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Suspect flag for hanging around a stargate too long.

Author
Darin Vanar
Federal Navy Academy
Gallente Federation
#1 - 2014-04-16 21:58:52 UTC  |  Edited by: Darin Vanar
Hi,

I have had this idea, to improve or at least give a more dynamic layer for gate camps in high sec. The players that are camping high sec, are protected by Concord, as well as the players travelling through high sec. However, it stands to a reasonable intelligence level that if you camp a stargate with a pack of friends, that any individual might think that you are up to no good. So why don't these groups incur a suspect flag? We risk our ships going through their camps, but they don't risk anyone else attacking them because they will in turn, have Concord fly to the rescue. (Sometimes I think Concord hurts more than it helps.)

By at least having players who intend to suicide gank a transport, do so while having a suspect flag, makes them take some risk as well and would create dynamic pvp in that it would create a counter roam group, hunting for yellow players around a stargate. You could have some pretty fun group versus group fights, instead of the boring wait, upon which you suicide your ship.

What do you guys think?

I was thinking, the timer should come into effect upon which your activities are suspect by hanging around a stargate too long at 7 minutes. Five would be too short and ten would be too long for the dynamic purposes here.
Rowells
Pator Tech School
Minmatar Republic
#2 - 2014-04-16 22:08:05 UTC
no thanks.

unless....all of those autopilot freighters at jita gate......*drools uncontrollably*
Mag's
Azn Empire
#3 - 2014-04-16 22:10:19 UTC
Darin Vanar wrote:
Hi,

I have had this idea, to improve or at least give a more dynamic layer for gate camps in high sec. The players that are camping high sec, are protected by Concord, as well as the players travelling through high sec. However, it stands to a reasonable intelligence level that if you camp a stargate with a pack of friends, that any individual might think that you are up to no good. So why don't these groups incur a suspect flag? We risk our ships going through their camps, but they don't risk anyone else attacking them because they will in turn, have Concord fly to the rescue. (Sometimes I think Concord hurts more than it helps.)

By at least having players who intend to suicide gank a transport, do so while having a suspect flag, makes them take some risk as well and would create dynamic pvp in that it would create a counter roam group, hunting for yellow players around a stargate. You could have some pretty fun group versus group fights, instead of the boring wait, upon which you suicide your ship.

What do you guys think?

I was thinking, the timer should come into effect upon which your activities are suspect by hanging around a stargate too long at 7 minutes. Five would be too short and ten would be too long for the dynamic purposes here.
You seem to be under the false belief that suicide gankers have no risk at present.

I'd love to see all those waiting to get into Jita with their freighters, if this came into effect. OH my, the tears.
It's an awful idea and one modicum of thought would have told you this, before posting.

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

Xe'Cara'eos
A Big Enough Lever
#4 - 2014-04-16 22:31:36 UTC
AP to a system - come back 10 mins after arrival to find a pod or the inside of a clone vat - no thank you!
Next!

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Alvatore DiMarco
Capricious Endeavours Ltd
#5 - 2014-04-16 22:46:37 UTC  |  Edited by: Alvatore DiMarco
To be quite fair, if you AFK while autopiloting for 10 minutes rather than docking up you do kinda deserve whatever you get.

That being said, this isn't really a good idea. Or to word it more precisely, this really isn't a good idea.
Darin Vanar
Federal Navy Academy
Gallente Federation
#6 - 2014-04-16 22:51:09 UTC
Ah, Jita.

Well, perhaps I didn't phrase myself well enough for the idea I was trying to get across.

The intention isn't to cause people on auto pilot to get suspect flags or freighters waiting to get somewhere to get blown up.

The idea is that, after a while, people who stay in one place at a stargate are looking for a fight, and they shouldn't necessarily be the ones to pick it. By having them go suspect, you allow two layers of gameplay, if done right however:

Maybe my timer numbers are off, but those can be adjusted.

I always had a smaller range in mind than the entire Stargate overview range, for example.

Maybe certain ships, like haulers, that present no threat do not incur a suspect flag when in transit. If gates are very busy for example. In my mind, the only way to validly get flagged this way was to leave your ship afk at a gate deliberately. And I mean AT a gate, like right on top of it.

I thought it could spruce up the level of excitement when travelling through high sec, but for those looking for pvp, not those who are just travelling along. PvP in high sec is not really a thing because of Concord, that's all I was trying to get across.

So, please consider the idea on those merits.
Mag's
Azn Empire
#7 - 2014-04-16 23:00:02 UTC
Darin Vanar wrote:
So, please consider the idea on those merits.
It doesn't have any merits. It's inherently bad, simply because it hands out suspect flags for no good reason.

