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Improvement of bounty hunting and security status

Author
Sir Prometeus
Deep Core Mining Inc.
Caldari State
#1 - 2013-10-16 15:49:29 UTC  |  Edited by: Sir Prometeus
Probably, all these ideas have been discussed previously. The purpose of this thread is not to reveal a revolutionary idea, but to pack all those separate good ideas into a mechanic with a good synergy in EVE Online. I am expecting comments for and against but, please, justify your views.

Suicide ganking has its place in EVE Online, I am not asking to remove it but to limit it dynamically according to players actions. If in the real world there are a bunch of criminals assaulting every truck they find on a specific place of the highway, eventually the police will deploy some patrols at that place until the problem is solved (temporally) This would reflect in EVE with a dynamic system to measure crime and Concord presence in highsec. Of course, demanding that Concord pursues players when they come back with another ship to gank again would be game breaking, and unfair. However, giving this task to bounty hunters will increase the appeal of that profession (despite the previous expansion, this profession didn't take off as everybody expected) In bounty hunting, the real problem are the NPC agents, not the system of bounties and kill right selling. Usually, the delay is so high that when you arrive, there's nobody there to hunt. This should be changed to respond dynamically too. If you are a dangerous criminal being hunted for all NPC agents in New Eden, everybody should be looking for you closely. However, if you are comitting a crime for first time, almost nobody should notice it. Not comitting crimes for a time will decrease the heat of your pursuit.

To sum up, these are the changes I am proposing

1) Criminal actions will affect the security status of a system. The more crimes, less the security status (but never enough to transform the system into a lowsec, not yet at least, nor the opposite, lowsecs into highsec) There will be several systems that won't have any change because of lore and technical reasons (assigning CPU to new Jitas appearing randomly would be a nightmare for CCP) Security status will become an indicator of the general security of a system over a period of time (a week, or even a day for example)

2) There will be something new called "Concord's presence". This will be instant, in opposite to security status, since Concord needs time to rank a system with a new security status. The more criminal actions in the system, the more Concord's pressence. The opposite too, the less criminal actions, lesser Concord's presence. This will translate in response times like the current system of security status we have in Tranquility. Concord's presence will be radiated to neighbour systems, since it's quite stupid to have a lot of Concord ships in one system, and nobody watching the other side. Take into account that when I say "in the system" I am not meaning "camping the gate". They still have to arrive to the place where the crime is happening, but they will have forces in that system and some less forces in the neighbours (except in the case those neighbour systems are critical too) The special systems of the point (1) will irradiate Concord's pressence too, but they will have the same Concord's presence always. Don't worry, they will be just a few. There is something I haven't meditated thoroughly which is making the Concord's presence visible or invisible. If it is invisible, gankers will have to guess from security status or check kill mails to have an estimate time of Concord's arrive. This will make the game more random and less a work of calculator.

3) In relation to bounty hunting, the NPC agents will be faster and more accurate if the criminal is very relapsing. Lesser criminals will be pursued with lesser intensity. After a period of not comitting crimes (in highsec and lowsec), the heat of your pursue will decrease (like in GTA) Even Concord could be tipping the punishment of the most dangerous criminals. I am still deciding if it will be possitive or not that agents give the players some statistics of their target. Less accurate if the criminal is less important, and vice versa. Being able to contact the agent remotelly to get new coordinates of your target is another idea, but I am not sure if it will be better to have an alter or a friend in the agent's station doing that work.



To sum up everything. It makes more random the life of everybody in highsec, and at the same time, it boosts the bounty hunter profession. Certaintly, the Concord's pressence should be hidden, it makes everything more interesting and unpredictable.
Arthur Aihaken
CODE.d
#2 - 2013-10-16 17:13:47 UTC
Another suggestion is a "black flag" timer where ships are illegally destroyed in high-sec. These would last 24 hours, so gankers will need to make alternate travel arrangements. Yes Gevlon, this is specifically designed with you in mind.

I am currently away, traveling through time and will be returning last week.

