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Dev Blog: No Honor Among Thieves - Siphon Units in Rubicon

First post First post First post
Author
Sgt Ocker
What Corp is it
#1181 - 2013-10-21 14:07:45 UTC
Elric Darkmoor wrote:
I think maybe i don't know enough about POS and Moon mining operations, and although i have been looking to see this mention in the thread, i have not noticed it.

But would the POS Guns not blow up the ship trying to deploy the syphon before the pilot gets to deploy it?

Pos guns have such low scan res even manned by a gunner you would have to be lucky to get a lock on a cloaky before he did what he had to and warped off

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Ganthrithor
School of Applied Knowledge
Caldari State
#1182 - 2013-10-21 14:27:23 UTC  |  Edited by: Ganthrithor
Re: the comical old Greyscale quote (does he still work at CCP?):

I still think the devs were wrong about the old POS-based sov warfare system. I'm sure they're correct in that all they heard was about how the sov system was grindy and boring, but I think they misinterpreted what that meant: players are always going to complain about "the grind," but the reality was that lots of people showed up to participate in POS warfare, and lots of people actually enjoyed it as well. Stront timing mechanics made contesting systems a drawn out process with lots of smaller fights and skirmishes (to control kiting, for example, or to try and ninja-rep POS defenses) in addition to the major reinforcement timers, while also ensuring that abandoned space would either fall quickly (as no timers were adjusted and POSes would die after a single RF cycle) or even by default (if the attacker just waited for abandoned POS to offline).

The bottom line is this: the POS warfare system created content. Yes, it felt like a big grind, but I remember time when there would be fights over a single system that would run for days at a time, with near-constant skirmishing between sides as the dominant party would try to maintain control over gates and keep the defenders cowering inside their POS in order to keep kiting timers and destroying towers that came out reinforced at strange times of day. Say what you will about the POS grind: at least it gave players (even the ones who couldn't show up to the final structure timer fights) something to log in and do-- the Dominion system usually comes down to uncontested structure shooting for the first few timers, then some massive fight for the final one (if you can't be online for this fight, you miss literally all of the action). In between, nothing happens at all. Maybe the attackers or defenders rep a jump bridge or the guns on their (singular) staging POS. Mostly the systems just sit empty while everyone goes off to play a game that's actually fun while they wait 36 hours for some structure timer. That's bad game design. At least the old system was involving, and-- when all was said and done-- made the winners feel like they'd accomplished something significant.

In addition, the POS warfare system challenged strategists and logistics teams much more than the Dominion system. Defenders had to maintain a large amount of infrastructure in the form of "blocking" POSes in order to prevent attackers from "spamming" systems with POS to gain a moon-majority and take sov; meanwhile, attackers were driven to find ways to out-maneuver their enemies by finding systems where they could expend a bunch of effort, erect a ton of POS, and gain a strategic foothold overnight. This was not easy and exposed lots of people and expensive assets in the process (ask xttz about how many Rorquals we used to lose during POS wars). Hell, even the defenders had to keep their towers fueled, which meant actually sending people around in spaceships.

People will always ***** about how trying it is to grind down another determined group of players, but despite their whining it's what they want to log in and do. It's like climbing some Himalayan peak: yes, it's a massive undertaking. Yes, people talk about how much of a slog it is. Still, a ton of people fantasize about it (highsec dwellers, non-EVE players reading in the media, etc), a considerable number of people go and attempt it (nullsec residents), and some people manage to accomplish it (successful nullsec residents). The fact that players report that "it's hard," or, "it's time-consuming," or, "it's frustrating" aren't necessarily bad things: all these things inspire the spergiest and most competitive players to compete.

What's awful is when systems are boring. Dominion sov is boring: timers can't be manipulated, the fights all occur at one specific time of day (and then nothing happens for literally 36 hours or more at a time, because there are no defense / attack-related activities to disrupt!). There's no great POS networks for a defender to physically go out and construct / maintain (just a couple of sov structures with automated billing), no reason for the attacker to execute some sort of logistical coup to grab a foothold in hostile space (rather, all they need are some blockade runners with SBUs) and there's very little to do outside of the two relevant structure timer-fights.

TL;DR: the old sov system felt a bit absurd at times because of the very high POS counts in systems with tons of moons, but at least it was *interesting*: it required significant logistical efforts on both sides and involved a more-constant back-and-forth between the attackers and defenders as both struggled to physically maintain their infrastructure and contest and manipulate (via kiting) a multitude of structure timers. Players may complain about the old POS warfare system, but the reality is that it was infinitely better than the Dominion system, and with tweaks (such as moving sov POS to planets to reduce absolute numbers) could have maintained a vibrant nullsec environment. Instead, we all complained about the "grind" of POS warfare, and were gifted an even grindier, less dynamic, less involving system instead. RIP, POS warfare. Death to the Dominion system.
Ereshgikal
Wharf Crusaders
#1183 - 2013-10-21 14:29:45 UTC
Elric Darkmoor wrote:
I think maybe i don't know enough about POS and Moon mining operations, and although i have been looking to see this mention in the thread, i have not noticed it.

