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Freighter revamp idea

Author
Gizznitt Malikite
Agony Unleashed
Agony Empire
#61 - 2013-04-04 19:58:24 UTC
Naomi Knight wrote:
"Alternatives that enhance game play, rather than inhibit it:
Decoy Cargo Containers -- Insure your ship, configure it so the suicide gankers think your hauling something valuable... and laugh when they destroy your ship and get nothing..."

i bet you would laugh at them when you loose 1.5+bill isk, and they loose max 1 bill , yeah it is so funny....


You would of course insure your freighter when doing this... but you are also right... it would sting...
It still creates a method to bait gankers, which you can exploit to your advantage!
Teckos Pech
Hogyoku
Goonswarm Federation
#62 - 2013-04-04 20:32:17 UTC  |  Edited by: Teckos Pech
Quote:
Several mitigating factors (bounties on freighter pilots, Wars, Pilots getting suspect flags, Pilots mouthing off, etc) could have contributed to the low value killmails but lets assume that they were ganked for the killboard padding (IMO, unrealistic). That means, if you carry less than 2b in loot and don't carry double wrapped packages, your chances of getting ganked traveling through Uedema are pretty low, but much higher than most freighter pilots desire! Compare this to the number of freighter trips through Uedema in that time period, and your probability of getting ganked is extremely low....


To give some idea on how likely it is to be ganked with a low value cargo/none based on the above numbers it is .16667. This could probably be further reduced by using a scout.

Quote:
3.) How can CCP improve freighter game play?
Simply buff freighters like mining barges were buffed....
-- In my opinion, this is the WORST thing CCP could do. It essentially stomps on the emergent game play rather than nurturing it.


Not only that, but how many people will want to put even more valuable cargo into their hold and thus lead to larger gank squads. Goons run 10-30 man squads as it is now. The claim is that 6 talos can gank a freighter. Lets assume 8 due to issues of coordination, and not everybody is going to land a solid hit. If you double the tank of the existing freighter, that wont do much to Goons, instead of the average 16 man squad they'll jump up to 20.

So in a few weeks the usual cast of characters will be back here saying they need even more EHP, faster align time, whatever is their flavor du jour for solving the gank problem.

Quote:
i bet you would laugh at them when you loose 1.5+bill isk, and they loose max 1 bill , yeah it is so funny....


Your ship will be insured, unless you are amazingly stupid, and theirs wont be. So they'll end up with the worse of it right? You keep telling us it is all about the isk right? Or are you back tracking now?

If it is "all about the isk" then the notion of decoy containers would up the uncertainty...it would basically reduce the expected payout of the gankers. That alone will mean that they'll limit themselves to only the very largest/fattest of targets. Meaning that if you keep a reasonable limit on cargo value you will be even more safe.

Now, if you care to dispute this...then it really isn't all about the isk value of the cargo is it, and all that talk is just ****ing bullshit. Isn't it?

By the way, here is my prediction if you let people put a tank on a freighter this is what will happen:

Haulers will see a drop in suicide ganks.
Haulers will start hauling even more valuable cargo.
When the value of the cargo hits a new limit based on the tank fitted ganking will re-appear.
We'll have more posts about how freighters need a new buff.

Quote:
You can take measures to reduce your chances of getting ganked, but if they decide you are a target, there is really nothing you can do. For every anti gank tactic, there are several methods for gankers to still get you.


True, if somebody really wants to gank you, there isn't much that can be done. That is how it is in this game. And it is true with just about any ship you are in. Still, the harder you make it for them to do so, the less inclined they will be to make the attempt. If you are asking for absolute safty, GTFO. No, really just uninstall the game please. If not, well...you know what this game is about, adapt or die.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Gizznitt Malikite
Agony Unleashed
Agony Empire
#63 - 2013-04-04 22:34:20 UTC
Teckos Pech wrote:
Quote:
Several mitigating factors (bounties on freighter pilots, Wars, Pilots getting suspect flags, Pilots mouthing off, etc) could have contributed to the low value killmails but lets assume that they were ganked for the killboard padding (IMO, unrealistic). That means, if you carry less than 2b in loot and don't carry double wrapped packages, your chances of getting ganked traveling through Uedema are pretty low, but much higher than most freighter pilots desire! Compare this to the number of freighter trips through Uedema in that time period, and your probability of getting ganked is extremely low....