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

Darin Vanar
Federal Navy Academy
Gallente Federation
#8 - 2014-04-16 23:07:43 UTC
Mag's wrote:
Darin Vanar wrote:
So, please consider the idea on those merits.
It doesn't have any merits. It's inherently bad, simply because it hands out suspect flags for no good reason.


Someone scans your ship. He has ten friends with him. They are moving at a velocity of 0mph. They are grouped up and not intent on moving even 10km away from that stargate. Every. Time. You. Pass. Through. You don't call that suspect?

I don't think this idea would hand out suspect flags for no good reason. Just saying.
Swiftstrike1
Swiftstrike Incorporated
#9 - 2014-04-16 23:11:02 UTC
Loitering may be a crime in the real world, but the glorious thing about internet space pixels is that I can do things that would land me in jail in the real world... and I get rewarded for it instead of getting arrested Pirate

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Mag's
Azn Empire
#10 - 2014-04-16 23:12:18 UTC  |  Edited by: Mag's
Darin Vanar wrote:
Mag's wrote:
Darin Vanar wrote:
So, please consider the idea on those merits.
It doesn't have any merits. It's inherently bad, simply because it hands out suspect flags for no good reason.


Someone scans your ship. He has ten friends with him. They are moving at a velocity of 0mph. They are grouped up and not intent on moving even 10km away from that stargate. Every. Time. You. Pass. Through. You don't call that suspect?
And? They are playing the game their way, I see no problem with what they are doing.

Darin Vanar wrote:
I don't think this idea would hand out suspect flags for no good reason. Just saying.
Still waiting for you to tell us one and yes, it would.

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

Darin Vanar
Federal Navy Academy
Gallente Federation
#11 - 2014-04-16 23:20:13 UTC
Mag's wrote:
Darin Vanar wrote:
Mag's wrote:
Darin Vanar wrote:
So, please consider the idea on those merits.
It doesn't have any merits. It's inherently bad, simply because it hands out suspect flags for no good reason.


Someone scans your ship. He has ten friends with him. They are moving at a velocity of 0mph. They are grouped up and not intent on moving even 10km away from that stargate. Every. Time. You. Pass. Through. You don't call that suspect?
And? They are playing the game their way, I see no problem with what they are doing.

Darin Vanar wrote:
I don't think this idea would hand out suspect flags for no good reason. Just saying.
Still waiting for you to tell us one and yes, it would.


I did, dynamic group versus group pvp and counter roam groups looking for gate campers.

Pre-emptive crime watch.

More player conflict in high sec. More opportunities for interaction. Did I mention PvP?

Any group engaging the camper group would have to feel pretty confident they can take them on, and if they can't, that's free kills for them. Profit?

Or are the campers scared in this scenario that an organized squad versus squad scenario would mean a total loss for them?

You could even take this idea further and have DECOY GATE CAMPS. Players yellow flagged by crime watch, scanning ships, pretending they are suicide gankers, only to attract a roaming intercept fleet that finds out too late that they are fully tanked and ready to pew pew with their pvp fits.

Fun?

I could go on. :)
Xe'Cara'eos
A Big Enough Lever
#12 - 2014-04-16 23:30:08 UTC
so what about my alpha 'nados sitting 50 km off gate, and their scanner griffin orbiting the gate at approx 15km?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Darin Vanar
Federal Navy Academy
Gallente Federation
#13 - 2014-04-16 23:31:55 UTC
Xe'Cara'eos wrote:
so what about my alpha 'nados sitting 50 km off gate, and their scanner griffin orbiting the gate at approx 15km?


Orbit FTW
Mag's
Azn Empire
#14 - 2014-04-16 23:32:32 UTC  |  Edited by: Mag's
Darin Vanar wrote:
Mag's wrote:
Still waiting for you to tell us one and yes, it would.


I did, dynamic group versus group pvp and counter roam groups looking for gate campers.

Pre-emptive crime watch.

More player conflict in high sec. More opportunities for interaction. Did I mention PvP?

Any group engaging the camper group would have to feel pretty confident they can take them on, and if they can't, that's free kills for them. Profit?

Or are the campers scared in this scenario that an organized squad versus squad scenario would mean a total loss for them?

You could even take this idea further and have DECOY GATE CAMPS. Players yellow flagged by crime watch, scanning ships, pretending they are suicide gankers, only to attract a roaming intercept fleet that finds out too late that they are fully tanked and ready to pew pew with their pvp fits.

Fun?

