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Phoebe blops changes discussion

Author
Burneddi
Avanto
Hole Control
#1 - 2014-10-10 16:33:03 UTC  |  Edited by: Burneddi
I posted about this in the main thread, but the discussion over there seems to be well past the whole blops question. However, I think black ops needs some more attention.

Since they're pretty much hotdrop powerhouses by design, the jump changes will IMO really ruin their intended usage no matter how many multiplier reductions you add (well, if you add enough it won't ruin their intended usage, but leave them abusable). The currently standing 50% reduction to fatigue for blops doesn't really solve anything: a single blopsdrop will still generate up to 45 minutes worth of fatigue, and unless you let that clear out completely before jumping again you won't really be doing (m)any more drops that night.

To get this thread started (just kidding, this is why I wanted to make this thread anyway), here's what I posted in the primary jump changes thread as a suggestion to avoid these changes from screwing blops over:

Burneddi wrote:
CCP Greyscale wrote:
  • We're going to bump the max range of black ops ships up slightly to 8LY, and likewise give them a ~50% fatigue bonus.
  • I feel that this isn't really enough to make the changes not hit blops too hard. In fact, due to their intended (and practical) usage, I feel no number tweak to the fatigue system will solve the issues that lie with them.

    I'm sure this has been proposed before, but how about a system that lets blops jump freely in a certain range of their first jump, but if they move further than that they start incurring fatigue? Of course such a system would be a bit more complicated than the fatigue system, and might be difficult to implement (hopefully not, though), but just putting it out there anyway.

    It could for instance work like, when you first jump in a blops with no timers of any kind, your origin system gets saved and you get a timer, and the origin system is associated with this timer. This timer would increase like jump fatigue but with a percentual reduction (eg. 80%), and cool down just like jump fatigue. It should also probably be capped at some reasonably low maximum value, such as a day or two of cooling down.

    You may perform as many jumps as you desire without getting a cooldown, so long as you stay within a certain distance (in lightyears) from your origin system, something 15-20 LY would probably be a good range. The timer described above would be the time you're "rooted" to this origin system, and would increase the more jumps you do within the radius.

    If you jump out of range from the origin system or use a non-blackops jump drive, your origin timer gets converted into the standard fatigue timer, you get a jump cooldown based on that timer, and for as long as you have regular fatigue you will not be able to get the origin timer and its bonuses again.
    Iain Cariaba
    #2 - 2014-10-10 17:56:34 UTC
    So you can no longer drop 15-20 guys on an unsuspecting target, then immediately jump back to safety. Oh no, you might actually have to deal with some consequences for a hot drop now. Also, making you do some extra scouting to see what kind of reinforcements are waiting in the nearby systems, or having to maneuver yourself into a favorable system to reduce jump fatigue to a minimum are bad things?
    Soldarius
    Dreddit
    Test Alliance Please Ignore
    #3 - 2014-10-10 19:13:51 UTC
    The whole point of the change is to stop the incessant and constant hot-dropping of jump-drive-capable ships onto every engagement or money-making ship across eve. Its bad for the long-term health of the game.

    http://youtu.be/YVkUvmDQ3HY

    Burneddi
    Avanto
    Hole Control
    #4 - 2014-10-11 04:02:19 UTC  |  Edited by: Burneddi
    Perhaps it was wrong of me to assume that people would understand how blops ships generally work and what their purpose is.

    Iain Cariaba wrote:
    So you can no longer drop 15-20 guys on an unsuspecting target, then immediately jump back to safety. Oh no, you might actually have to deal with some consequences for a hot drop now. Also, making you do some extra scouting to see what kind of reinforcements are waiting in the nearby systems, or having to maneuver yourself into a favorable system to reduce jump fatigue to a minimum are bad things?


    All these changes mean for blops ships is that you can no longer do drops that require a midpoint, and that you now have to either spend 45 minutes idly waiting in the drop system (not a danger of any kind, since you will be cloaked -- just boring for everyone involved, including the people who live in that system) or you can jump back right after your cooldown and be locked out from blopsing for the rest of the evening.



    Soldarius wrote:
    The whole point of the change is to stop the incessant and constant hot-dropping of jump-drive-capable ships onto every engagement or money-making ship across eve. Its bad for the long-term health of the game.

    Wrong. The point of these changes is to lengthen the traveling time over long distances. Furthermore, CCP has explicitly stated numerous times that they do not want to hit blops too hard with these changes, "too hard" meaning that their intention is not to ruin the intended use of the black ops battleship:

    CCP Greyscale wrote:
    Black ops are working in a generally OK manner on TQ right now, and we want to minimize harm to their use with these changes.



    The current changes almost completely ruin the manner blops work on TQ right now, while the only point of these changes in regards of blops is to prohibit their use as long-distance travel vessels. It is completely necessary to restrict them somehow, as if they were completely exempt from these jump changes they could be abused by bridging stuff across the universe in a flash. However, limiting their intended use is something CCP has stated they want to avoid, yet have been thus far unsuccessful with it.