But would the POS Guns not blow up the ship trying to deploy the syphon before the pilot gets to deploy it?


Lock time of unmanned POS guns is measured in the same scale as geological shifts. You can safely land uncloaked on POS grid with cruiser, align out, drop siphon, warp. Some small faction gun batteries might have had time to lock you during that time, but not warp disruptor/scram batteries.
Varius Xeral
Doomheim
#1184 - 2013-10-21 14:57:52 UTC  |  Edited by: Varius Xeral
Ganthrithor wrote:
Lots of good stuff


The troubling issue with these siphons is that it demonstrates not only a lack of lessons learned from previous timer and structure systems, but a complete lack of awareness of even the basic dimensions of the issue. Considering that the entire game hinges on the designers ability to encourage fun emergent interaction, it basically means that there is either no one left at CCP who even understands the fundamental theories and ideas that make eve successful or their success was and continues to be completely accidental.

It is obvious that the thought process wasn't "What was good and bad about pos? What was good and bad about dominion? Where can we go with the lessons learned?", rather it was "what is some tangential sop to our sophomoric understanding of the issues with nullsec gameplay that fits into our "running around putting out fires" model of game development?".

It demonstrates that this game is ultimately doomed because CCP has either lost or never had the institutional culture requisite to handle the segment of the industry that they apparently stumbled blindly into. Now all they are doing is babysitting a game in decline, while randomly throwing **** at the wall in response to "game through a pinhole" survey feedback.

In the end someone else with some balls and vision will come along and take what CCP got right ten years ago and make something good and progressive out of it, and CCP will have no one to blame but themselves.

Official Representative of The Nullsec Zealot Cabal

Ranger 1
Ranger Corp
Vae. Victis.
#1185 - 2013-10-21 15:48:57 UTC  |  Edited by: Ranger 1
I caught the first 3rd of this thread and then had to break for the weekend, so if I miss some critical info forgive me.

Lets recap:

The Siphon is designed for use in low population systems. It's use is highly problematic in populated systems due to the ease of detecting it on any DScan or probe sweep, and removing the materials and destroying them once detected is a trivial matter.

Couple this with the fact that they only have storage capacity for 1 or 2 days maximum and this ensures that they can not be used as a "fire and forget" economic weapon. Mass deployment of these items, while not impossible, would require a massive commitment in manpower and time to be effective.

Perhaps the most effective large scale use of these items is to impact market prices due to the 20% loss incurred with their use. However ease of detection and destruction, along with the need for frequent emptying to prevent the siphon going dead, means that practically speaking only a fraction of that theoretical 20% will ever actually be lost.

Used on a smaller scale, in systems where there is little traffic, siphons serve as an excellent "wealth redistribution system"... which is their intended use. The strongly encourage entities to maintain a friendly presence in the systems where moon mining is taking place. This does not necessarily need to be the actual POS owner, it simply needs to be a friendly entity that would be willing to take a few minutes to destroy the siphons whenever detected in the course of their other activities. The fact that anyone can take materials from them also enhances their role in redistributing wealth.

Since these units will be at their most effective when used on moon mining POS's in empty systems that are also rarely checked by their owners the one element that makes them practical at all is the ability to mask their siphoning activities from the POS sensors... either by removing the materials after the last check by the system, or more likely by electronically masking the POS's ability to notice the discrepancy. The main threat to a siphon deployed in such an isolated system is to be detected via remote monitoring, thus they have a necessary defense against this type of detection.

The latter is actually a very good mechanic from a game play point of view. It means that even if your moon mining operation is in a remote system you will need to check it periodically to ensure it is siphon free. It is a strong encouragement to place your the bulk of your mining operations in area's with a resident population where you (or more likely others) can physically keep tabs on them during the normal course of their day to day activities.

One of the main things we have needed are small scale mechanics and objectives for combat (normal or economical) that do not require a blob to engage in. The ability for small groups or solo players to both deploy these and also to steal from/detect/destroy them is actually an excellent step in the right direction.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ganthrithor
School of Applied Knowledge
Caldari State
#1186 - 2013-10-21 15:50:41 UTC
Varius Xeral wrote:
Ganthrithor wrote:
Lots of good stuff


The troubling issue with these siphons is that it demonstrates not only a lack of lessons learned from previous timer and structure systems, but a complete lack of awareness of even the basic dimensions of the issue. Considering that the entire game hinges on the designers ability to encourage fun emergent interaction, it basically means that there is either no one left at CCP who even understands the fundamental theories and ideas that make eve successful or their success was and continues to be completely accidental.

It is obvious that the thought process wasn't "What was good and bad about pos? What was good and bad about dominion? Where can we go with the lessons learned?", rather it was "what is some tangential sop to our sophomoric understanding of the issues with nullsec gameplay that fits into our "running around putting out fires" model of game development?".