SentryneL
En tiempos de guerra todo agujero es trinchera
#3 - 2013-10-16 20:43:03 UTC
mmm Those changes look pretty good^^ +1
Sir Prometeus
Deep Core Mining Inc.
Caldari State
#4 - 2013-10-16 21:08:27 UTC  |  Edited by: Sir Prometeus
Arthur Aihaken wrote:
Another suggestion is a "black flag" timer where ships are illegally destroyed in high-sec. These would last 24 hours, so gankers will need to make alternate travel arrangements. Yes Gevlon, this is specifically designed with you in mind.


Black flags would be unreallistic, because if Concord could ban some user's ID from highsec, they wouldn't ever had problems with NPC pirates there (except in Minmatar's space with their clandestine gates) Punishment should be player driven, and Concord, since they are so brutal, should be limited to a specific mechanic. This mechanic can be dynamic and hidden, and that would make things more interesting for everybody.

Concord forces should be limitted, since they don't have infinite ships and crew. They should move their ships from systems where there weren't any criminal incidents since long ago to systems where a criminal action happened recently. To manipulate such mechanic could be dangerous since you don't know exactly where Concord's forces really are, and at the same time, you can't know where their forces are coming from.

Also, freighter pilots shouldn't overtrust this system to carry more than 1b, because you could be safe in a 0.5 with really fast Concord response, and at the same time, being ganked ina 1.0 where nobody committed a crime for a long time.

PS Remember, there is an exception, because there are systems specially interesting for Concord, like those where they have their offices. Or maybe trade hubs. But anyways, current trade hubs have fast Concord respondes and there are suicide ganks too.


Overall, the randomness in suicide ganking will finish the easily calculated ganks we have now. Currently, you only need one calculator, friends, and just wait for a victim. In real PVP, nobody knows how they are going to end the day.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#5 - 2013-10-16 21:44:36 UTC
Sir Prometeus wrote:
Overall, the randomness in suicide ganking will finish the easily calculated ganks we have now. Currently, you only need one calculator, friends, and just wait for a victim. In real PVP, nobody knows how they are going to end the day.


Gankers don't know how they will end the day either. You don't know if the target has brought ECM friends (so you need ECCM) or logistics (so you need more DPS) or Armor/Shield links (more DPS) or a webber (so you need suicide ECM yourself). Then when you finally destroyed your target, you don't know if you'll be able to pick up loot (Loot-fairy was against you, friends of the target lock/bump your looter, the wreck gets shot, loot gets stolen). There are many variables that make suicide ganking far from easy and predictable. (If it were easy, more freighters would die than a couple a day)
Sir Prometeus
Deep Core Mining Inc.
Caldari State
#6 - 2013-10-17 01:00:04 UTC
Sipphakta en Gravonere wrote:
Sir Prometeus wrote:
Overall, the randomness in suicide ganking will finish the easily calculated ganks we have now. Currently, you only need one calculator, friends, and just wait for a victim. In real PVP, nobody knows how they are going to end the day.


Gankers don't know how they will end the day either. You don't know if the target has brought ECM friends (so you need ECCM) or logistics (so you need more DPS) or Armor/Shield links (more DPS) or a webber (so you need suicide ECM yourself). Then when you finally destroyed your target, you don't know if you'll be able to pick up loot (Loot-fairy was against you, friends of the target lock/bump your looter, the wreck gets shot, loot gets stolen). There are many variables that make suicide ganking far from easy and predictable. (If it were easy, more freighters would die than a couple a day)


Most freighter pilots never bring any escort with them. It is even possible to kill a freighter with several ships repairing it like goons demonstrated. Loot fairy tends to deliver half of the loot in the long term (in the worst case, 220m in catalyst aren't as much considering the potential benefit of billions) If it were hard, we would see lots of failed freighter gank reports rather than one from time to time.

Of course I take into account that some people wouldn't want to lose the huge profit they are making nowadays. But the change doesn't benefit nor harm anyone in particular. It just makes things more even (unless losing easy ganks counts as harm)
Sipphakta en Gravonere
Aliastra
Gallente Federation
#7 - 2013-10-17 09:21:13 UTC
Sir Prometeus wrote:
Most freighter pilots never bring any escort with them.


So? If the freighter pilot doesn't want to protect his assets, why should the game help them?

Quote:
It is even possible to kill a freighter with several ships repairing it like goons demonstrated. Loot fairy tends to deliver half of the loot in the long term (in the worst case, 220m in catalyst aren't as much considering the potential benefit of billions) If it were hard, we would see lots of failed freighter gank reports rather than one from time to time.


