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Null sec what chance does the little guy have

First post First post
Author
Onictus
Federal Navy Academy
Gallente Federation
#461 - 2014-02-16 02:11:29 UTC
Ninteen Seventy-Nine wrote:

But that's why people visit GD and not F&I, because no one is interested in real solutions, just bitching about other people.


Yeah **** F&I CCP has NO interest in listening to it. They post up things after the Incursion mea culpa, but that is about it. Go read the Nestor thread, or HAC thread, or the Interceptor thread(s)

Hundreds of pages of feedback to basically get "yeah, well we are reading this, but we are going to make this live anyway to gather more data"

GTFO
Marlona Sky
State War Academy
Caldari State
#462 - 2014-02-16 03:02:40 UTC
Even if every player owned station in null had a million build slots; why build there when building in the safety of high and low sec is just a couple minutes away?
Kaarous Aldurald
Black Hydra Consortium.
#463 - 2014-02-16 03:12:31 UTC
Marlona Sky wrote:
Even if every player owned station in null had a million build slots; why build there when building in the safety of high and low sec is just a couple minutes away?


The only way to make that question answerable is to change NPC controlled manufacturing and research infrastructure to be inherently inferior to player controlled ones.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Onictus
Federal Navy Academy
Gallente Federation
#464 - 2014-02-16 03:15:14 UTC
Kaarous Aldurald wrote:
Marlona Sky wrote:
Even if every player owned station in null had a million build slots; why build there when building in the safety of high and low sec is just a couple minutes away?


The only way to make that question answerable is to change NPC controlled manufacturing and research infrastructure to be inherently inferior to player controlled ones.



...and watch the industrials scream, because most would be forced into POSs, POSs tend to get reinforced etc etc.

All discussed before.
Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#465 - 2014-02-16 03:15:24 UTC
Onictus wrote:
Ninteen Seventy-Nine wrote:

But that's why people visit GD and not F&I, because no one is interested in real solutions, just bitching about other people.


Yeah **** F&I CCP has NO interest in listening to it. They post up things after the Incursion mea culpa, but that is about it. Go read the Nestor thread, or HAC thread, or the Interceptor thread(s)

Hundreds of pages of feedback to basically get "yeah, well we are reading this, but we are going to make this live anyway to gather more data"

GTFO


I wish I could disagree with this.

Marlona Sky wrote:
Even if every player owned station in null had a million build slots; why build there when building in the safety of high and low sec is just a couple minutes away?


Because I also want to change that to make you more vulnerable moving it around?

Some will read that as "more of a pain in the ass". Whatever.

I think supply lines should be vulnerable. Even (especially?) between the empire markets with some healthy low sec dividers.

It's very true markets won't just appear magically in null, but it's silly to think a model can't be built that could cultivate them.

What if you had capitols in sov. and with a capitol you had the option to ship items back and forth from any other null capitol with a 24hr delivery delay? An alliance only gets one.

What if you had to jump region to region. And while jumping intra-region is like we know it now, jumping inter-region must be done from & to a 100km radius of either a planet or a star? (no pos w/o warp)

I'm not saying either of the ideas are good. But they would be interesting. More so than what we have.

"The unending paradox is that we do learn through pain."

La Nariz
Aliastra
Gallente Federation
#466 - 2014-02-16 03:17:54 UTC
Kaarous Aldurald wrote:
Marlona Sky wrote:
Even if every player owned station in null had a million build slots; why build there when building in the safety of high and low sec is just a couple minutes away?


The only way to make that question answerable is to change NPC controlled manufacturing and research infrastructure to be inherently inferior to player controlled ones.


This is a good idea, it needs to be inferior but accessible, I think making it worse than the most terrible POS manufacturing module would be a good place.