To give some idea on how likely it is to be ganked with a low value cargo/none based on the above numbers it is .16667. This could probably be further reduced by using a scout.

Your Probability is not right... 0.16667 is the probability you had less than 2b in cargo PROVIDED you were ganked.

The Probability of getting ganked = Total Number of Ganked Freighters / Total Number of Freighters.

For the probability of getting ganked when traveling through Uedama, you would look at:

Using March Uedama Data: ~50 freighters ganked / Total number of freighters (100/day conservative, 1000/day liberal):
Chance of getting ganked == 1.6% (conservative) or 0.16% (liberal).

The probability of getting ganked with a low cargo hold would be 0.16667 * that chance... i.e. between 0.27% (conservative) to 0.027% (liberal). The chance you'll get struck by lighting during your lifetime is 0.033%!

Fly smart and it's fairly unlikely you'll be hit.
-- other ways to improve your odds: Fly during off-peak hours. Don't fly straight through (dock up in Ikao/Sivala and take a 10-15 minute break before flying through).

Finally, you don't even have to take the risk yourself... make a courier contract and insure your stuff via collateral.
Teckos Pech
Hogyoku
Goonswarm Federation
#64 - 2013-04-04 23:19:08 UTC
Gizznitt Malikite wrote:
Teckos Pech wrote:
Quote:
Several mitigating factors (bounties on freighter pilots, Wars, Pilots getting suspect flags, Pilots mouthing off, etc) could have contributed to the low value killmails but lets assume that they were ganked for the killboard padding (IMO, unrealistic). That means, if you carry less than 2b in loot and don't carry double wrapped packages, your chances of getting ganked traveling through Uedema are pretty low, but much higher than most freighter pilots desire! Compare this to the number of freighter trips through Uedema in that time period, and your probability of getting ganked is extremely low....


To give some idea on how likely it is to be ganked with a low value cargo/none based on the above numbers it is .16667. This could probably be further reduced by using a scout.

Your Probability is not right... 0.16667 is the probability you had less than 2b in cargo PROVIDED you were ganked.

The Probability of getting ganked = Total Number of Ganked Freighters / Total Number of Freighters.

For the probability of getting ganked when traveling through Uedama, you would look at:

Using March Uedama Data: ~50 freighters ganked / Total number of freighters (100/day conservative, 1000/day liberal):
Chance of getting ganked == 1.6% (conservative) or 0.16% (liberal).

The probability of getting ganked with a low cargo hold would be 0.16667 * that chance... i.e. between 0.27% (conservative) to 0.027% (liberal). The chance you'll get struck by lighting during your lifetime is 0.033%!

Fly smart and it's fairly unlikely you'll be hit.
-- other ways to improve your odds: Fly during off-peak hours. Don't fly straight through (dock up in Ikao/Sivala and take a 10-15 minute break before flying through).

Finally, you don't even have to take the risk yourself... make a courier contract and insure your stuff via collateral.


Hmmm...don't you also need the probability of having a low value cargo?

That is via Bayes theorem:

P(G|LV) = P(LV|G)*P(G)/P(LV)

Where LV = low value cargo, G is gank. Still the result will be proportional to P(LV|G)*P(G) which, if I'm reading your calculations correctly is between (0.00027,0.0027). I suppose you could argue that at most about half of the freighters are going to be empty (loaded one way, empty on the return....). In this case, double your estimates to (0.00054,0.0054).