It demonstrates that this game is ultimately doomed because CCP has either lost or never had the institutional culture requisite to handle the segment of the industry that they apparently stumbled blindly into. Now all they are doing is babysitting a game in decline, while randomly throwing **** at the wall in response to "game through a pinhole" survey feedback.

In the end someone else with some balls and vision will come along and take what CCP got right ten years ago and make something good and progressive out of it, and CCP will have no one to blame but themselves.


Yeah, pretty much.

If CCP don't revitalize nullsec with some fairly sweeping changes then this game is just going to disappear over the next couple of years. Games like Star Citizen are going to leave EVE in the dust when it comes to fulfulling pubbies' desire for a super-detailed sci-fi RPG (as a single-player / not-quite-MMO multiplayer experience, that game looks like it will be fantastic) and most of the spergy, competitive players I know from EVE have moved on to playing mostly other things (MWO, War Thunder, Planetside 2). You know, places where you can actually go and experience game content on a daily basis.

I can't help but think that EVE is about a year away from obscurity unless CCP can actually revamp nullsec by this coming summer's expansion: if sperges don't play because the game mechanics actively stifle competition, and the casual players are pulled away by a more immersive and atmospheric game, then who's left playing EVE? Nobody.
Ganthrithor
School of Applied Knowledge
Caldari State
#1187 - 2013-10-21 15:54:30 UTC
Ranger 1 wrote:
I caught the first 3rd of this thread and then had to break for the weekend, so if I miss some critical info forgive me.

Lets recap:

The Siphon is designed for use in low population systems. It's use is highly problematic in populated systems due to the ease of detecting it on any DScan or probe sweep, and removing the materials and destroying them once detected is a trivial matter.

Couple this with the fact that they only have storage capacity for 1 or 2 days maximum and this ensures that they can not be used as a "fire and forget" economic weapon. Mass deployment of these items, while not impossible, would require a massive commitment in manpower and time to be effective.

Perhaps the most effective large scale use of these items is to impact market prices due to the 20% loss incurred with their use. However ease of detection and destruction, along with the need for frequent emptying to prevent the siphon going dead, means that practically speaking only a fraction of that theoretical 20% will ever actually be lost.

Used on a smaller scale, in systems where there is little traffic, siphons serve as an excellent "wealth redistribution system"... which is their intended use. The strongly encourage entities to maintain a friendly presence in the systems where moon mining is taking place. This does not necessarily need to be the actual POS owner, it simply needs to be a friendly entity that would be willing to take a few minutes to destroy the siphons whenever detected in the course of their other activities. The fact that anyone can take materials from them also enhances their role in redistributing wealth.

Since these units will be at their most effective when used on moon mining POS's in empty systems that are also rarely checked by their owners the one element that makes them practical at all is the ability to mask their siphoning activities from the POS sensors... either by removing the materials after the last check by the system, or more likely by electronically masking the POS's ability to notice the discrepancy. The main threat to a siphon deployed in such an isolated system is to be detected via remote monitoring, thus they have a necessary defense against this type of detection.

The latter is actually a very good mechanic from a game play point of view. It means that even if your moon mining operation is in a remote system you will need to check it periodically to ensure it is siphon free. It is a strong encouragement to place your the bulk of your mining operations in area's with a resident population where you (or more likely others) can physically keep tabs on them during the normal course of their day to day activities.


Literally every point you've tried to make here is wrong. You are wrong about everything. Let that sink in for a minute.
Johnny Marzetti
Imperial Shipment
Amarr Empire
#1188 - 2013-10-21 15:56:24 UTC
I want a mechanic to make people check all their market orders in person to make sure someone isn't embezzling them. It creates more emergent game content if you have to actually travel to the stations you're doing business in because you might have to engage wardecs, etc. Why should you get to use all these highsec stations you aren't actually living in?
Ranger 1
Ranger Corp
Vae. Victis.
#1189 - 2013-10-21 16:01:34 UTC
Ganthrithor wrote:
Varius Xeral wrote:
Ganthrithor wrote:
Lots of good stuff


The troubling issue with these siphons is that it demonstrates not only a lack of lessons learned from previous timer and structure systems, but a complete lack of awareness of even the basic dimensions of the issue. Considering that the entire game hinges on the designers ability to encourage fun emergent interaction, it basically means that there is either no one left at CCP who even understands the fundamental theories and ideas that make eve successful or their success was and continues to be completely accidental.

It is obvious that the thought process wasn't "What was good and bad about pos? What was good and bad about dominion? Where can we go with the lessons learned?", rather it was "what is some tangential sop to our sophomoric understanding of the issues with nullsec gameplay that fits into our "running around putting out fires" model of game development?".

It demonstrates that this game is ultimately doomed because CCP has either lost or never had the institutional culture requisite to handle the segment of the industry that they apparently stumbled blindly into. Now all they are doing is babysitting a game in decline, while randomly throwing **** at the wall in response to "game through a pinhole" survey feedback.