I could go on. :)
Why do you need hand holding mechanics to engage them to begin with? If they bother you that much and as you like to say there is no risk for them, then attack them and create risk. You can already do pre-emptive crime watch and have more player conflict.

The game is designed with player interaction in mind and player driven content. Not content driven by silly timer mechanics that randomly attaching a suspect flag to you for sitting at a gate.

CCP want the players to take things into their own hands, but just as the suicide gankers have to abide by engagement rules, then so do those wishing to attack some they deem are camping gates. This may include losing a ship to concord. Shock horror.
The funny thing is, you ask if campers are scared to have a total lose. Well guess what, they know they will have that chance each and every time they suicide gank. Or have you forgotten that fact? I hardly call that being scared.

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

Darin Vanar
Federal Navy Academy
Gallente Federation
#15 - 2014-04-16 23:51:53 UTC
Mag's wrote:
Darin Vanar wrote:
Mag's wrote:
Still waiting for you to tell us one and yes, it would.


I did, dynamic group versus group pvp and counter roam groups looking for gate campers.

Pre-emptive crime watch.

More player conflict in high sec. More opportunities for interaction. Did I mention PvP?

Any group engaging the camper group would have to feel pretty confident they can take them on, and if they can't, that's free kills for them. Profit?

Or are the campers scared in this scenario that an organized squad versus squad scenario would mean a total loss for them?

You could even take this idea further and have DECOY GATE CAMPS. Players yellow flagged by crime watch, scanning ships, pretending they are suicide gankers, only to attract a roaming intercept fleet that finds out too late that they are fully tanked and ready to pew pew with their pvp fits.

Fun?

I could go on. :)
Why do you need hand holding mechanics to engage them to begin with? If they bother you that much and as you like to say there is no risk for them, then attack them and create risk. You can already do pre-emptive crime watch and have more player conflict.

The game is designed with player interaction in mind and player driven content. Not content driven by silly timer mechanics that randomly attaching a suspect flag to you for sitting at a gate.

CCP want the players to take things into their own hands, but just as the suicide gankers have to abide by engagement rules, then so do those wishing to attack some they deem are camping gates. This may include losing a ship to concord. Shock horror.
The funny thing is, you ask if campers are scared to have a total lose. Well guess what, they know they will have that chance each and every time they suicide gank. Or have you forgotten that fact? I hardly call that being scared.


On the contrary. When the outcome of an engagement is certain, there is no fear, only how much you are able to commit to that loss. I don't think a suicide ganker knows fear. They are prepared to lose that which they put in space, the decision and outcome of that was when they hit Undock. Fear is, flying in space, and out of nowhere, an enemy pilot engages you and neither of you are prepared to take that loss but one pilot will go down. That is fear.

The other points you make are true, however.
Zan Shiro
Doomheim
#16 - 2014-04-17 01:39:40 UTC
Darin Vanar wrote:
By at least having players who intend to suicide gank a transport, do so while having a suspect flag, .



Run blockade runners. BR+ agility fit+ CO cloak....you are talking a truly pro instalock camp to catch it. Very rare are these in empire. Hell the setup mentioned above will clear bubble camps in 0.0 run well with a dash of luck. Unless really fail or unlucky....a BR well flown burns camps like its cool. If that paranoid, use a better tool for the job.



rest of this idea....you have issues. Lets have 2 war dec'd corps. 1 corp is camping. They have no plans to gank, just camping a main gate to popular mission/trade hub for wt's. Why are they getting a flag for this? they did the right thing, spent isk on a dec.
Darin Vanar
Federal Navy Academy
Gallente Federation
#17 - 2014-04-17 02:38:21 UTC
Zan Shiro wrote:
Darin Vanar wrote:
By at least having players who intend to suicide gank a transport, do so while having a suspect flag, .



Run blockade runners. BR+ agility fit+ CO cloak....you are talking a truly pro instalock camp to catch it. Very rare are these in empire. Hell the setup mentioned above will clear bubble camps in 0.0 run well with a dash of luck. Unless really fail or unlucky....a BR well flown burns camps like its cool. If that paranoid, use a better tool for the job.



rest of this idea....you have issues. Lets have 2 war dec'd corps. 1 corp is camping. They have no plans to gank, just camping a main gate to popular mission/trade hub for wt's. Why are they getting a flag for this? they did the right thing, spent isk on a dec.


You are right. I had not considered a corp that is at war with another in high sec and trying to intercept its members.

We could add another condition to the effect that, if you are at war with a corporation, you do not get flagged as suspect by hanging around gates as you actually do have a reason to be there, that in the world of EVE and Concord being concerned, is not suspect.