Yes, no? Been awhile since I've had to apply Bayes theorem.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Daichi Yamato
Jabbersnarks and Wonderglass
#65 - 2013-04-04 23:30:06 UTC
Bugsy VanHalen wrote:


stuffs



why is ganking a problem? it is not an adverse play style, its is a very legitimate part of the game. ganks are not a problem at all.

scouting does help, ur quite oblivious. u can send ur scout in and view ALL of local. see a load of goons? then good chance that gank squads are around. likewise any other group notorious for ganking. on top of the D-scan can see upto 14au away (this is a considerable length to travel in warp), so if u see a mach around and a bunch of catalysts and/or talos then find another route. the only threat a scout cannot detect is a log on trap, but these require the gankers to be at the right gate as well as the right system, its not as easy.

bumping also requires something like a mach to be fairly close. i agree it does not have to be a mach, but it is very common. so if ur scouts sees one sitting near the gate, consider taking another route. it should also be noted that a freighter can warp in a couple of seconds with a daredevil escort. its not easy for the bumpers to get it THAT quick. as for insta lock tacklers, CONCORD would be invoked before the gankers arrived. they would need to be very close to warp, land and destroy the tackled ship, WELL within D-scan range and NOT logged off. so when tacklers are being used, u should already see nearby gankers on d-scan or local. Bump u off grid? are u an idiot? if u dont realise what is goin on and log off before they bump u 600km then u deserve to die.

a choke point in the context being use does not mean the ONLY way through. they are simply very convenient ways through where many routes travel through one or two systems. the jita pipe between amarr and jita is an obvious one. but the jita pipe is not the only route from amarr to jita, there are hundreds of possible ways, they may just take longer than the conventional route.

double wrapping does attract curious gankers, but there is as much a chance of nothing dropping as there is everything. there is no good chance about it.

existing methods are not ineffective. maybe u should try them before u knock them. i'm still afk'ing through uedema with about a bill in cargo and have yet to have an attempt on me. ur survivability is not just at the hands of the gankers. if they chose u as a target, then try not being a bloody target in the first place and lower ur cargo value. if u cannot do that, then scouts, ECM, reps and avoid systems still works just fine. gankers hardly ever follow u to other systems, they sit and wait in particular systems.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Gizznitt Malikite
Agony Unleashed
Agony Empire
#66 - 2013-04-04 23:30:41 UTC  |  Edited by: Gizznitt Malikite
I was using the following:

P (A & B) = P (A) * P ( B | A) = P (B) * P (A | B).

Probability (Ganked and Low value ) = P ( Low Value given Ganked) * P (Ganked)

Your suggestion, using Bayes rule is probably more appropriate: The probability of being ganked Given Low Value:

P ( Ganked given Low Value) = P (LV and Ganked) / P ( Low Value) = P(LV | G) P(G) / P(LV)

If you assume every freighter makes a round trip through the system, full in one direction and empty in the other, then P(LV) = 0.5, giving you the stated range of (0.00054,0.0054).
Teckos Pech
Hogyoku
Goonswarm Federation
#67 - 2013-04-05 00:47:17 UTC
Gizznitt Malikite wrote:
I was using the following:

P (A & B) = P (A) * P ( B | A) = P (B) * P (A | B).

Probability (Ganked and Low value ) = P ( Low Value given Ganked) * P (Ganked)

Your suggestion, using Bayes rule is probably more appropriate: The probability of being ganked Given Low Value:

P ( Ganked given Low Value) = P (LV and Ganked) / P ( Low Value) = P(LV | G) P(G) / P(LV)

If you assume every freighter makes a round trip through the system, full in one direction and empty in the other, then P(LV) = 0.5, giving you the stated range of (0.00054,0.0054).