In the end someone else with some balls and vision will come along and take what CCP got right ten years ago and make something good and progressive out of it, and CCP will have no one to blame but themselves.


Yeah, pretty much.

If CCP don't revitalize nullsec with some fairly sweeping changes then this game is just going to disappear over the next couple of years. Games like Star Citizen are going to leave EVE in the dust when it comes to fulfulling pubbies' desire for a super-detailed sci-fi RPG (as a single-player / not-quite-MMO multiplayer experience, that game looks like it will be fantastic) and most of the spergy, competitive players I know from EVE have moved on to playing mostly other things (MWO, War Thunder, Planetside 2). You know, places where you can actually go and experience game content on a daily basis.

I can't help but think that EVE is about a year away from obscurity unless CCP can actually revamp nullsec by this coming summer's expansion: if sperges don't play because the game mechanics actively stifle competition, and the casual players are pulled away by a more immersive and atmospheric game, then who's left playing EVE? Nobody.

Or CCP is well aware of what was good and bad about POS warfare, and have specifically crafted this mechanic to avoid the tedium of timers, massive hit points to chew through, and general boredom involved... and encourage small gang/solo objectives (both economic and physical combat) that can be staged in a timezone asymmetrical fashion without the need of timers.

This pretty much nails the direction we (Goonswarm included) have been begging CCP to go for the last several years.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#1190 - 2013-10-21 16:02:31 UTC  |  Edited by: Ranger 1
Ganthrithor wrote:
Ranger 1 wrote:
I caught the first 3rd of this thread and then had to break for the weekend, so if I miss some critical info forgive me.

Lets recap:

The Siphon is designed for use in low population systems. It's use is highly problematic in populated systems due to the ease of detecting it on any DScan or probe sweep, and removing the materials and destroying them once detected is a trivial matter.

Couple this with the fact that they only have storage capacity for 1 or 2 days maximum and this ensures that they can not be used as a "fire and forget" economic weapon. Mass deployment of these items, while not impossible, would require a massive commitment in manpower and time to be effective.

Perhaps the most effective large scale use of these items is to impact market prices due to the 20% loss incurred with their use. However ease of detection and destruction, along with the need for frequent emptying to prevent the siphon going dead, means that practically speaking only a fraction of that theoretical 20% will ever actually be lost.

Used on a smaller scale, in systems where there is little traffic, siphons serve as an excellent "wealth redistribution system"... which is their intended use. The strongly encourage entities to maintain a friendly presence in the systems where moon mining is taking place. This does not necessarily need to be the actual POS owner, it simply needs to be a friendly entity that would be willing to take a few minutes to destroy the siphons whenever detected in the course of their other activities. The fact that anyone can take materials from them also enhances their role in redistributing wealth.

Since these units will be at their most effective when used on moon mining POS's in empty systems that are also rarely checked by their owners the one element that makes them practical at all is the ability to mask their siphoning activities from the POS sensors... either by removing the materials after the last check by the system, or more likely by electronically masking the POS's ability to notice the discrepancy. The main threat to a siphon deployed in such an isolated system is to be detected via remote monitoring, thus they have a necessary defense against this type of detection.

The latter is actually a very good mechanic from a game play point of view. It means that even if your moon mining operation is in a remote system you will need to check it periodically to ensure it is siphon free. It is a strong encouragement to place your the bulk of your mining operations in area's with a resident population where you (or more likely others) can physically keep tabs on them during the normal course of their day to day activities.


Literally every point you've tried to make here is wrong. You are wrong about everything. Let that sink in for a minute.

I think time will prove otherwise. We shall see my friend. Smile

Your predicted impact on moon mineral supplies has a few glaring flaws for starters.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#1191 - 2013-10-21 16:44:15 UTC  |  Edited by: Abdiel Kavash
Ranger 1 wrote:
One of the main things we have needed are small scale mechanics and objectives for combat (normal or economical) that do not require a blob to engage in. The ability for small groups or solo players to both deploy these and also to steal from/detect/destroy them is actually an excellent step in the right direction.


Ranger 1 wrote:
Or CCP is well aware of what was good and bad about POS warfare, and have specifically crafted this mechanic to avoid the tedium of timers, massive hit points to chew through, and general boredom involved... and encourage small gang/solo objectives (both economic and physical combat) that can be staged in a timezone asymmetrical fashion without the need of timers.

This pretty much nails the direction we (Goonswarm included) have been begging CCP to go for the last several years.


This thing will not result in any increase in small gang fights whatsoever, it provides no opportunities or incentives for it.

Small gang combat won't happen for the attacker, as the siphons can be dropped by the dozen from a covops or a nullified interceptor.
Small gang combat won't happen for the defender, as the siphon can be killed by POS guns.
You won't be able to defend your dropped siphon, as you're under fire from POS guns.
The only potential change that may happen is that a gang going into enemy space anyway might carry a couple of these just to add to their annoyance factor. But since they're going to small gang PvP anyway, the siphon does nothing to generate more fights.