The way I envisioned this to work, and roughly the whole thing is inspired from playing cops and robbers as a kid. You have the robbers here, and players play them, but the cops are played by NPCs and do a really bad job of it.

Just trying to create the robbers as content for 'cops' type player corps, but as this thread has demonstrated, there are lots of intricacies that must be considered. Eventually my dream is to entirely replace Concord with player run entities. But that's probably out of scope for the entirety of the game.

Thinking short term, however, you will see a lot more movement of goods and a lot more shifting of infrastructure with the coming expansion. CCP has recognized ganking as a profession but not officially so, I feel. They really need to step it up and just flag them yellow as train robbers (which is what they are), and reimburse their hulls from insurance. That way, they can be content for PvP corps in high sec on equal ground by allowing them to fit more diverse fits, instead of the glass cannon builds. And we could have some fun fights, with the 'cops' not losing their ships to Concord but to the robbers and so on.

Currently, in highsec, there is no incentive to create a corp, to go after the security of space. There is no incentive in being a good guy, only a villain. If there was a balance, things would be a lot more fun. Again, I think Concord really hinders this.

Also, currently, I don't see the suicide gankers as content for anyone, in the way that every other recognized profession in the game is, at least by CCP standards. What incentive is there to go after them in high sec? What do you gain from it? And the fight can't even really go on because Concord will show up and spoil the party. Most you can say, is, they buy the same ganking ships. So they help the economy in that way.

We can make it more than this.
Frostys Virpio
State War Academy
Caldari State
#18 - 2014-04-17 02:43:25 UTC
Darin Vanar wrote:
Zan Shiro wrote:
Darin Vanar wrote:
By at least having players who intend to suicide gank a transport, do so while having a suspect flag, .



Run blockade runners. BR+ agility fit+ CO cloak....you are talking a truly pro instalock camp to catch it. Very rare are these in empire. Hell the setup mentioned above will clear bubble camps in 0.0 run well with a dash of luck. Unless really fail or unlucky....a BR well flown burns camps like its cool. If that paranoid, use a better tool for the job.



rest of this idea....you have issues. Lets have 2 war dec'd corps. 1 corp is camping. They have no plans to gank, just camping a main gate to popular mission/trade hub for wt's. Why are they getting a flag for this? they did the right thing, spent isk on a dec.


You are right. I had not considered a corp that is at war with another in high sec and trying to intercept its members.

We could add another condition to the effect that, if you are at war with a corporation, you do not get flagged as suspect by hanging around gates as you actually do have a reason to be there, that in the world of EVE and Concord being concerned, is not suspect.


The way I envisioned this to work, and roughly the whole thing is inspired from playing cops and robbers as a kid. You have the robbers here, and players play them, but the cops are played by NPCs and do a really bad job of it.

Just trying to create the robbers as content for 'cops' type player corps, but as this thread has demonstrated, there are lots of intricacies that must be considered. Eventually my dream is to entirely replace Concord with player run entities. But that's probably out of scope for the entirety of the game.

Thinking short term, however, you will see a lot more movement of goods and a lot more shifting of infrastructure with the coming expansion. CCP has recognized ganking as a profession but not officially so, I feel. They really need to step it up and just flag them yellow as train robbers (which is what they are), and reimburse their hulls from insurance. That way, they can be content for PvP corps in high sec on equal ground by allowing them to fit more diverse fits, instead of the glass cannon builds. And we could have some fun fights, with the 'cops' not losing their ships to Concord but to the robbers and so on.

Currently, in highsec, there is no incentive to create a corp, to go after the security of space. There is no incentive in being a good guy, only a villain. If there was a balance, things would be a lot more fun. Again, I think Concord really hinders this.

Also, currently, I don't see the suicide gankers as content for anyone, in the way that every other recognized profession in the game is, at least by CCP standards. What incentive is there to go after them in high sec? What do you gain from it? And the fight can't even really go on because Concord will show up and spoil the party. Most you can say, is, they buy the same ganking ships. So they help the economy in that way.

We can make it more than this.


Let me make an alt corp and have a 2 way war with it so I can dodge the mechanic you just put in at the cost of whatever the number of coding/testing would be required by devs and laugh at you as your mechanics changed nothing except making again some poor newbie suffer from it because he didn't know better about yet another possibility of getting a suspect flag not really being shown to him before he came on the forum to ask why he was killed at a gate.
Tear Jar
New Order Logistics
CODE.
#19 - 2014-04-17 02:58:49 UTC
Darin Vanar wrote:
Hi,

I have had this idea, to improve or at least give a more dynamic layer for gate camps in high sec. The players that are camping high sec, are protected by Concord, as well as the players travelling through high sec. However, it stands to a reasonable intelligence level that if you camp a stargate with a pack of friends, that any individual might think that you are up to no good. So why don't these groups incur a suspect flag? We risk our ships going through their camps, but they don't risk anyone else attacking them because they will in turn, have Concord fly to the rescue. (Sometimes I think Concord hurts more than it helps.)

