance the first Jump from Highsec might take you to KLY-C0.

This would be a good hub as there are many exits and no stations - this means the newly entered 'gang' has to travel maybe 2 or 3 jumps through null to the next gate, and maybe another 4 or 5 to the next - banching out further and further with more nullsec systems to traverse the further you go.

Now the actual gates would be policed by concord - why?, because the idea of this is to get people active in null - not camp a jumpgate for 8 hours in snipers waiting for some poor sod to come through.

How about Concord capitals and Battleships - and a warp disruption nullifier batteries to allow people to warp off.
Concord of course only repond to aggression in range of the gate, but as soon as warped away - your on your own kids :).

I think there is the basis here for some kind of structure to allow smaller corps and gangs into null.
Hopefully the more knowledgable about these things (and by that I mean CCP Devs who look at this stuff every day) take a look and give it some thought.


Would appreciate comments that are constructive from players.

By constructive - if you find holes, try to patch them - making them bigger is just a waste of chi.

Post with my main? This is my main - I just overtrain and overplay my alts.

Roime
Mea Culpa.
Shadow Cartel
#2 - 2013-01-17 12:01:18 UTC
Not sure if the actual travel access to nullsec is any kind of issue, didn't notice that mentioned in the Minutes. They talk about the limited chances of small entities to hold systems and fight larger coalitions in a meaningful way.

Also, wormholes are an existing backdoor to deeper null regions. Random, yes, but they exist and are quite commonly used by both solo pilots from empire, but also null residents to access empire.

.

Yim Sei
Ontogenic Achronycal PLC
#3 - 2013-01-17 13:08:08 UTC  |  Edited by: Yim Sei
Maybe - but tbh when nullsec gates are camped by blobs, would allow access to smal gangs of 3 or 4 who would like to take in industrial / mining ships.

Obviously would need to be balanced risk / reward but I'm sure it would develop to a scout/jump mechanic for gangs involved.

There would still be thye additional interest from the 'other' side who could not camp the jump gates, but can hunt.

I can also see a benefit to solo PvP in eve here.


Picture a gang entering null, they have 4 jumps to their destination or next bridge.
A lone scout notices their scout and follows, or guess where they are going - gang moves towards destination, Black drop on route - BOOM counter drop from ingressing corp alliance..

...see how this builds :) - once the system is in place the players will be inventive.

Less lame gate camping, more cat and mouse and hot drops :)

Post with my main? This is my main - I just overtrain and overplay my alts.

TheSkeptic
Federal Navy Academy
Gallente Federation
#4 - 2013-01-17 14:18:54 UTC
You are claiming to be supporting PVP by suggesting a mechanic that would allow more people to avoid PVP Shocked

This is seriously not needed.

Using your example.

Say you want to do your solo pvp from KLY-C0. Why not just get black-frog freight (or whatever the one that goes to null NPC is) to move some ships fittings out there for you... Get a cloaky bomber or something and run the gate camps and hey presto... problem solved... Then just set your clone for that area and use Jump clones when you don't want to base out of there?

This does not require terrible game changes and concord patrolled gates in null.

...

Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2013-01-17 15:12:35 UTC
wait what.

It should be impossible to defend chokepoints and guard the entrances to the sov you hold?


Why?
Commander Ted
Caldari Provisions
Caldari State
#6 - 2013-01-17 17:44:42 UTC
So once I get inside nullsec how exactly do I control it without being rolled over within a week or my SBU being destroyed in minutes.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Commander Ted
Caldari Provisions
Caldari State
#7 - 2013-01-17 17:45:14 UTC  |  Edited by: Commander Ted
Danika Princip wrote:
wait what.

It should be impossible to defend chokepoints and guard the entrances to the sov you hold?


Why?

It already is if one cyno alt gets through. Only people who gate camp to catch asshats care about choke points.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#8 - 2013-01-17 19:53:44 UTC

The issue is NOT travel to nullsec... traveling into nullsec is easy... as is travel through most of nullsec...

Yes, there are the occasional gate camps, but they are primarily located in regional entrances or specific systems, and even then there are many tricks and tools you can use to bypass them (BO bridge, Titan Bridge, WH's, Covert Ships, Interdiction nullified t3's... and more).

The main issue is the lack of small gang objectives.... As a small gang, you can sometimes catch ratters and travelers, but most of the time these targets of opportunity can easily get safe long before they are in danger... Once they are safe, there is nothing left for the small gang to do but move on. The roamers have no appropriate targets to shoot, hack, or harm... and the locals have no reason to leave their safety zone and chase off the roamers...

There are other issues too... especially in regards to sov. Sov is 100% based around shooting large structures on an alarm clock operation. If you can't defend the structure you lose Sov.... There is nothing a small entity can do to truly hinder or inhibit a large entity in a sov campaign...
Yim Sei
Ontogenic Achronycal PLC
#9 - 2013-01-18 08:35:04 UTC  |  Edited by: Yim Sei
TheSkeptic wrote:
You are claiming to be supporting PVP by suggesting a mechanic that would allow more people to avoid PVP Shocked

This is seriously not needed.

Using your example.

