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Change to suiciding your pod

Author
Dinsdale Pirannha
Pirannha Corp
#1 - 2014-02-11 19:51:33 UTC
Many times people will suicide their pod for various reasons.

Among them, to deny someone a kill.
Other times, if you in a wormhole and lost, it is the only option.
Other times, it is to allow you to jump all over the galaxy quickly.

The last use is the one I want to address.
That last use is a form of power projection.
How many times do we hear, pod yourself, reship, and jump back to the fight.

Given how much people are talking about power projection as a big problem in the game, I would suggest some kind of cooldown be applied to anyone who pods themselves.

If you suicide pod, then whatever station/clone bay you get instantly transported to, you have a countdown timer assigned to your char where you cannot jump to another clone, nor undock in another ship, for some period of time.

It could be 15 minutes, it could be 60 minutes.
That part is debatable.

But the thrust of the cooldown would be to slow down the benefits of podding yourself to move around the galaxy instantly and to get back into fights.

Yes, people can get around this by having friendlies pod them.
But in heavy combat, that is time that many won't want to invest in, plus adding pods to one's combat overview is not something a lot of FC's would be thrilled about.
Mag's
Azn Empire
#2 - 2014-02-11 19:54:31 UTC
Rather a moot point, when taking into account all the jump clones we can now field. I used to do it in my early years, but find I now simply don't need too.

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

Dinsdale Pirannha
Pirannha Corp
#3 - 2014-02-11 20:03:39 UTC
Mag's wrote:
Rather a moot point, when taking into account all the jump clones we can now field. I used to do it in my early years, but find I now simply don't need too.


Yes, people can field, what, 11 clones now?

But if you are on the field in some heavy-duty fight, if you suicide and then have to wait before you can re-enter the fray, that will have some impact.

Clearly, a 15 minute timer when entering a system that is at 10% TiDi is not a big deal, especially since re-entering a system at 10% TiDi has its own set of problems.

But in fights where TiDi does not exist, or is not at 10%, a cool-down timer would have an impact.
Johan March
The Scope
Gallente Federation
#4 - 2014-02-11 20:17:25 UTC
Then people would just ask a random blue to pod them, or have a cloaked "neutral" to pod them home.

Ersahi Kir
Brutor Tribe
Minmatar Republic
#5 - 2014-02-11 20:34:05 UTC
Honestly I think it would be more effective to address this on the other side, specifically you can only set your deathclone station to the station you're currently docked in. To ensure that you don't get stuck in null sec allow people to remotely set their deathclone location to their starting noob corp station.

It wouldn't solve everything, but I think it's a step in the right direction.
Noxisia Arkana
Deadspace Knights
#6 - 2014-02-11 20:41:01 UTC
I would also be frustrated if I were denied a kill.

However, I would be even more frustrated if I were in a WH - podded myself - and then had to wait 20 minutes to undock. I see where you're going but that's not a solution I would like to see implemented.
Vaju Enki
Secular Wisdom
#7 - 2014-02-11 21:23:40 UTC
If you are podded, you should have to wait 24 hours to undock, that would bring some epic tears and make pirates alot of isk with pod ransoms.

The Tears Must Flow

Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2014-02-11 22:13:26 UTC
So you want to force a truly awful mechanic on us in order to combat what you personally view as a problem?

Do you enjoy trying to slowboat a pod out of bubbles under 10% tidi? Explain why we should be forced to do this if we want to get reshipped and back into a fight.

This is a PVP game, you are proposing a mechanic to limit people's involvement in PVP. That's bad.
Dinsdale Pirannha
Pirannha Corp
#9 - 2014-02-11 23:55:31 UTC
Danika Princip wrote:
So you want to force a truly awful mechanic on us in order to combat what you personally view as a problem?

Do you enjoy trying to slowboat a pod out of bubbles under 10% tidi? Explain why we should be forced to do this if we want to get reshipped and back into a fight.

This is a PVP game, you are proposing a mechanic to limit people's involvement in PVP. That's bad.