The only PvP this could lead to is you cloaking in a bomber on the siphon and bombing the hauler that comes to scoop the goo. If that's your definition of "small gang PvP", then we have some very different ideas about what we're talking about.

The only thing the siphons do is make it even more of a pain in the ass to run a POS through horrible and unfun game mechanics, as you're now required to check on it every few hours to see if your production isn't completely shut down. Except for the few POSes in major ratting/trading hubs when you might or might not get a few benevolent members occasionally d-scanning for these things, POS owners everywhere else will probably just want to kill themselves after a few months of this.

If that is the true intent of this mechanic, then it's on the same level of stupidity as "nerf highsec to get more people to move to nullsec", and will achieve about the same results.


Here is the optimal way to deal with the siphons: Stage a trial alt at every POS you own. Log the alt in every hour to check for siphons. If found, come over with a real char with POSgunning trained and blap the siphon. But obviously no one person can be around 24/7 to log in to the watcher alts every hour. So share the alts' accounts/passwords with your POS team, and have them take shifts. There you go, the best way to counter this is a) alt proliferation, b) breaking the EULA, c) turning the game into a boring and pointless job.



Remember, EVE is still a game. The main design goal should be for both sides to have fun. The winner should be the person better at the game, not the one who is able to endure more tedium.
Ganthrithor
School of Applied Knowledge
Caldari State
#1192 - 2013-10-21 16:48:12 UTC  |  Edited by: Ganthrithor
Ranger 1 wrote:

Or CCP is well aware of what was good and bad about POS warfare, and have specifically crafted this mechanic to avoid the tedium of timers, massive hit points to chew through, and general boredom involved... and encourage small gang/solo objectives (both economic and physical combat) that can be staged in a timezone asymmetrical fashion without the need of timers.

This pretty much nails the direction we (Goonswarm included) have been begging CCP to go for the last several years.


Seriously? Have you read any of this thread? People have already explained numerous times why this "mechanic" will do nothing for the game other than vaporize a portion of the existing moon goo.

How can you even interpret the siphon mechanic as a "small gang objective?" It's an unattended module that you push out of your ship next to an unattended structure. Scenario A: your module sits there and does its thing unattended while you're logged out, then you come back to an unattended structure and pull goop out of it. Scenario B: your module gets noticed and blown up while you're offline, you come back and find empty space next to an unattended structure.

Claiming that siphons add interesting gameplay or small gang objectives is like saying ghost-capping in PS2 is fun... fly around through deserted space, sit on this structure for a minute or two, move on to the next abandoned structure.

The fact is, there are already ways to disrupt nullsec moneymaking: reinforce mining POSes, actively hunt down and kill PvEers and industrialists (if there are any around, that is). CCP need to be giving people reasons to live in their space and present themselves as targets to other people, not another reason in a long list of reasons why trying to make a living in nullsec is irritating and impractical. Fun in this game comes from direct player-player interaction, not having yet-more structure scouting/shooting to deal with. No reinforcement timers on siphons means no fights, even when they are found (not that anyone would bother defending a 10m isk structure anyway). It's a stupid mechanic in every respect.

As far as the mineral price speculations go, those aren't my predictions: they come from a group of people that have been consistently predicting the economic outcomes of EVE changes for years now... not that it's hard to predict given that CCP tell you right up front how much material will be evaporated by the siphons. That leaves only the question of how widespread siphon usage will be... and given that they're going to cost 10m isk and be insanely annoying, my guess is we can safely assume usage will be fairly pervasive. I know our blackops group will probably use them by the hundreds, and that's just one group of 20-30 active players...
Nomad I
University of Caille
Gallente Federation
#1193 - 2013-10-21 17:06:31 UTC
My conspiracy theory is, that CCP wants to sell more plexes by nerfing income.

To be serious. We all will use syphons to get our cut especially after the first rush phase. But owners of reaction POSes in low will shutdown the bussiness. It's good for 0.0 alliances and the reaction POSes there. The prices will be at least raise with 30% but I bet they will be twice as high as todays prices. No one is able to protect a POS 24/7 and even a POS in 0.0 will have losses, but the raw mats are comming from moons and don't have to buy from Jita. With a little bit more effort, 0.0 alliances are the king of the hill again. The ISK will flowing like streams into the wallets.

Kropotkin
Center for Advanced Studies
Gallente Federation
#1194 - 2013-10-21 17:16:00 UTC
Alavaria Fera wrote:
... You have to leave the matrix and gank the architect of the whole system

Or, just make money for them and get special scorpions....

How does Scripture go? "If a son shall ask bread of any of you that is a father, will he give him a stone? Or if he ask a fish, will he for a fish give him a serpent? Or if he ask an egg, will he offer him a scorpion?"
Ranger 1
Ranger Corp
Vae. Victis.
#1195 - 2013-10-21 17:46:37 UTC
Ganthrithor wrote:
Ranger 1 wrote:

Or CCP is well aware of what was good and bad about POS warfare, and have specifically crafted this mechanic to avoid the tedium of timers, massive hit points to chew through, and general boredom involved... and encourage small gang/solo objectives (both economic and physical combat) that can be staged in a timezone asymmetrical fashion without the need of timers.