Yes, the drop rate in the long term is 50%. But you still won't be able to get all that loot. Just yesterday we had 1 failed gank (ECM) and 1 gank where 5.5Billion in loot got vaporized because our hauler was repeatedly bumped and kept from looting the freighter.

Can you overcome reps with more people? Yes, of course. Just like in any other PvP, the more DPS you have, the less reps can help, Freighters/Industrials shouldn't need special protection here.

The thing about failed ganks is: You rarely see them sticking out on the killboard. But it is safe to say that a dozen dead freighters in all of eve per day is very very few, compared to the number of freighters moving about. (This includes death to war targets, suspect flags and kills in low- and nullsec, so the number of ganks is lower)

Quote:
Of course I take into account that some people wouldn't want to lose the huge profit they are making nowadays. But the change doesn't benefit nor harm anyone in particular. It just makes things more even (unless losing easy ganks counts as harm)


Yes, that fits perfectly in the "just one more nerf" doctrine that has been present in the minds of "carebears". "Just make CONCORD respond faster, then it will be good". CONCORD response times got buffed. "Remove the ability to strike multiple places in one system when ganking in a fast, agile ship, then it will be good". CONCORD now insta-scrambles the moment you gank. "Remove insurance payout from suicide gank ships, then it will be good". Kills by CONCORD don't pay out insurance anymore. "Make barges/exhumers more gank proof, then it will be good". Barges/Exhumers got a huge buff, even introducing a exhumer with battleship like tank.
Sir Prometeus
Deep Core Mining Inc.
Caldari State
#8 - 2013-10-17 10:36:57 UTC
Do you realize that with this idea you still have the opportunity to gank in systems where Concord has slow response times? If you want to make sure, simply find a system with highsec status for a long time without neighbour systems with lowsec status. I am still not buying that suicide ganking is an endangered profession facing extinction so we should protect their little business.

Freighter pilots should fear 0.5 systems and 1.0 systems equally, since in both they can lose their ship.
Mag's
Azn Empire
#9 - 2013-10-17 10:37:44 UTC
Before even considering any changes, can the OP explain why suicide ganking even needs limiting?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Sir Prometeus
Deep Core Mining Inc.
Caldari State
#10 - 2013-10-17 10:52:03 UTC  |  Edited by: Sir Prometeus
Mag's wrote:
Before even considering any changes, can the OP explain why suicide ganking even needs limiting?


1) Reallism. Even if EVE Online is a sci-fi game, nobody would believe that Concord will ignore specific systems were crimes are really high. Their response should be proportional to the threat.

2) Unpredictability. Even with some things that could go wrong, the profits for a competent ganking team are astronomical. Goons demonstrated that by earning trillions (with T) in just 1 month.

3) Additionally, this changes will give bounty hunting the opportunity to become a real profession. I am not demanding to directly force an instant Concord response anywhere because we still need criminals to have bounty hunters.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#11 - 2013-10-17 11:17:15 UTC
Sir Prometeus wrote:
1) Reallism. Even if EVE Online is a sci-fi game, nobody would believe that Concord will ignore specific systems were crimes are really high. Their response should be proportional to the threat.


Good point. Remove any and all Incursions from High-Sec, since I'm pretty sure CONCORD would do anything they can to protect civilians. Or, if CONCORD for whatever reason isn't powerful enough to defeat the Sansha's, remove CONCORD from incursion affected systems.

And when we are at it: It's very unrealistic that CONCORD would allow pirate NPCs to build a presence in high security space: Remove DED complexes and "Shoot Pirates"-missions from high-sec.

Also it's unrealistic to assume that CONCORD would stand idly by when players attack faction ships: Remove security missions from high sec.

Quote:
2) Unpredictability. Even with some things that could go wrong, the profits for a competent ganking team are astronomical. Goons demonstrated that by earning trillions (with T) in just 1 month.


When did grrr-Goons do that?

Quote:
3) Additionally, this changes will give bounty hunting the opportunity to become a real profession. I am not demanding to directly force an instant Concord response anywhere because we still need criminals to have bounty hunters.