This post was loving crafted by a member of the Official GoonWaffe recruitment team. Improve the forums, support this idea: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=345133

Herzog Wolfhammer
Sigma Special Tactics Group
#467 - 2014-02-16 03:18:46 UTC
Marlona Sky wrote:
Even if every player owned station in null had a million build slots; why build there when building in the safety of high and low sec is just a couple minutes away?



I was thinking about that the other day. I recall a long thread about how highsec production should be nerfed, but even the people who want to see a highsec nerf don't want to see that kind of nerf. I think it's because there is now a "system" of production that is symbiotic between nullsec and highsec such that hurting the capability of one in a nerf will affect the other.

I think the thread was about how or why industrialists tend to get a cold shoulder from any nullsec prospects.

Whatever the case is, there's a lot that people are very entrenched with at this point, so changing anything is going to be oceans of tears either way.

Bring back DEEEEP Space!

Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#468 - 2014-02-16 03:19:56 UTC
ooo... another possibly terrible/great idea, inter-region jump points. no cyno across regional lines... or maybe only some not others.

everyone loves a good gatecamp

"The unending paradox is that we do learn through pain."

Kaarous Aldurald
Black Hydra Consortium.
#469 - 2014-02-16 03:21:11 UTC
Onictus wrote:
Kaarous Aldurald wrote:
Marlona Sky wrote:
Even if every player owned station in null had a million build slots; why build there when building in the safety of high and low sec is just a couple minutes away?


The only way to make that question answerable is to change NPC controlled manufacturing and research infrastructure to be inherently inferior to player controlled ones.



...and watch the industrials scream, because most would be forced into POSs, POSs tend to get reinforced etc etc.

All discussed before.


I would like to point out that, whether CCP does anything, or nothing, people will still scream and howl at them.

"Fix sov!" "nerf ganking!" "XYZ is OP!"

And so forth. "Fixing sov" no matter what form it takes is going to cause massive economic shakeup in the first place, so it's not like it's really a fair argument to claim that the game's industry will be effected.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#470 - 2014-02-16 03:24:18 UTC
Herzog Wolfhammer wrote:


Whatever the case is, there's a lot that people are very entrenched with at this point, so changing anything is going to be oceans of tears either way.


this is eve. people will riot no matter what you do

so just do things that will be awesome and make them happy after the riot calms down,

things will be great again. thats how it always goes

"The unending paradox is that we do learn through pain."

Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#471 - 2014-02-16 03:27:11 UTC
La Nariz wrote:
Kaarous Aldurald wrote:
Marlona Sky wrote:
Even if every player owned station in null had a million build slots; why build there when building in the safety of high and low sec is just a couple minutes away?


The only way to make that question answerable is to change NPC controlled manufacturing and research infrastructure to be inherently inferior to player controlled ones.


This is a good idea, it needs to be inferior but accessible, I think making it worse than the most terrible POS manufacturing module would be a good place.


This would have the added incentive of encouraging people in high sec to have POS's instead of station slots.

And wars over moons. Yesss

"The unending paradox is that we do learn through pain."

La Nariz
Aliastra
Gallente Federation
#472 - 2014-02-16 03:28:28 UTC
Ninteen Seventy-Nine wrote:
ooo... another possibly terrible/great idea, inter-region jump points. no cyno across regional lines... or maybe only some not others.

everyone loves a good gatecamp


You can change that into something that might make a good idea. A structure required for inter region capital jumps. It adds a bit of strategy, where to place your beachhead, and maybe the start of multiple objectives for sov wars; instead of having tonnes of people piling into one system you spread them out to several to defend your jump structures. To keep quality of life for capital pilots have cyno beacons work as these for friendlies and have all lowsec systems not require it.

The problem is structure HP no one wants to grind through. The bigger entity will still have a better use of it.

