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Road Side Service Deployable - Solution to Prolonged Freighter Bumping

Author
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1 - 2014-02-05 23:02:32 UTC  |  Edited by: Gizznitt Malikite
I was originally going to name this the "Hurry up and gank me or you'll lose the opportunity" deployable, but thought the name was too long.

Realize, I have no desire to inhibit suicide ganking for freighters. However, there is a loophole, where a pilot can indefinitely trap a freighter pilot in a system. I wish to address this aspect of Freighter bumping:

In my humble opinion, it is generally too late to save your ship by the time someone is bumping it. You've ALREADY lost at that point, as someone decided your ship is worthy of ganking. I have no interest in stopping this, but I have an interest in speeding up the process. To do so, I conceived this deployable:

The Road Side Service Deployable:

Premise: Launch it from your freighter to deploy it in space. Once deployed, you can use it to activate a "Road Side Service Call". After the call goes out, some NPC agents will arrive and tow (teleport) your ship to the closest station in System. Improperly implemented, this is a get-out-of-jail-free card, so it needs to be balanced:

1.) The Road Side Service Device prevents your ship from leaving grid (i.e. it warp disrupts you) when you activate the service call. Obviously, this is so the towing NPC's know where to find your ship. Since this is a single use deployable, the ship requesting service won't go anywhere until the Road Service arrives.

2.) Tower Union laws require them to drive very carefully, so don't expect a quick tow. A 15 minute response time seems about right, but perhaps if you are a premium customer (with an advanced Road Side Service Device), they will respond more quickly (5-10 minutes).

3.) If the Road Side Service Deployable is destroyed the towers won't know where to find you. Luckily, the device has non-negligible EHP (40k EHP) and can sustain some damage, although it is very susceptible to prolonged aggression. Since the deployable is your own property, you are responsible for defending it from your enemies. Obviously, anyone that can legally shoot you can legally shoot this.

Other nooks and crannies:
If there is no station in system, it won't function.

Only the ship that deploys this unit may utilize it.

Any thoughts on this?


TL; DR: Deploy it, gankers have 15 minutes to destroy it or you, or you get teleported to a station.
Mag's
Azn Empire
#2 - 2014-02-05 23:06:12 UTC
Gizznitt Malikite wrote:
TL; DR: Deploy it, gankers have 15 minutes to destroy it or you, or you get teleported to a station.
So why not just log off? Even if they have managed to flag you, you have 15 minutes.

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

Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2014-02-05 23:11:41 UTC
Mag's wrote:
Gizznitt Malikite wrote:
TL; DR: Deploy it, gankers have 15 minutes to destroy it or you, or you get teleported to a station.
So why not just log off? Even if they have managed to flag you, you have 15 minutes.


We can extend the despawn timer indefinitely. Furthermore, if you log off, and then log on, your more stuck than you were before hand as your ship attempts to perform an EWARP.

This mechanic really just puts a "Hurry the **** up" timer on the gankers side, forcing them to act before they have "Optimal" conditions.
Mag's
Azn Empire
#4 - 2014-02-05 23:13:59 UTC  |  Edited by: Mag's
Gizznitt Malikite wrote:
Mag's wrote:
Gizznitt Malikite wrote:
TL; DR: Deploy it, gankers have 15 minutes to destroy it or you, or you get teleported to a station.
So why not just log off? Even if they have managed to flag you, you have 15 minutes.


We can extend the despawn timer indefinitely. Furthermore, if you log off, and then log on, your more stuck than you were before hand as your ship attempts to perform an EWARP.

This mechanic really just puts a "Hurry the **** up" timer on the gankers side, forcing them to act before they have "Optimal" conditions.
I thought they had fixed that extend timer loophole? So 15 is 15.

(Not played for some time so may have missed it)

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

Gizznitt Malikite
Agony Unleashed
Agony Empire
#5 - 2014-02-05 23:21:01 UTC
Mag's wrote:
Gizznitt Malikite wrote:
Mag's wrote:
Gizznitt Malikite wrote:
TL; DR: Deploy it, gankers have 15 minutes to destroy it or you, or you get teleported to a station.
So why not just log off? Even if they have managed to flag you, you have 15 minutes.


We can extend the despawn timer indefinitely. Furthermore, if you log off, and then log on, your more stuck than you were before hand as your ship attempts to perform an EWARP.

This mechanic really just puts a "Hurry the **** up" timer on the gankers side, forcing them to act before they have "Optimal" conditions.
I thought they had fixed that extend timer loophole? So 15 is 15.


I sure as hell hope not? What do you mean... fixed...

Last I checked, the 15 minute PvP timer = 15 + how ever long I want to keep shooting you!

The PvP timer prevents your ship from despawning, and is renewed anytime a player commits a new act of aggression on your ship (or anytime you commit an act of aggression). This was one of the best changes they ever made to this game, preventing pilots (especially supercaps and capitals) from "logging off" to escape their ensuing destruction!