Bounty hunters stalk their target, notice patterns of operations and profit from this knowledge. They can do this already, no need for a mechanics change.
Sir Prometeus
Deep Core Mining Inc.
Caldari State
#12 - 2013-10-17 11:52:28 UTC  |  Edited by: Sir Prometeus
According to the lore, in those cases Concord is protecting planets and their civilians. They can'f fight sanshas all around the system because they are a lot, but they still can use a couple of ships to gank an individual or two. They still have some ships to respond to distress signals (it just happen they are caused by gankers, not sanshas, but they respond equally)

DED signals have their explanation too. According to the lore, deadspace pockets limit the entrance of ships through a tiny acceleration gate, like a bottleneck. They can't risk to be ganked, not to mention they have to watch the rest of the space in that system. In case of missions, agents usually contact capsuleers instead of Concord since quite often pirates are messing with things those companies don't want anybody else knows. NPC corps prefer to use their own security forces instead of depending on Concord for everything (yes, NPCs think Concord are too overpowered)

And probably (because I didn't read that much lore), Concord was assigned to certains tasks.

Aside of lore, removing pirates from highsec will remove the main income newbies have at the beginning of the game. You can't ask them to understand how trade works, or to go to lowsec right at the beginning. Also, they can learn the basics of combat by fighting pirates. Yes, they can do courier missiosn and mining, but you will have a lot of newbie players leaving the game when the trial expires, they want to shoot things.


Goons: http://themittani.com/features/ministry-love-200-freighters-and-counting
(I have re-read and they say they destroyed trillions, probably the loot is lower, but anyways, there are a lot of billions in loot)


Yes, they have the tools, but stalking a criminal for too long until you learn what he does every second of the day is less profitable than running NPC missions, not to mention you have to go to nullsec. That's why they need to spend less time stalking people (although a bit of research on their target is something I want to) and more time flying into nullsec space to actually kill.

PS Also, the most wanted list is useless. There are a lot of criminals out there, and you should know what reward they have. Currently you have to cross them in highsec to know they exist, and that's quite stupid. If they are wanted by the justice, they have to be in a list or something.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#13 - 2013-10-17 12:09:26 UTC
Sir Prometeus wrote:
According to the lore, in those cases Concord is protecting planets and their civilians. They can'f fight sanshas all around the system because they are a lot, but they still can use a couple of ships to gank an individual or two. They still have some ships to respond to distress signals (it just happen they are caused by gankers, not sanshas, but they respond equally)


I have tried on Singularity, CONCORD can easily wipe out 12 Battleships in 15 seconds in a incursion system. I don't see why they can't to the same to incursions.

Quote:
DED signals have their explanation too. According to the lore, deadspace pockets limit the entrance of ships through a tiny acceleration gate, like a bottleneck. They can't risk to be ganked, not to mention they have to watch the rest of the space in that system.


Makes no sense. Why is CONCORD able to come in the deadspace pocket when a criminal action occurs within? They are able to bypass the gate restrictions with ease.

Quote:
In case of missions, agents usually contact capsuleers instead of Concord since quite often pirates are messing with things those companies don't want anybody else knows. NPC corps prefer to use their own security forces instead of depending on Concord for everything (yes, NPCs think Concord are too overpowered)


CONCORD is able to detect a criminal act within seconds, but are completely unaware of a large pirate stronghold ($PIRATE extravaganza for example)? Completely unrealistic.

Re: Newbie income
GSF encourages newbies to leave high sec after completing the tutorial and most new players make more ISK/hour salvaging anoms than they could doing level1/2/3 missions.

Re: Freighter ganking income
I'm not saying that it isn't profitable, I'm saying it isn't as profitable as you make it out to be. You can't just look at loot dropped and say: Wow, goons made 5 Billion with 10 people, that's a plex for each, because you don't know how long it took to get the kill or whether they were able to scoop the loot at all.
Stahl Rise
The Scope
Gallente Federation
#14 - 2013-10-17 12:37:30 UTC
I have to admit that a dynamic security status system sounds interesting, as it would be to see how this new security status concept would evolve overtime. It is also consistent with CCP´s idea that EVE is built by player actions.