Either way, the result is that ganking low value freighters is a low probability event. Which strikes me as intuitive. The low value targets are most likely due to a frustrated (Goon) gank squad just deciding to kill a freighter before calling it a day. Typically though, Goons go for the high value targets as well.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nagnor
The Happy Shooters
#68 - 2013-04-05 00:48:13 UTC  |  Edited by: Nagnor
Gizznitt Malikite wrote:

...

  • Give freighters fitting options so they can add tank and/or agility at the expense of carge...
  • -- In my opinion, this is the Best thing CCP could do... Idiots are idiots, and there will still be plenty of targets to support the emergent game play. At the same time, it gives frieghter pilots the ability to optimize their ship to manage cargo, speed, and tank.

  • Alternatives that enhance game play, rather than inhibit it:
  • Decoy Cargo Containers -- Insure your ship, configure it so the suicide gankers think your hauling something valuable... and laugh when they destroy your ship and get nothing...
    Exploding Freight Containers -- If your ship dies, the loot inside these detonates too...
    Smuggler Holds -- Unscannable storage areas for your ship...



    YES, more options!!

    Suggestions for other mods

    • Cargo scanner jammers. Blocks or corrupts output generated by Cargo scanner. After all, Ship scanners have a random component, Cargo scanners are 100% accurate <-- very wrong
    • Warp steering thruster. Allows for course corrections during warp and thus increasing the tolerance in allign requirement before warping by x (20??) degrees
    • Jump gate/Dock enhancer. Increases the accept range of jump gates/dock requests by x km. No scripts 2.5. Script for Jump gate only (5km) or dock only (5km)
    • Capital Micro Jump Drive. See "Large Micro Jump Drive". Usage puts significant stress on hull resulting in damage depending on skill (10% at lvl 1, 5% at lvl 5)
    • Capital Drone bay. Module limit 1. 125m3, 100 Mbit/sec. Launched (logistic/ewar) drones should be able to Engage Freighter/capital ship
    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #69 - 2013-04-05 00:56:38 UTC
    Daichi Yamato wrote:


    scouting does help, ur quite oblivious. u can send ur scout in and view ALL of local. see a load of goons? then good chance that gank squads are around. likewise any other group notorious for ganking. on top of the D-scan can see upto 14au away (this is a considerable length to travel in warp), so if u see a mach around and a bunch of catalysts and/or talos then find another route. the only threat a scout cannot detect is a log on trap, but these require the gankers to be at the right gate as well as the right system, its not as easy.


    And if you suddenly dock up for 10, 20, 60, 240 minutes...then they are left hanging. They'll also have to wonder, did he drop off cargo? Did he pick some up. Oh, yeah our scan alt is still in Jita....uhhh....

    You could even dock up, jump in a shuttle, and run ahead and do the scouting yourself. If you show up in local in a shuttle they'll be thrown off. They certainly wont gank you. If you are in a player corp, have Goons set red or orange so you can see them easier in local.

    "The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

    8 Golden Rules for EVE Online

    Theia Matova
    Dominance Theory
    #70 - 2013-04-05 09:03:19 UTC
    Ersahi Kir wrote:
    Psychoactive Stimulant wrote:
    How many webs does it take to make a freighter insta-warp again? Oh yeah... not many.


    The solution to every problem should not be "have more alts."


    This is very gay aspect of eve.. One to improve in the game should not require more accounts. It makes it more difficult for new people to land in the game and also possibly quitting the gamee due to this fact that you need dual account for several things in game. Multi accounting should not be endorsed but be wrecked!
    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #71 - 2013-04-05 14:21:55 UTC
    Theia Matova wrote:
    Ersahi Kir wrote:
    Psychoactive Stimulant wrote:
    How many webs does it take to make a freighter insta-warp again? Oh yeah... not many.


    The solution to every problem should not be "have more alts."


    This is very gay aspect of eve.. One to improve in the game should not require more accounts. It makes it more difficult for new people to land in the game and also possibly quitting the gamee due to this fact that you need dual account for several things in game. Multi accounting should not be endorsed but be wrecked!