This post was loving crafted by a member of the Official GoonWaffe recruitment team. Improve the forums, support this idea: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=345133

Marlona Sky
State War Academy
Caldari State
#473 - 2014-02-16 03:32:04 UTC
And there is the problem again. How much do you have to nerf high and low sec industry to make null industry attractive enough to forgo the safety of high and low sec that is only a few minutes away? It would have to be so bad that high sec industry would become a money pit with no hope of any kind of return. No one would bother building anything there due to how bad it would be. Essentially what we currently have except reversed.

I am sure most of you null guys will cheer with excitement because, "F anyone not playing the game the same as me!", but it doesn't fix the problem. It just moved it to another part of the game. The core issue remains - teleportation. There will be no point in building in high and low sec if null is just a few minutes away. You will NOT be able to make null industry attractive enough without destroying low and high sec. What?
Linkxsc162534
Silent Scourge
#474 - 2014-02-16 03:32:22 UTC
La Nariz wrote:
Ninteen Seventy-Nine wrote:
ooo... another possibly terrible/great idea, inter-region jump points. no cyno across regional lines... or maybe only some not others.

everyone loves a good gatecamp


You can change that into something that might make a good idea. A structure required for inter region capital jumps. It adds a bit of strategy, where to place your beachhead, and maybe the start of multiple objectives for sov wars; instead of having tonnes of people piling into one system you spread them out to several to defend your jump structures. To keep quality of life for capital pilots have cyno beacons work as these for friendlies and have all lowsec systems not require it.

The problem is structure HP no one wants to grind through. The bigger entity will still have a better use of it.


Perhaps argue that between some regions theres spatial rifts that capships have trouble jumping over. Perhaps they wouldn't be permanent either, just switch around week to week at random causing breaks in cynochains (or at least they have to go around a bit).
Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#475 - 2014-02-16 03:39:08 UTC
La Nariz wrote:
Ninteen Seventy-Nine wrote:
ooo... another possibly terrible/great idea, inter-region jump points. no cyno across regional lines... or maybe only some not others.

everyone loves a good gatecamp


You can change that into something that might make a good idea. A structure required for inter region capital jumps. It adds a bit of strategy, where to place your beachhead, and maybe the start of multiple objectives for sov wars; instead of having tonnes of people piling into one system you spread them out to several to defend your jump structures. To keep quality of life for capital pilots have cyno beacons work as these for friendlies and have all lowsec systems not require it.

The problem is structure HP no one wants to grind through. The bigger entity will still have a better use of it.


I like the using planets or suns more i think. Just examples off the top of my head, not in love with any of it. Maybe add a spool down time after jump, invulnerable but still sitting... (none for black ops)

Anything to make space big again tbh.

"The unending paradox is that we do learn through pain."

La Nariz
Aliastra
Gallente Federation
#476 - 2014-02-16 03:39:55 UTC
Marlona Sky wrote:
And there is the problem again. How much do you have to nerf high and low sec industry to make null industry attractive enough to forgo the safety of high and low sec that is only a few minutes away? It would have to be so bad that high sec industry would become a money pit with no hope of any kind of return. No one would bother building anything there due to how bad it would be. Essentially what we currently have except reversed.

I am sure most of you null guys will cheer with excitement because, "F anyone not playing the game the same as me!", but it doesn't fix the problem. It just moved it to another part of the game. The core issue remains - teleportation. There will be no point in building in high and low sec if null is just a few minutes away. You will NOT be able to make null industry attractive enough without destroying low and high sec. What?


I don't believe you have to destroy it to make low/null/wh manufacturing good enough. The trouble with it is it sets the baseline so high that the other two can't compete so decreasing that baseline would be good enough. I don't buy that power projection is causing issues with industry as it still adds more logistical cost and risk to it, versus auto piloting your freighter to jita from sobaseki.

Importing and exporting would still occur which is okay.