But still there is something I don´t see:
The current system assigns certain level of security depending on whatever factors, but the fact is that some systems are more likely to have a strong CONCORD presence than others, and the closer to low-sec, the lower security status (which seems obvious). Now your proposal doesn´t seem (or I have missed it) like a system right next to low-sec would have a very strong CONCORD presence, while leaving the center systems somehow 'unattended'.
Maybe the current system would still be valid in the sense that there is a priority for CONCORD to be there, but that 'piracy' factor that could affect to some extent the CONCORD presence in each Empire system.

Keep up with it, the overall concept sounds nice.
Sir Prometeus
Deep Core Mining Inc.
Caldari State
#15 - 2013-10-17 13:02:27 UTC  |  Edited by: Sir Prometeus
Sipphakta en Gravonere wrote:
Sir Prometeus wrote:
According to the lore, in those cases Concord is protecting planets and their civilians. They can'f fight sanshas all around the system because they are a lot, but they still can use a couple of ships to gank an individual or two. They still have some ships to respond to distress signals (it just happen they are caused by gankers, not sanshas, but they respond equally)


I have tried on Singularity, CONCORD can easily wipe out 12 Battleships in 15 seconds in a incursion system. I don't see why they can't to the same to incursions.

Quote:
DED signals have their explanation too. According to the lore, deadspace pockets limit the entrance of ships through a tiny acceleration gate, like a bottleneck. They can't risk to be ganked, not to mention they have to watch the rest of the space in that system.


Makes no sense. Why is CONCORD able to come in the deadspace pocket when a criminal action occurs within? They are able to bypass the gate restrictions with ease.

Quote:
In case of missions, agents usually contact capsuleers instead of Concord since quite often pirates are messing with things those companies don't want anybody else knows. NPC corps prefer to use their own security forces instead of depending on Concord for everything (yes, NPCs think Concord are too overpowered)


CONCORD is able to detect a criminal act within seconds, but are completely unaware of a large pirate stronghold ($PIRATE extravaganza for example)? Completely unrealistic.

Re: Newbie income
GSF encourages newbies to leave high sec after completing the tutorial and most new players make more ISK/hour salvaging anoms than they could doing level1/2/3 missions.

Re: Freighter ganking income
I'm not saying that it isn't profitable, I'm saying it isn't as profitable as you make it out to be. You can't just look at loot dropped and say: Wow, goons made 5 Billion with 10 people, that's a plex for each, because you don't know how long it took to get the kill or whether they were able to scoop the loot at all.


At some point, logic breaks when you start thinking about a game. Concords can't be gods, although jovian technology helps them a lot. However, this break in the logic can't happen right at the beginning if you want that your game looks reallistic. Having stronger pressence in the most dangerous systems of highsec looks basic to me.

About newbies, is it me or that sounds like "lol, learn to play noob, go to low/null sec and fight like a man"? Even beyond that reason, do you think that the game should FORCE players to abandon highsec? That way, living in highsec doesn't sound like a valid option. It sounds more like "go to the wild west or die of boredom playing this game" (boredom = limiting your options in highsec) Each player should be able to have fun equally by chosing the zone of New Eden they want (highsec, lowsec, null and wormholes) Punishing highsec dwellers for being risk-averse is like punishing nullsec alliances for using titans.

EDIT: There is something I don't like about suicide gank supporters. It's not their play-style, but their mentality. As a player, you shouldn't force other players to follow your steps. If the game have different zones for each type of player, harassing players who chose not to face too many risk sounds like "this is my game, play like I want or go home"

Even with work behind, 200 freighters in a month is an astronomical sum of money. Anyway, if you think there is effort behind ganking massively, I think that it is still less hard than keeping a lot of moon mining poses in nullsec, where you can lose them easily unless you protect them. Considering payout vs effort, ganking freighter is extremely profitable, even losing your ships. That's why the security in highsec needs an update.


Stahl Rise wrote:
I have to admit that a dynamic security status system sounds interesting, as it would be to see how this new security status concept would evolve overtime. It is also consistent with CCP´s idea that EVE is built by player actions.

But still there is something I don´t see:
The current system assigns certain level of security depending on whatever factors, but the fact is that some systems are more likely to have a strong CONCORD presence than others, and the closer to low-sec, the lower security status (which seems obvious). Now your proposal doesn´t seem (or I have missed it) like a system right next to low-sec would have a very strong CONCORD presence, while leaving the center systems somehow 'unattended'.
Maybe the current system would still be valid in the sense that there is a priority for CONCORD to be there, but that 'piracy' factor that could affect to some extent the CONCORD presence in each Empire system.