    Or you could...you know...make friends in game.

    "The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

    8 Golden Rules for EVE Online

    Bugsy VanHalen
    Society of lost Souls
    #72 - 2013-04-05 14:46:48 UTC
    Daichi Yamato wrote:

    had to delete to make room

    The most common way of ganking freighters right now is the log in trap, the gank fleet does not log in until the freighter is already caught by the bumpers. your scout will see nothing that looks like a gank squad unless they are already ganking someone. As the bumpers are usually in not so obvious ships and in NPC corps. The log on trap is how is is usually done, not occasionally, but the normal way. As far as being at the right gate, if you are hauling into Jita there are certain gates that are choke points that you can not avoid or go around. If you want to go around you have to go through low sec. these are systems like Uedama that you can not avoid that the gankers set up in.

    There are many many ships that are effective bumpers. it will not be a mack, the best are actually cruisers fit with 1600mm plates and a MWD. if you are to avoid any system with ships on gate capable of bumping a freighter you will not get within 4-5 jumps of Jita, ever.
    Your best bet is an escort that will triple web you into a fast warp. But the gankers have a way around that as well. An alt in an NPC corp that can insta lock you and hit you with a srcam. Yes this will spawn CONCORD, but that will not save you. This sacrificed cheap alt does not tackle you for the gank fleet, but so the bumpers have time to start bumping you. bumping can be done indefinitely without causing aggro or spawning CONCORD. They will bump you away from the CONCORD spawn before the Gank fleet attacks. They can log in at this point, but CONCORD will not touch them until they attack. and since they are not associated with the tackler, CONCORD will treat them as a new threat, and a new CONCORD spawn will come for them, not the ones already on grid.
    As far as logging off goes, good luck with that, the tackler started your 15 minute log off timer, this does not take 15 minutes to do.
    Mind you this extra effort is generally only put into freighters that are very juicy targets, But my point is this is very easy to do for a well organized team. And GOONS null sec has been quite lately, they are bored, this is there entertainment. They do not do it for the profit, the profit is just an added bonus that supports the fleet and allows them to keep doing it without costing them anything.

    There are not many ways between trade hubs such as Jita and Amarr. Sure you can find probably dozens of different routes(not hundreds), but you will go through the same choke point systems no matter whic way you go. Caldari and Amarr space are separated by low sec area's. There are only a couple choke points you can go through that do not involve passing through low sec. You go through Uedama or you go 20 jumps out of your way to reach another choke point which is just as dangerous.

    As far as double wrapping you are wrong again. true there is about a 50/50 chance of the package dropping. But a freighter without freight containers will generally drop about 50% of its contents. So you are looking at 50% of the value dropping, or 50% chance of 100% of the value dropping. this puts them about even. Except if you consider the fact that a double wrapped package is most likely hiding something of greater value than the freighter without double wrapped cargo. making the freighter with the double wrapped cargo more appealing. i.e. double wrapping will make the target on your back bigger.

    Hate to burst your bubble but your freighter not getting ganked in not due to your skill as a pilot but only luck that your number has not come up.

    I myself have never lost a freighter, but I have participated in these ganks. I know first hand how easy it is to pull them off. I have been taught the methods to overcome every possible anti gank tactic. Even some that are not yet public knowledge. I say freighter ganking is far to easy. Not just from a freighter pilots perspective, but from seeing it from the other side. It is just far to easy to pull off.