This pretty much nails the direction we (Goonswarm included) have been begging CCP to go for the last several years.


Seriously? Have you read any of this thread? People have already explained numerous times why this "mechanic" will do nothing for the game other than vaporize a portion of the existing moon goo.

How can you even interpret the siphon mechanic as a "small gang objective?" It's an unattended module that you push out of your ship next to an unattended structure. Scenario A: your module sits there and does its thing unattended while you're logged out, then you come back to an unattended structure and pull goop out of it. Scenario B: your module gets noticed and blown up while you're offline, you come back and find empty space next to an unattended structure.

Claiming that siphons add interesting gameplay or small gang objectives is like saying ghost-capping in PS2 is fun... fly around through deserted space, sit on this structure for a minute or two, move on to the next abandoned structure.

The fact is, there are already ways to disrupt nullsec moneymaking: reinforce mining POSes, actively hunt down and kill PvEers and industrialists (if there are any around, that is). CCP need to be giving people reasons to live in their space and present themselves as targets to other people, not another reason in a long list of reasons why trying to make a living in nullsec is irritating and impractical. Fun in this game comes from direct player-player interaction, not having yet-more structure scouting/shooting to deal with. No reinforcement timers on siphons means no fights, even when they are found (not that anyone would bother defending a 10m isk structure anyway). It's a stupid mechanic in every respect.

As far as the mineral price speculations go, those aren't my predictions: they come from a group of people that have been consistently predicting the economic outcomes of EVE changes for years now... not that it's hard to predict given that CCP tell you right up front how much material will be evaporated by the siphons. That leaves only the question of how widespread siphon usage will be... and given that they're going to cost 10m isk and be insanely annoying, my guess is we can safely assume usage will be fairly pervasive. I know our blackops group will probably use them by the hundreds, and that's just one group of 20-30 active players...

Yes, I've read this thread. I don't agree with the assumptions that have been put forward.

As far as small scale encounters go, remember I said economic as well as physical combat.

The ability of a solo player or small group to wage economic warfare is self explanatory. If done correctly, in isolated systems, a small organization stands to have a good shot at enjoying a new mini profession at someone else's expense.

Physical combat comes into play in trying to nail the ship that drops off and every day or so has to empty the siphon. Particularly the latter is going to require a blockade runner, and should make for some interesting small scale sport. Of course, if you're feeling particularly lazy, you can just go kill the siphons it drops off... but that's not as entertaining as decloaking and popping them on a gate.

From a practical point of view, if you are spotted entering your target system to drop off siphons you might as well just move on. Deploying them will be a complete waste of time and money. And we both know that this will be the most common outcome.

As far as coming out with alternate mechanics that do not depend on timers... timers have always been regarded as a necessary evil.... and they are for many things. However the siphon units fall into a different category and are geared toward small scale economic warfare and a hunt/evade style of combat, which means (thank god) that you don't have to wait for a timer to engage in the game play. More of this type of thing would be better, and that opinion has been held since the POS and Sov system was initially implemented.

As to their impact on moon goo supplies, well, it's very easy to point to 20% and say that is the effect it will have. But you know as well as I do that 20% is a theoretical maximum that will never be achieved. It assumes that siphons are deployed on every valuable moon in EVE (which is doable with some effort) but also assumes that they are all left unmolested for their entire cycle... and that they are all emptied promptly upon being filled.

You know as well as I do that will never happen. Siphons will get blown up within a few hours (if not minutes) of being deployed. Even if your teams unceasingly deploy siphons and collect loot with perfect timing, you will never approach that perfect 20%. After the first 2 or 3 weeks you'll be lucky to reduce the overall supply of moon goo by more than a fraction of that. Pointing at 20% and saying that will be the impact of your efforts is very (hopefully not deliberately) misleading.

I say that because I hope that this isn't deliberate, and that you simply have taken all of the realities of the situation into account. Otherwise that would mean that you are simply throwing up a smoke screen to try to turn around a mechanic that would be unfavorable to you... and contrary to what most would say I don't usually see you folks doing that.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Jimmy Farrere
University of Caille
Gallente Federation
#1196 - 2013-10-21 17:57:39 UTC  |  Edited by: Jimmy Farrere
Ranger 1 wrote:

Yes, I've read this thread. I don't agree with the assumptions that have been put forward.

As far as small scale encounters go, remember I said economic as well as physical combat.

The ability of a solo player or small group to wage economic warfare is self explanatory. If done correctly, in isolated systems, a small organization stands to have a good shot at enjoying a new mini profession at someone else's expense.

Physical combat comes into play in trying to nail the ship that drops off and every day or so has to empty the siphon. Particularly the latter is going to require a blockade runner, and should make for some interesting small scale sport. Of course, if you're feeling particularly lazy, you can just go kill the siphons it drops off... but that's not as entertaining as decloaking and popping them on a gate.