Keep up with it, the overall concept sounds nice.


I guess that you are thinking that, if lowsec has a lot of crimes, neighbour systems (highsecs) will have stronger police forces. Well, although it sounds coherent, you have to understand that lowsec is beyond the reach of Concord. They record criminal acts there but they don't protect those systems. They leave some Concord forces in the neighbour highsecs to avoid the spread of crime beyond their natural limits. Reinforcing dangerous systems under their jurisdiction is different, it's more like a slap in the face of Concord.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#16 - 2013-10-17 13:13:29 UTC
Sir Prometeus wrote:
At some point, logic breaks when you start thinking about a game. Concords can't be gods, although jovian technology helps them a lot. However, this break in the logic can't happen right at the beginning if you want that your game looks reallistic. Having stronger pressence in the most dangerous systems of highsec looks basic to me.


Why? CONCORD is there to avenge, not to protect. And they do their job pretty good. In my opinion there shouldn't be more hand holding introduced when it comes to travelling, it should be the players responsibility to ensure the safety of his/her assets.

Quote:
About newbies, is it me or that sounds like "lol, learn to play noob, go to low/null sec and fight like a man"?


No, why? Newbies are encouraged to pick up salvaging to make steady ISK, a non-pvp, non-fighting, carebear activity. If they decide to come on fleet ops, they will get ships for free and a couple hundred million ISK - because we love newbies and don't want them to play this game alone.

Quote:

Even with work behind, 200 freighters in a month is an astronomical sum of money. Anyway, if you think there is effort behind ganking massively, I think that it is still less hard than keeping a lot of moon mining poses in nullsec, where you can lose them easily unless you protect them. Considering payout vs effort, ganking freighter is extremely profitable, even losing your ships. That's why the security in highsec needs an update.


You got it right! Just like a POS, a freighter is an asset that needs protection. If we don't defend our moon-mining poses, we will lose the income from those - why should it be any different with a freighter?

If you think freighter ganking has only very little effort and an enormous payout, why do so few freighters die to suicide ganks?
Sir Prometeus
Deep Core Mining Inc.
Caldari State
#17 - 2013-10-17 13:23:43 UTC  |  Edited by: Sir Prometeus
Sipphakta en Gravonere wrote:
Sir Prometeus wrote:
At some point, logic breaks when you start thinking about a game. Concords can't be gods, although jovian technology helps them a lot. However, this break in the logic can't happen right at the beginning if you want that your game looks reallistic. Having stronger pressence in the most dangerous systems of highsec looks basic to me.


Why? CONCORD is there to avenge, not to protect. And they do their job pretty good. In my opinion there shouldn't be more hand holding introduced when it comes to travelling, it should be the players responsibility to ensure the safety of his/her assets.

Quote:
About newbies, is it me or that sounds like "lol, learn to play noob, go to low/null sec and fight like a man"?


No, why? Newbies are encouraged to pick up salvaging to make steady ISK, a non-pvp, non-fighting, carebear activity. If they decide to come on fleet ops, they will get ships for free and a couple hundred million ISK - because we love newbies and don't want them to play this game alone.

Quote:

Even with work behind, 200 freighters in a month is an astronomical sum of money. Anyway, if you think there is effort behind ganking massively, I think that it is still less hard than keeping a lot of moon mining poses in nullsec, where you can lose them easily unless you protect them. Considering payout vs effort, ganking freighter is extremely profitable, even losing your ships. That's why the security in highsec needs an update.


You got it right! Just like a POS, a freighter is an asset that needs protection. If we don't defend our moon-mining poses, we will lose the income from those - why should it be any different with a freighter?

If you think freighter ganking has only very little effort and an enormous payout, why do so few freighters die to suicide ganks?



I am afraid you didn't read some changes I did to the paragraph when I was talking about newbies and the edit I did after that. It's not your fault, I was still changing it when you replied. Please, read it.



Concord = Police, Police -> Protects, not just avenges. IRL, police tries to suppress crime, not only to punish it. In fact, if they know crime is likely to happen in certain place, they try to go on ahead of it and protect that place.