Is there some change to this I'm not aware of??
Mag's
Azn Empire
#6 - 2014-02-05 23:26:47 UTC
Gizznitt Malikite wrote:
Mag's wrote:
Gizznitt Malikite wrote:
Mag's wrote:
Gizznitt Malikite wrote:
TL; DR: Deploy it, gankers have 15 minutes to destroy it or you, or you get teleported to a station.
So why not just log off? Even if they have managed to flag you, you have 15 minutes.


We can extend the despawn timer indefinitely. Furthermore, if you log off, and then log on, your more stuck than you were before hand as your ship attempts to perform an EWARP.

This mechanic really just puts a "Hurry the **** up" timer on the gankers side, forcing them to act before they have "Optimal" conditions.
I thought they had fixed that extend timer loophole? So 15 is 15.


I sure as hell hope not? What do you mean... fixed...

Last I checked, the 15 minute PvP timer = 15 + how ever long I want to keep shooting you!

The PvP timer prevents your ship from despawning, and is renewed anytime a player commits a new act of aggression on your ship (or anytime you commit an act of aggression). This was one of the best changes they ever made to this game, preventing pilots (especially supercaps and capitals) from "logging off" to escape their ensuing destruction!

Is there some change to this I'm not aware of??
What I meant was I thought that only applied to ships that had aggressed before logging. To stop the old issue with Super caps. Ships that had logged out without aggressing still went after 15. Like I said, it's been some time since I played and was involved in logged ships so may be wrong.

What about a ship that has logged and was aggressed after? Do you have the ability to extend timers on those also?

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

Gizznitt Malikite
Agony Unleashed
Agony Empire
#7 - 2014-02-05 23:32:43 UTC
Mag's wrote:
What I meant was I thought that only applied to ships that had aggressed before logging. To stop the old issue with Super caps. Ships that had logged out without aggressing still went after 15. Like I said, it's been some time since I played and was involved in logged ships so may be wrong.

What about a ship that has logged and was aggressed after? Do you have the ability to extend timers on those also?


To be frank, I haven't specifically checked the mechanic recently, but last time I checked you had the ability to give a player that logged off a new, indefinitely extendable agression timer.

Last time I verified this was a battleship that came through a gate into my very small fleet. The player logged off while under gate cloak, but we tackled it and slowly killed it. I'll check it on Sisi this weekend just to make sure this hasn't changed, because if it has, it opens up the "log off under gate cloak to save your tanky ship from a small group of agressors" exploit.

Mag's
Azn Empire
#8 - 2014-02-05 23:47:16 UTC
Gizznitt Malikite wrote:
Mag's wrote:
What I meant was I thought that only applied to ships that had aggressed before logging. To stop the old issue with Super caps. Ships that had logged out without aggressing still went after 15. Like I said, it's been some time since I played and was involved in logged ships so may be wrong.

What about a ship that has logged and was aggressed after? Do you have the ability to extend timers on those also?


To be frank, I haven't specifically checked the mechanic recently, but last time I checked you had the ability to give a player that logged off a new, indefinitely extendable agression timer.

Last time I verified this was a battleship that came through a gate into my very small fleet. The player logged off while under gate cloak, but we tackled it and slowly killed it. I'll check it on Sisi this weekend just to make sure this hasn't changed, because if it has, it opens up the "log off under gate cloak to save your tanky ship from a small group of agressors" exploit.

You are most probably correct bud, as it sounds the most likely scenario. But as there are other options open to freighter pilots, I'll agree to disagree with your idea.

Although it does have some merit, just not enough to change my mind. Cool

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

Gizznitt Malikite
Agony Unleashed
Agony Empire
#9 - 2014-03-14 06:55:30 UTC

I'd forgetten about his idea until I read some of the recent "stop freighter bumping" threads.

I still think this is the optimal tool to stop prolonged freighter bumping.

It forces the bumpers to do something besides bump the freighter, but is also slow enough that anyone prepared to gank a freighter will easily succeed.
Emizeko Chai
Freight Club
#10 - 2014-03-16 01:58:03 UTC  |  Edited by: Emizeko Chai
Gizznitt Malikite wrote:

I'd forgetten about his idea until I read some of the recent "stop freighter bumping" threads.

I still think this is the optimal tool to stop prolonged freighter bumping.

It forces the bumpers to do something besides bump the freighter, but is also slow enough that anyone prepared to gank a freighter will easily succeed.


I wasn't going to say anything but "indefinitely" and "optimal" made me twitch too much.

There is a better post-bump counter already existing in game: an escort pilot fleets with you in a really fast frigate/interceptor, and then gets in front of you 150km+ in the direction you are travelling.

Multiple bumpers raise the number of warp target pilots you need, but it scales against the bumpers because they have a limited set of solutions for directions they can bump you in that aren't towards warpable celestials. You still have to manage to warp again before they can get a warp-in on you and resume bumping, but they have to be already prepared to get that warp-in and it raises the bar on their required number of pilots and overall complexity.

Doesn't take 15 minutes. Takes another pilot or pilots, which is more EVE-like and promotes player interaction more than a deployable.

Okay, if you read any of that, just look directly into the red light on this small device in my hand....*FLASH*