From a practical point of view, if you are spotted entering your target system to drop off siphons you might as well just move on. Deploying them will be a complete waste of time and money. And we both know that this will be the most common outcome.

As far as coming out with alternate mechanics that do not depend on timers... timers have always been regarded as a necessary evil.... and they are for many things. However the siphon units fall into a different category and are geared toward small scale economic warfare and a hunt/evade style of combat, which means (thank god) that you don't have to wait for a timer to engage in the game play. More of this type of thing would be better, and that opinion has been held since the POS and Sov system was initially implemented.

As to their impact on moon goo supplies, well, it's very easy to point to 20% and say that is the effect it will have. But you know as well as I do that 20% is a theoretical maximum that will never be achieved. It assumes that siphons are deployed on every valuable moon in EVE (which is doable with some effort) but also assumes that they are all left unmolested for their entire cycle... and that they are all emptied promptly upon being filled.

You know as well as I do that will never happen. Siphons will get blown up within a few hours (if not minutes) of being deployed. Even if your teams unceasingly deploy siphons and collect loot with perfect timing, you will never approach that perfect 20%. After the first 2 or 3 weeks you'll be lucky to reduce the overall supply of moon goo by more than a fraction of that. Pointing at 20% and saying that will be the impact of your efforts is very (hopefully not deliberately) misleading.

I say that because I hope that this isn't deliberate, and that you simply have taken all of the realities of the situation into account. Otherwise that would mean that you are simply throwing up a smoke screen to try to turn around a mechanic that would be unfavorable to you... and contrary to what most would say I don't usually see you folks doing that.



Ganthrithor wrote:
Literally every point you've tried to make here is wrong. You are wrong about everything. Let that sink in for a minute.
Kropotkin
Center for Advanced Studies
Gallente Federation
#1197 - 2013-10-21 18:03:01 UTC
Miner Hottie wrote:
Herr Esiq wrote:
...
And you can"t see the difference between a 'personal character monitor' and a 'automated alliance tool that monotors a complete empire like HAL 9000'.

You really cant can you?


Hmm, let me think about that for a moment. Yeah, no quite sure Mittens doesn't have such a tool, I mean I am sure Digi would LOVE such a tool in his never ending quest to find spies.

GoonWACS: Goon Warning And Control System
Jimmy Farrere
University of Caille
Gallente Federation
#1198 - 2013-10-21 18:10:22 UTC
Oh yeah, and after reading that gumpf I nearly forgot that I came here to request again that if nothing else is changed at least make these things much, much bigger. The only chance of these creating any kind of PvP content is if you can't drop a shedload of them from a interceptor, bomber or cov-ops.
Ranger 1
Ranger Corp
Vae. Victis.
#1199 - 2013-10-21 18:17:21 UTC
Jimmy Farrere wrote:
Ranger 1 wrote:

Yes, I've read this thread. I don't agree with the assumptions that have been put forward.

As far as small scale encounters go, remember I said economic as well as physical combat.

The ability of a solo player or small group to wage economic warfare is self explanatory. If done correctly, in isolated systems, a small organization stands to have a good shot at enjoying a new mini profession at someone else's expense.

Physical combat comes into play in trying to nail the ship that drops off and every day or so has to empty the siphon. Particularly the latter is going to require a blockade runner, and should make for some interesting small scale sport. Of course, if you're feeling particularly lazy, you can just go kill the siphons it drops off... but that's not as entertaining as decloaking and popping them on a gate.

From a practical point of view, if you are spotted entering your target system to drop off siphons you might as well just move on. Deploying them will be a complete waste of time and money. And we both know that this will be the most common outcome.

As far as coming out with alternate mechanics that do not depend on timers... timers have always been regarded as a necessary evil.... and they are for many things. However the siphon units fall into a different category and are geared toward small scale economic warfare and a hunt/evade style of combat, which means (thank god) that you don't have to wait for a timer to engage in the game play. More of this type of thing would be better, and that opinion has been held since the POS and Sov system was initially implemented.

As to their impact on moon goo supplies, well, it's very easy to point to 20% and say that is the effect it will have. But you know as well as I do that 20% is a theoretical maximum that will never be achieved. It assumes that siphons are deployed on every valuable moon in EVE (which is doable with some effort) but also assumes that they are all left unmolested for their entire cycle... and that they are all emptied promptly upon being filled.

You know as well as I do that will never happen. Siphons will get blown up within a few hours (if not minutes) of being deployed. Even if your teams unceasingly deploy siphons and collect loot with perfect timing, you will never approach that perfect 20%. After the first 2 or 3 weeks you'll be lucky to reduce the overall supply of moon goo by more than a fraction of that. Pointing at 20% and saying that will be the impact of your efforts is very (hopefully not deliberately) misleading.

I say that because I hope that this isn't deliberate, and that you simply have taken all of the realities of the situation into account. Otherwise that would mean that you are simply throwing up a smoke screen to try to turn around a mechanic that would be unfavorable to you... and contrary to what most would say I don't usually see you folks doing that.