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La Nariz
Aliastra
Gallente Federation
#477 - 2014-02-16 03:42:15 UTC
Linkxsc162534 wrote:
La Nariz wrote:
Ninteen Seventy-Nine wrote:
ooo... another possibly terrible/great idea, inter-region jump points. no cyno across regional lines... or maybe only some not others.

everyone loves a good gatecamp


You can change that into something that might make a good idea. A structure required for inter region capital jumps. It adds a bit of strategy, where to place your beachhead, and maybe the start of multiple objectives for sov wars; instead of having tonnes of people piling into one system you spread them out to several to defend your jump structures. To keep quality of life for capital pilots have cyno beacons work as these for friendlies and have all lowsec systems not require it.

The problem is structure HP no one wants to grind through. The bigger entity will still have a better use of it.


Perhaps argue that between some regions theres spatial rifts that capships have trouble jumping over. Perhaps they wouldn't be permanent either, just switch around week to week at random causing breaks in cynochains (or at least they have to go around a bit).


I don't think anyone likes RNG and the structure idea gives people an objective, the attacker wants to keep it alive and the defender wants to blow it up. One of the problems that was hit in other threads is that the sov system should have multiple objectives to break up the blob warfare. I was thinking this structure could be part of that multiple objectives idea.

Space weather would be kind of cool though.

This post was loving crafted by a member of the Official GoonWaffe recruitment team. Improve the forums, support this idea: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=345133

Onictus
Federal Navy Academy
Gallente Federation
#478 - 2014-02-16 03:42:57 UTC  |  Edited by: Onictus
Linkxsc162534 wrote:


Perhaps argue that between some regions theres spatial rifts that capships have trouble jumping over. Perhaps they wouldn't be permanent either, just switch around week to week at random causing breaks in cynochains (or at least they have to go around a bit).




Holy crap you people MUST be engineers. Complicating the hell out of everything for no good reason.

If you must do a regional jump structure just increase the ranges between the regions. If you have ever moved between Catch and Querious you have seen this. That issue is that you need a carrier to jump between 4-0 in Catch and 49- in Querious, you have use a MIDPOINT to go one gate jump, and that one gate jump is outside of Titan/Black Ops bridge range at 12 LY to the nearest system.

Seen here http://www.eve-icsc.com/jumptools/jumpplanner.php?ship=Thanatos&jdc=4&jfc=4&jf=0&fromsystem=4-07MU&waypoints0=49-U6U&waypoints1=


If you must just apply those sorts of distances a Carrier is the longest jumper in the game and at JDC V it can go at best 14 some odd light years. Dreads can jump 11 max, same with JFs, Roques and whatnot
9 for a super
a little under 8 for a Titan or Blops (they bridge 10 LY)


:edit

That is also the reason that the carrier is about THE most useful hull class for us hardcore dirty blobbers, I use that **** on everything.
La Nariz
Aliastra
Gallente Federation
#479 - 2014-02-16 03:43:34 UTC
Ninteen Seventy-Nine wrote:


I like the using planets or suns more i think. Just examples off the top of my head, not in love with any of it. Maybe add a spool down time after jump, invulnerable but still sitting... (none for black ops)

Anything to make space big again tbh.


Sun or planet might be okay, a cooldown though not so much because that means I just need to have more alts, capitals or isk to defeat the restriction.

This post was loving crafted by a member of the Official GoonWaffe recruitment team. Improve the forums, support this idea: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=345133

Onictus
Federal Navy Academy
Gallente Federation
#480 - 2014-02-16 03:53:01 UTC
Ninteen Seventy-Nine wrote:


I like the using planets or suns more i think. Just examples off the top of my head, not in love with any of it. Maybe add a spool down time after jump, invulnerable but still sitting... (none for black ops)

Anything to make space big again tbh.



Feels pretty damn big when you have to set up the cyno chain.

I was about halfway through when the alliance put a chain up to go 5 jumps.........I was at it for about two hours, and what was going to have to happen was that I was going to have to light three cynos, and then burn the last leg with one......43 jumps and half of that a pretty gnarly area.

Go go alliance cyno chains, space is plenty big when you have to do the legwork.