By at least having players who intend to suicide gank a transport, do so while having a suspect flag, makes them take some risk as well and would create dynamic pvp in that it would create a counter roam group, hunting for yellow players around a stargate. You could have some pretty fun group versus group fights, instead of the boring wait, upon which you suicide your ship.

What do you guys think?

I was thinking, the timer should come into effect upon which your activities are suspect by hanging around a stargate too long at 7 minutes. Five would be too short and ten would be too long for the dynamic purposes here.


I support it. I will find freighters and bump them around the gate for 7 minutes, then kill them.
Darin Vanar
Federal Navy Academy
Gallente Federation
#20 - 2014-04-17 03:02:57 UTC
Frostys Virpio wrote:
Darin Vanar wrote:
Zan Shiro wrote:
Darin Vanar wrote:
By at least having players who intend to suicide gank a transport, do so while having a suspect flag, .



Run blockade runners. BR+ agility fit+ CO cloak....you are talking a truly pro instalock camp to catch it. Very rare are these in empire. Hell the setup mentioned above will clear bubble camps in 0.0 run well with a dash of luck. Unless really fail or unlucky....a BR well flown burns camps like its cool. If that paranoid, use a better tool for the job.



rest of this idea....you have issues. Lets have 2 war dec'd corps. 1 corp is camping. They have no plans to gank, just camping a main gate to popular mission/trade hub for wt's. Why are they getting a flag for this? they did the right thing, spent isk on a dec.


You are right. I had not considered a corp that is at war with another in high sec and trying to intercept its members.

We could add another condition to the effect that, if you are at war with a corporation, you do not get flagged as suspect by hanging around gates as you actually do have a reason to be there, that in the world of EVE and Concord being concerned, is not suspect.


The way I envisioned this to work, and roughly the whole thing is inspired from playing cops and robbers as a kid. You have the robbers here, and players play them, but the cops are played by NPCs and do a really bad job of it.

Just trying to create the robbers as content for 'cops' type player corps, but as this thread has demonstrated, there are lots of intricacies that must be considered. Eventually my dream is to entirely replace Concord with player run entities. But that's probably out of scope for the entirety of the game.

Thinking short term, however, you will see a lot more movement of goods and a lot more shifting of infrastructure with the coming expansion. CCP has recognized ganking as a profession but not officially so, I feel. They really need to step it up and just flag them yellow as train robbers (which is what they are), and reimburse their hulls from insurance. That way, they can be content for PvP corps in high sec on equal ground by allowing them to fit more diverse fits, instead of the glass cannon builds. And we could have some fun fights, with the 'cops' not losing their ships to Concord but to the robbers and so on.

Currently, in highsec, there is no incentive to create a corp, to go after the security of space. There is no incentive in being a good guy, only a villain. If there was a balance, things would be a lot more fun. Again, I think Concord really hinders this.

Also, currently, I don't see the suicide gankers as content for anyone, in the way that every other recognized profession in the game is, at least by CCP standards. What incentive is there to go after them in high sec? What do you gain from it? And the fight can't even really go on because Concord will show up and spoil the party. Most you can say, is, they buy the same ganking ships. So they help the economy in that way.

We can make it more than this.


Let me make an alt corp and have a 2 way war with it so I can dodge the mechanic you just put in at the cost of whatever the number of coding/testing would be required by devs and laugh at you as your mechanics changed nothing except making again some poor newbie suffer from it because he didn't know better about yet another possibility of getting a suspect flag not really being shown to him before he came on the forum to ask why he was killed at a gate.


Wars cost money. To upkeep them you will have to cut into your profits. But yeah, I admit it is a little weak. I haven't come up with a better solution to the real wardecs, which shouldn't be subject to getting flagged into this train robber/cops&robbers system. Given the current PLEX prices being an indication of what people have in their wallets though, I think wars are a little cheap to declare.

From my newbie training crash course, the first thing I learned was a) don't use auto pilot and b) we could have warnings come up on screen that you are becoming a suspect, like they come up on screen when you recall your drones for example. So a new player should know without having to be told, just by playing in a normal, new way, from the info popup on screen. The advantage is that it is hard to miss, but if they do miss it, they did the second offence in EVE online which is not paying attention. :)
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