Ganthrithor wrote:
Literally every point you've tried to make here is wrong. You are wrong about everything. Let that sink in for a minute.

Anything is possible. Smile

I'll happily admit to underestimating the tenacity of Goon Swarm in the face of overwhelming tedium, and their capacity for laser perfect timing, if the supplies of Moon Goo drop by 20% and stay there.

I'll also admit to being wrong if the general activity level in Null and Low sec doesn't increase as a result of this mechanic.

I suspect that a few tweaks to the numbers will happen either before or shortly after Rubicon launches, but that the basic mechanic will remain.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ganthrithor
School of Applied Knowledge
Caldari State
#1200 - 2013-10-21 18:22:54 UTC
Ranger 1 wrote:

Yes, I've read this thread. I don't agree with the assumptions that have been put forward.

As far as small scale encounters go, remember I said economic as well as physical combat.

The ability of a solo player or small group to wage economic warfare is self explanatory. If done correctly, in isolated systems, a small organization stands to have a good shot at enjoying a new mini profession at someone else's expense.

Physical combat comes into play in trying to nail the ship that drops off and every day or so has to empty the siphon. Particularly the latter is going to require a blockade runner, and should make for some interesting small scale sport. Of course, if you're feeling particularly lazy, you can just go kill the siphons it drops off... but that's not as entertaining as decloaking and popping them on a gate.

From a practical point of view, if you are spotted entering your target system to drop off siphons you might as well just move on. Deploying them will be a complete waste of time and money. And we both know that this will be the most common outcome.

As far as coming out with alternate mechanics that do not depend on timers... timers have always been regarded as a necessary evil.... and they are for many things. However the siphon units fall into a different category and are geared toward small scale economic warfare and a hunt/evade style of combat, which means (thank god) that you don't have to wait for a timer to engage in the game play. More of this type of thing would be better, and that opinion has been held since the POS and Sov system was initially implemented.

As to their impact on moon goo supplies, well, it's very easy to point to 20% and say that is the effect it will have. But you know as well as I do that 20% is a theoretical maximum that will never be achieved. It assumes that siphons are deployed on every valuable moon in EVE (which is doable with some effort) but also assumes that they are all left unmolested for their entire cycle... and that they are all emptied promptly upon being filled.

You know as well as I do that will never happen. Siphons will get blown up within a few hours (if not minutes) of being deployed. Even if your teams unceasingly deploy siphons and collect loot with perfect timing, you will never approach that perfect 20%. After the first 2 or 3 weeks you'll be lucky to reduce the overall supply of moon goo by more than a fraction of that. Pointing at 20% and saying that will be the impact of your efforts is very (hopefully not deliberately) misleading.

I say that because I hope that this isn't deliberate, and that you simply have taken all of the realities of the situation into account. Otherwise that would mean that you are simply throwing up a smoke screen to try to turn around a mechanic that would be unfavorable to you... and contrary to what most would say I don't usually see you folks doing that.



Look, here's the deal. Based on your own assumptions, it seems like you are the kind of player you keep talking about when you refer to "little guys" practicing "economic warfare." It seems like you don't have much experience playing with sizable groups of other players, and you may or may not have experience in nullsec at all. If you did have experience in nullsec, you'd know that:


  • There's already room for small gangs to conduct economic warfare in hostile space. This is done by hunting and killing ratters, industrialists, random travelers, and basically anything else that floats through space alone or in small numbers. It can also be accomplished by doing nasty things like relisting: buying up in-demand commodities in nullsec stations (in their entirety where possible) and re-listing them at higher prices, forcing people to overpay for their ships and gear and funneling that profit into your own wallet.

  • Nobody is going to hang around for days at a time in hopes of possibly catching some hostile in a blockade runner that's come to loot a siphon: it's absolutely not worth doing, since you can easily retrieve your stuff from the siphon and then destroy it rather than spending ~48 hours in a Sabre poopsocking a structure, hoping that you'll be watching the screen at the exact moment some fool decloaks their hauler for 3 seconds to do a drive-by pickup. It's seriously not going to happen. The spergiest of spergs can sometimes be motivated to camp things for days at a time in hopes of a cap or supercap kill, but nobody is going to bother to do so over a possible Prowler kill.

  • Have you ever even been to nullsec? Let me give you a clue: your average nullsec resident is not very situationally aware. Someone running around planting siphons is just one more hostile drifting through a region: ratters will safe up momentarily until you leave, then go back to ratting. I've moved supercaps through null without being noticed, to think this won't be possible with a blockade runner dropping modules that leave no overt traces is ridiculous.

  • This siphon proposal doesn't involve any "gameplay" at all: your use of that term in this discussion is overly-generous to CCP. Pushing a module out of your ship isn't gameplay any more than anchoring a drag bubble is. It's the stuff that happens as a result of anchoring a drag bubble that constitutes gameplay: siphons make no such promises.