Umm..you might want to check with a ton of comments by various members of the CSM about force projection and capital fleets.
Instant transport back to a station is a form of force projection.

This change would target that.
Petrified
Old and Petrified Syndication
#10 - 2014-02-12 05:18:51 UTC
Dinsdale Pirannha wrote:

Umm..you might want to check with a ton of comments by various members of the CSM about force projection and capital fleets.
Instant transport back to a station is a form of force projection.

This change would target that.


I didn't realize the force projection of a pod suiciding was on the same level as launching a fleet across lightyears via titan.

You are confusing the two: A pod has no force or capacity engage a target. A fleet being bridged does have force and capacity to engage a target - hence force projection. The former is completely different from the latter. The latter is completely different from the former. Apple... meet Orange.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Seliah
Red Cloud Vigil
#11 - 2014-02-12 08:36:04 UTC
Introducing a game mechanic that basically prevents a player from playing the game for a certain amount of time seems like a truly wrong idea to me, even if suiciding a pod is a conscious action from a player. There are some cases where this is a completely valid and necessary option (stuck in w-space is the best example ofc), and that shouldn't be punished by preventing one to play the game.

Suiciding your pod means having to pay a medical bill and get a whole new set of implants, and this can actually be fairly expensive in some cases. I think that's more that enough tbh. Suiciding pods is a form a force projection indeed, but as other people said, i don't think it's the most powerful and the most problematic one, and it comes at a cost for the player.

And anyway, you'll never be able to introduce a mechanic that only targets the very specific case of pod suiciding you're concerned about, so meh.
Snow Axe
Republic Military School
Minmatar Republic
#12 - 2014-02-12 08:43:16 UTC
Ever suicided a pod in 10% tidi Dinsdale?

"Look any reason why you need to talk like that? I have now reported you. I dont need to listen to your bad tone. If you cant have a grown up conversation then leave the thread["

Your Dad Naked
Doomheim
#13 - 2014-02-12 11:24:20 UTC
OP highlights a real problem but I cannot fathom what kind of solution they could come up with to deal with this. As mentioned can just get a neutral to pod you. The only solution is removal of podding in such large fights. Not much of a solution, clearly.
suid0
Pandemic Horde Inc.
Pandemic Horde
#14 - 2014-02-12 11:51:40 UTC  |  Edited by: suid0
While I agree force projection is a problem I feel this idea is a poor attempt at addressing the issue.

It does nothing to solve the real issue of force projection and everything to reward blob warfare. You talk about force projection wrt the time it takes to travel all the way across the universe but your change would also stop people from being able to pod and reship for fights that are local (within 1 titan bridge).

Attacking a smaller foe who are better than you? easy, just bring 1000's of players knowing once you kill any hostiles they're out of the game for 15m-1hr. When previously they could reship and keep killing you at a faster rate than you can kill them.

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Noxisia Arkana
Deadspace Knights
#15 - 2014-02-12 14:37:26 UTC
Seliah wrote:
Introducing a game mechanic that basically prevents a player from playing the game for a certain amount of time seems like a truly wrong idea to me, even if suiciding a pod is a conscious action from a player. There are some cases where this is a completely valid and necessary option (stuck in w-space is the best example ofc), and that shouldn't be punished by preventing one to play the game.

Suiciding your pod means having to pay a medical bill and get a whole new set of implants, and this can actually be fairly expensive in some cases. I think that's more that enough tbh. Suiciding pods is a form a force projection indeed, but as other people said, i don't think it's the most powerful and the most problematic one, and it comes at a cost for the player.

And anyway, you'll never be able to introduce a mechanic that only targets the very specific case of pod suiciding you're concerned about, so meh.



Pretty much this. Especially if I end up suiciding because I forgot to put probe launchers on a wh closing battleship. I'm already out a battleship & implants - but now you essentially want me to not play the game for a day.

I've suicided other toons that have (my own fault) been stuck in a wormhole. There wasn't even anyone there to shoot AT me, and now I'm supposed to wait 24 hours (15 minutes, whatever..) to play this game again?

No. Bueno.