Say you want to do your solo pvp from KLY-C0. Why not just get black-frog freight (or whatever the one that goes to null NPC is) to move some ships fittings out there for you... Get a cloaky bomber or something and run the gate camps and hey presto... problem solved... Then just set your clone for that area and use Jump clones when you don't want to base out of there?

This does not require terrible game changes and concord patrolled gates in null.


You work for black frog freight by any chance? - cost involved
I am talking small gang/corp not alliance willing to pay 100 mil just to move ships to lose.

Danika Princip wrote:
It should be impossible to defend chokepoints and guard the entrances to the sov you hold?


Why would it be impossible?
A couple of small gangs in your sov (see part about limited gates) and you cant defend it? - then you dont deserve to have any foothold in null.

Commander Ted wrote:
So once I get inside nullsec how exactly do I control it without being rolled over within a week or my SBU being destroyed in minutes.


Control it? this is purely about access and 'mixing it up' slightly. Access for small gang PvP and industrial ops.
Its about giving the little guy (see CSM notes) options. Them getting a taste of the isk to be made in null, and the drive to use null rather than it be a no-go area to anyone who doesnt have 1000 ship meat shield to defend it for them.

Gizznitt Malikite wrote:
Yes, there are the occasional gate camps, but they are primarily located in regional entrances or specific systems, and even then there are many tricks and tools you can use to bypass them (BO bridge, Titan Bridge, WH's, Covert Ships, Interdiction nullified t3's... and more).


Again this is not pureley about gate camps / sov / or PvP - The examples you put forward (BO bridge, Titan Bridge, WH's, Covert Ships, Interdiction nullified t3's... and more) are not relevant to small gang mechanics moving out to the outer reaces of null, especially for brawler fits and industrial.

Gizznitt Malikite wrote:
The issue is NOT travel to nullsec... traveling into nullsec is easy... as is travel through most of nullsec...

Yes, there are the occasional gate camps, but they are primarily located in regional entrances or specific systems, and even then there are many tricks and tools you can use to bypass them (BO bridge, Titan Bridge, WH's, Covert Ships, Interdiction nullified t3's... and more).

The main issue is the lack of small gang objectives.... As a small gang, you can sometimes catch ratters and travelers, but most of the time these targets of opportunity can easily get safe long before they are in danger... Once they are safe, there is nothing left for the small gang to do but move on. The roamers have no appropriate targets to shoot, hack, or harm... and the locals have no reason to leave their safety zone and chase off the roamers...

There are other issues too... especially in regards to sov. Sov is 100% based around shooting large structures on an alarm clock operation. If you can't defend the structure you lose Sov.... There is nothing a small entity can do to truly hinder or inhibit a large entity in a sov campaign...


The issue is EXACTLY access to null. The lack of objectives are only limited by lack of imagination. I have lived in null both with small corps under alliances who run small but very effective fleets, and even solo for about 4 months.
There is plenty to do and a **** load of hassle to be caused by small gangs vs large noob-blob alliances.
An example was a recent employer of my alt, small alliance turned red by one of the larger alliance.
As an actual fleet member 90% of engagements ended up with the blob leroying into well planned and executed battles.
The smaller force through excellent leadership totally kicked ass.

see answer to Commander Ted above.

Just because you cant hold SOV thats not the be all and end all.
There would be money to be made through rattin, plexes, mining and pvp (or ganking).
A kind of area of operations would probably be set out at which the smaller entity might get 2 or 3 weeks decent income - until someone sees them there and can be bothered to kick them out - or until another gang wants to take ove. This could spill over into high sec war decs.
Imagine - Two corps fighting for possession of certain system deep into null - I can see a game here, and new allegience opportunities.

True this might burst some nullbears bubble, but tbh thats would be upto the alliance to clear these areas of the 'opportunists.

More game content cant be bad, tho it might make alliances have to play the game more :)

Post with my main? This is my main - I just overtrain and overplay my alts.

Danika Princip
GoonWaffe
Goonswarm Federation
#10 - 2013-01-18 09:51:09 UTC
wait wait wait.


If CONCORD are actively preventing an alliance from defending it's borders, how is it the alliance's fault that there are hostile gangs in their sov?
Yim Sei
Ontogenic Achronycal PLC
#11 - 2013-01-18 13:26:29 UTC
Danika Princip wrote:
wait wait wait.


If CONCORD are actively preventing an alliance from defending it's borders, how is it the alliance's fault that there are hostile gangs in their sov?


The alliance borders upto the system the bridge is in - just not the bridge itself.

Post with my main? This is my main - I just overtrain and overplay my alts.

Danika Princip
GoonWaffe
Goonswarm Federation
#12 - 2013-01-18 22:29:30 UTC
Yim Sei wrote:
Danika Princip wrote:
wait wait wait.


If CONCORD are actively preventing an alliance from defending it's borders, how is it the alliance's fault that there are hostile gangs in their sov?


The alliance borders upto the system the bridge is in - just not the bridge itself.



So they have to defend multiple gates instead of one?

Take EC- for example. If you can't defend your sov by camping the torrinos gate, you'll have to camp two gates each in EWOK and G-M. One camp becomes four, which makes it somewhat trivial for everyone with a pulse to slip on by.