If you were talking about protecting a freighter in low/null sec, I will totally agree with you. However, in highsec Concord should provide that protection. I have found an excellent comment in other thread which illustrates how unbalanced is that protection you are saying vs suicide ganks

Quote:
As to everyone's ideas for escorting freighters there really are no practical options that ensure its safety. Here's a run down of proposed ideas from other threads and the issues with each:

Scouts: These are easily bypassed by any savvy suicide gank squad. They would be crazy to advertise their presence with 20+ Domis sitting at a gate. They merely need to be at a safespot (heck, they could be docked in system) and leave a few bumping shuttles (or whatever) at the gate. Freigher decloaks and bumpers go to work on the freighter. Suicide gank squad has all the time they need to warp in and do their thing. You cannot do anything to the bumpers.

Webbers: These are helpful but by no means a safety net. Freighter still needs to align for warp and that can take a long time. Plenty of time for the bump squad to go to work and you're screwed. IF you have a SS bookmarked in every system to warp straight away from the gate or use a second ship to zoom off and act as an anchor you have a good chance of getting away but that partly depends on whether the bumpers or the webber reaches the freighter first.

Escort Battle Fleet: This one is worthless. CONCORD will do better than any fleet of attack ships you could bring along and you'd need a helluva lot of them to have any noticeable effect. Best they might do is of they are corp mates they could shoot poeple looting your wreck (I think).

Smartbomb Battleship: This will likely save your freighter. Will also likely cause your battleship to get CONCORDED and the pilot stands a good chance of a serious sec hit as the smartbombs pop AND probably pod any neutrals nearby (such as the bumper ships messing with the freighter's alignment).

ECM Burst Ship: Not 100% sure on how fast drones could re-acquire the target and depends on CONCORD showing and jamming the attackers but will probably save the freighter...not 100% sure on that but would be interesting to see. Again though this will cost you the defending ship as it gets CONCORDED for laying down an AOE and tagging neutrals although with less sec hit as it doesn't have the podding issue a smartbomb might get you into.

Remote Repping Ships: This could work but you need a good sized escort fleet dedicated to this. If you do the math you see that the attackers are dumping in a LOT of DPS (they have to). You need a fair number of reppers to hold that off (IIRC someone figured six battleship all with remote reppers might be enough to get the freighter through). Not sure if Logistics ships would fair better. Getting 6+ people to chase your freighter around empire constantly is not so easily managed but of course for really valuable cargos it is at least doable. Also, for some reason CCP has not put in remote hull reppers and while the freighter might live with 6 repping battleships it is likely to get damaged deep into its considerable hull. To repair that will cost a LOT at a station (IIRC someone said ~300 million to repair 90% damage...I may misremember and have not checked that personally though).


Think that about sums it up. While it is possible to protect a freighter most options are not very practical and/or come with some rather steep downsides considering your guards are doing what they ought to be allowed to do.
Velicitia
XS Tech
#18 - 2013-10-17 13:31:31 UTC
Sipphakta en Gravonere wrote:
Sir Prometeus wrote:
1) Reallism. Even if EVE Online is a sci-fi game, nobody would believe that Concord will ignore specific systems were crimes are really high. Their response should be proportional to the threat.


Good point. Remove any and all Incursions from High-Sec, since I'm pretty sure CONCORD would do anything they can to protect civilians. Or, if CONCORD for whatever reason isn't powerful enough to defeat the Sansha's, remove CONCORD from incursion affected systems.

And when we are at it: It's very unrealistic that CONCORD would allow pirate NPCs to build a presence in high security space: Remove DED complexes and "Shoot Pirates"-missions from high-sec.

Also it's unrealistic to assume that CONCORD would stand idly by when players attack faction ships: Remove security missions from high sec.

CONCORD is essentially "capsuleer police" and they do not police non-capsuleer entities (e.g. the Guristas). Since the faction navies (lol) are stuck duking it out in the border systems, they're tied up there and can't deal with the Incursions. So, the factions have just used CONCORD as the channel through which to get us to care enough about Sansha Incursions to do something about it.

You could probably lolrp it to the point where (at the "WTF do we do meeting"), the CONCORD administration got to the point of "OK, we can police capsuleers, or police Sansha, which do you want?"