    Since when is ganking emergent game play? Gnaking is something that is tolerated in all MMO's only because it can not be stopped. But there is no reason to support it as emergent gameplay. That is the biggest line of sh*t I have ever read on these forums.
    Bugsy VanHalen
    Society of lost Souls
    #73 - 2013-04-05 14:53:56 UTC  |  Edited by: Bugsy VanHalen
    Daichi Yamato wrote:


    scouting does help, ur quite oblivious. u can send ur scout in and view ALL of local. see a load of goons? then good chance that gank squads are around. likewise any other group notorious for ganking. on top of the D-scan can see upto 14au away (this is a considerable length to travel in warp), so if u see a mach around and a bunch of catalysts and/or talos then find another route. the only threat a scout cannot detect is a log on trap, but these require the gankers to be at the right gate as well as the right system, its not as easy.
    the log on trap is how it is normally done. your scout will see nothing but an alt in an NPC corp in a non threatening ship that happens to be fit for bumping. The gank fleet does not log in until after the bumping starts. They will often use another NPC corp alt in a noob ship to engage you to trigger your 15 minute log off timer. then they bump you until CONCORD leaves or is out of range.

    Teckos Pech wrote:
    And if you suddenly dock up for 10, 20, 60, 240 minutes...then they are left hanging. They'll also have to wonder, did he drop off cargo? Did he pick some up. Oh, yeah our scan alt is still in Jita....uhhh....

    You could even dock up, jump in a shuttle, and run ahead and do the scouting yourself. If you show up in local in a shuttle they'll be thrown off. They certainly wont gank you. If you are in a player corp, have Goons set red or orange so you can see them easier in local.

    Dock up, yes because that is easier than warping to the next gate.

    When you get targeted you are not warping anywhere, not to the next gate, or to a station to dock up.
    Bugsy VanHalen
    Society of lost Souls
    #74 - 2013-04-05 15:01:27 UTC
    Teckos Pech wrote:
    Gizznitt Malikite wrote:
    I was using the following:

    P (A & B) = P (A) * P ( B | A) = P (B) * P (A | B).

    Probability (Ganked and Low value ) = P ( Low Value given Ganked) * P (Ganked)

    Your suggestion, using Bayes rule is probably more appropriate: The probability of being ganked Given Low Value:

    P ( Ganked given Low Value) = P (LV and Ganked) / P ( Low Value) = P(LV | G) P(G) / P(LV)

    If you assume every freighter makes a round trip through the system, full in one direction and empty in the other, then P(LV) = 0.5, giving you the stated range of (0.00054,0.0054).


    Either way, the result is that ganking low value freighters is a low probability event. Which strikes me as intuitive. The low value targets are most likely due to a frustrated (Goon) gank squad just deciding to kill a freighter before calling it a day. Typically though, Goons go for the high value targets as well.

    Yes they do, but there is never a guarantee that one of those higher value targets is sitting beside you. As freighter ganking continues to rise in popularity there will be less and less juicy targets and more just like you.
    Tarsas Phage
    Sniggerdly
    #75 - 2013-04-05 15:54:21 UTC
    Ersahi Kir wrote:
    Psychoactive Stimulant wrote:
    How many webs does it take to make a freighter insta-warp again? Oh yeah... not many.


    The solution to every problem should not be "have more alts."


    How about "get more corpmates to help you" as a solution?
    Tarsas Phage
    Sniggerdly
    #76 - 2013-04-05 15:56:58 UTC
    Theia Matova wrote:
    Ersahi Kir wrote:
    Psychoactive Stimulant wrote:
    How many webs does it take to make a freighter insta-warp again? Oh yeah... not many.


    The solution to every problem should not be "have more alts."


    This is very gay aspect of eve.. One to improve in the game should not require more accounts. It makes it more difficult for new people to land in the game and also possibly quitting the gamee due to this fact that you need dual account for several things in game. Multi accounting should not be endorsed but be wrecked!


    You are not a new person if you're flying a Freighter around.