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Sipphakta en Gravonere
Aliastra
Gallente Federation
#19 - 2013-10-17 13:44:25 UTC
Sir Prometeus wrote:
If you were talking about protecting a freighter in low/null sec, I will totally agree with you. However, in highsec Concord should provide that protection. I have found an excellent comment in other thread which illustrates how unbalanced is that protection you are saying vs suicide ganks


Oh boy, that quote gets quite some stuff wrong about ganking. Probably because they never tried for themselves and just rely on posters on the forums for information.

Quote:
Scouts: These are easily bypassed by any savvy suicide gank squad. They would be crazy to advertise their presence with 20+ Domis sitting at a gate. They merely need to be at a safespot (heck, they could be docked in system) and leave a few bumping shuttles (or whatever) at the gate. Freigher decloaks and bumpers go to work on the freighter. Suicide gank squad has all the time they need to warp in and do their thing. You cannot do anything to the bumpers.


Here goes:

You can't bump a freighter in ******* shuttles. If the scout sees a Machariel, Stabber or Typhoon (the most common bump ships) sitting at the gate, the freighter should not jump in. Likewise, it's relatively easy to see who in local is a likely suicide ganker, check security status, check kill history of the alliances. If there are 15 GSF people or PIZZA or whatever other gank squads, better don't jump in.

Of course you can counter-bump the bumpers or you can suicide gank them yourself. You always have options.

Quote:
Webbers: These are helpful but by no means a safety net. Freighter still needs to align for warp and that can take a long time. Plenty of time for the bump squad to go to work and you're screwed. IF you have a SS bookmarked in every system to warp straight away from the gate or use a second ship to zoom off and act as an anchor you have a good chance of getting away but that partly depends on whether the bumpers or the webber reaches the freighter first.


There seems to be a misunderstanding here. With 3 webs, a freighter warps in less than 2 seconds. The direction the physical model is headed does not matter for align time - this is a very common mistake people make. There is no such thing as "passive alignment" (point into direction you want to go at 0 speed), you will always warp in the same amount of time. No need for safe spots either, as you can warp to station or different stargate directly.

Quote:
Escort Battle Fleet: This one is worthless. CONCORD will do better than any fleet of attack ships you could bring along and you'd need a helluva lot of them to have any noticeable effect. Best they might do is of they are corp mates they could shoot poeple looting your wreck (I think).


Another grave misunderstanding of game mechanics: Everyone can shoot people that loot your wreck, because they become Suspect flagged. That was another nerf to suicide ganking, introduced in Retribution. And a battle fleet is far from worthless. 4 Blackbirds will easily keep a 15 man BC gang from successfully ganking your freighter. Come Rubicon, the rebalanced EAFs will be immensely useful as defensive options.

If the gankers use catalysts, you can use insta-canes to one-shot them off the grid, they have 0 tank fitted.

Re: ECM-Burst/Smartbombs
You wouldn't use ECM bursts, you would use single-target ECM, same as smartbombs. You use targetted weapons, not AoE weapons.

Re: Remote-Repping
You don't use ******* Battleships for that task, you use the rebalanced tech1 logistics cruisers. Each will negate ~1 gank-Brutix.

To sum it up: The author of that quote has missed most of the changes to the game (or the quote is very old) and has no idea of game mechanics.
Sir Prometeus
Deep Core Mining Inc.
Caldari State
#20 - 2013-10-17 14:42:51 UTC  |  Edited by: Sir Prometeus
That quote is from 2007, yes, it is a bit old, so there have been some changes. However, any of this solutions usually need more than 1 person to allow them to work (except double webber, but there was some guy in the haulers channel that the other day lost a freighter even using an alter to web the freighter, I don't remember how but it had something to do with bumping, so yes, freighters still need to align to the destination)

If you need more than an alter to scout your freighter, then start wondering how much are you going to pay. Couriers usually pay 10 or 20m per trip. Having, let's say, 4 guys willing to earn 50% of that quantity and sharing it among themselves.... I wish you luck finding such kind-hearted people, because escorting freighters is boring as hell, not to mention doing it almost for nothing and risking your own ship (yes, gankers can still shoot the escort if they know they can't kill the freighter)

PS Of course, I respect that everybody in this game wants to protect their business, be it couriers, ratting or suicide ganking. Nobody wants to lose an easy way of life.
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