    A new person, however, can certainly help a corpmate fly his Freighter safely either by webbing it (Propulsion Jamming 3-4 is not long and should be trained anyway) or scouting, with some coaching from the freighter pilot him/herself.
    Nagnor
    The Happy Shooters
    #77 - 2013-04-05 16:04:57 UTC
    Bugsy VanHalen wrote:

    ..
    There are many many ships that are effective bumpers. it will not be a mack, the best are actually cruisers fit with 1600mm plates and a MWD. if you are to avoid any system with ships on gate capable of bumping a freighter you will not get within 4-5 jumps of Jita, ever.
    Your best bet is an escort that will triple web you into a fast warp. But the gankers have a way around that as well. An alt in an NPC corp that can insta lock you and hit you with a srcam. Yes this will spawn CONCORD, but that will not save you. This sacrificed cheap alt does not tackle you for the gank fleet, but so the bumpers have time to start bumping you. bumping can be done indefinitely without causing aggro or spawning CONCORD. They will bump you away from the CONCORD spawn before the Gank fleet attacks. They can log in at this point, but CONCORD will not touch them until they attack. and since they are not associated with the tackler, CONCORD will treat them as a new threat, and a new CONCORD spawn will come for them, not the ones already on grid.
    As far as logging off goes, good luck with that, the tackler started your 15 minute log off timer, this does not take 15 minutes to do.
    Mind you this extra effort is generally only put into freighters that are very juicy targets, But my point is this is very easy to do for a well organized team. And GOONS null sec has been quite lately, they are bored, this is there entertainment. They do not do it for the profit, the profit is just an added bonus that supports the fleet and allows them to keep doing it without costing them anything.
    ...


    Bumping as part of offense actions to strand/delay ships long enough for the hitters to destroy it. I think EVE is broken here, since it is used as an intentional act harming/hindering another player without the consequences of aggro or spawning CONCORD like scramming or attacking (not even getting a PVP flag like with a friendly rep action or damage from impact). None of the game change suggestions to address this seem good enough. Mainly because it is very difficult to programatically detect the "evil" intention of a bump and the possible abuses (parking a ship near a station exit or playing billiards)

    Can bumping be countered at the moment? I don't think so but am open for suggestions/advice
    Tarsas Phage
    Sniggerdly
    #78 - 2013-04-05 16:15:58 UTC
    Nagnor wrote:

    Can bumping be countered at the moment? I don't think so but am open for suggestions/advice


    Yes. On several occasions I've personally deflected bumps using anything from a BC to a BS by putting my ship between the bumper and his target. It takes practice, it takes paying attention, and it takes some pretty detailed flying acumen, but it can work.

    I've even counter-bumped - ie; bumping a freighter back into docking range of a station, or jump range of a gate.

    The folks over at Red Frog even developed a method to save a freighter that has been otherwise irrecoverably bumped. Again, their method takes smarts, a little planning ahead, and piloting acumen to execute, but by no means is a bumped freighter committed to dying.

    You may notice a theme in my response here and in my previous responses in this thread. The theme is that safely moving something like a freighter requires teamwork. If you refuse to use teamwork, then you pretty much have no argument against freighter ganking.


    Ersahi Kir
    Brutor Tribe
    Minmatar Republic
    #79 - 2013-04-05 16:37:11 UTC
    Tarsas Phage wrote:
    Ersahi Kir wrote:
    Psychoactive Stimulant wrote:
    How many webs does it take to make a freighter insta-warp again? Oh yeah... not many.


    The solution to every problem should not be "have more alts."


    How about "get more corpmates to help you" as a solution?


    I can guarantee that most people that are using the web trick are using alts and not corpmates. Corpmates may not be logged in, be in the area, or available to help when you need to make a run. More realistically, not many people are going to be willing to drop everything every time you want to make a freighter run. So while getting corpmates to help may be a nice theory, in reality if you want to do freighter run with any consistency you're going to have to run alts to do the web trick.

    /the difference between theory and reality is that in theory there is no difference, in reality there is

    Stegas Tyrano
    Center for Advanced Studies
    Gallente Federation
    #80 - 2013-04-05 17:09:07 UTC  |  Edited by: Stegas Tyrano
    They need their own modules (like caps) that let you make it more survivable but at significant cost.

    So +1 but only if its balanced, more expensive.

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