    If you can come up with a less convoluted suggestion to nerfing long-distance jump travel but keeping the intended short-distance usage of blops intact, I'd be glad to hear it. As they stand now, however, the jump changes will all but kill blops. Any "nomadic" blops gangs will probably just completely call it quits, whereas entities like PASTA who stage out of a single area will be somewhat hindered but not catastrophically so (as in, we'll have to make sure not everyone gets fatigued, and people can only drop once every two hours).
    Medalyn Isis
    Doomheim
    #5 - 2014-10-11 04:05:55 UTC  |  Edited by: Medalyn Isis
    Black ops ships will still be perfectly viable. If you need proof the math is below.

    Medalyn Isis wrote:
    Example 1. Hit and run type drop, 4LY from staging system.

    Target 1 = 4LY
    Current Fatigue = 0
    Jump Cooldown = MAX ( 1 + 'fatigue' * 'fatigue reduction factor' , 1 + Jump LY * 'fatigue reduction factor' ) = 3 mins
    Jump Fatigue accrued = 3 ( 20 minutes to reduce )

    Waiting Time = 3 mins

    Target 2 = 4LY
    Current Fatigue = 2.7
    Jump Cooldown = MAX ( 1 + 'fatigue' * 'fatigue reduction factor' , 1 + Jump LY * 'fatigue reduction factor' ) = 3 mins
    Jump Fatigue accrued = 2.7 * 3 = 8.1 ( 1H 11 minutes to reduce )

    End of Session


    Example 2. Sustained multi hot drop.

    Target 1 = 3LY
    Current Fatigue = 0
    Jump Cooldown = MAX ( 1 + 'fatigue' * 'fatigue reduction factor' , 1 + Jump LY * 'fatigue reduction factor' ) = 2.5 mins
    Jump Fatigue accrued = 2.5 ( 15 minutes to reduce )

    Waiting Time = 15 mins

    Target 2 = 6LY
    Current Fatigue = 0
    Jump Cooldown = MAX ( 1 + 'fatigue' * 'fatigue reduction factor' , 1 + Jump LY * 'fatigue reduction factor' ) = 4 mins
    Jump Fatigue accrued = 4 ( 30 minutes to reduce )

    Waiting Time = 15 mins

    Target 3 = 4LY
    Current Fatigue = 2.5
    Jump Cooldown = MAX ( 1 + 'fatigue' * 'fatigue reduction factor' , 1 + Jump LY * 'fatigue reduction factor' ) = 3 mins
    Jump Fatigue accrued = 2.5 * 3 = 7.5 ( 1H 5 minutes to reduce )

    Waiting Time = 15 mins

    Target 4 = 5LY
    Current Fatigue = 6
    Jump Cooldown = MAX ( 1 + 'fatigue' * 'fatigue reduction factor' , 1 + Jump LY * 'fatigue reduction factor' ) = 4 mins
    Jump Fatigue accrued = 6 * 3.5 = 21 ( 3H 20 minutes to reduce )

    Waiting Time = 15 mins

    Target 5 = 7LY
    Current Fatigue = 19.5
    Jump Cooldown = MAX ( 1 + 'fatigue' * 'fatigue reduction factor' , 1 + Jump LY * 'fatigue reduction factor' ) = 10.75 mins
    Jump Fatigue accrued = 19.5 * 4.5 = 87.75 ( 14H 27 minutes to reduce )

    End of Session


    This shows that with a 50% fatigue reduction, you will still be able to do hit and run type black ops drops, alongside more sustained methods of 5 or more drops in one session if you are smart. This seems perfectly reasonable to me and needs no adjustment other than perhaps reducing the black ops maximum range to 6 LY.
    Burneddi
    Avanto
    Hole Control
    #6 - 2014-10-11 05:47:34 UTC  |  Edited by: Burneddi
    Medalyn Isis wrote:
    Black ops ships will still be perfectly viable. If you need proof the math is below.

    That math is flawed: jump cooldowns do not get reduced by the 50% bonus, except possibly for the first jump with 0 fatigue, this is something that's not completely clear from the devblog/forumpost as there's a contradiction between them. I'm assuming the first jump has the 50% reduction, but the rest don't since their cooldowns are based on fatigue and not the distance travelled.

    Additionally, the "sustained hotdrop" scenario is quite unrealistic. Let's consider two more realistic scenarios for blops: a simple single-jump drop on a target within jump range, and a drop on a target that requires a midpoint.


    Single-jump drop
    A renter is ratting in his carrier in 7G-QIG with a hostile in local. The hostile tackles him, lights a covert cyno, and blops and bombers from PR-8CA (6.438 ly away) jump in to kill the carrier. Total time spent in hostile system is, say, 10 minutes.

    1st jump:
    Distance: 6.438 ly
    Cooldown: 4.219 min
    Fatigue: 4.219

    2nd jump:
    Distance: 6.438 ly
    Cooldown: 4.219 min
    Fatigue: 13.580961

    formula for cooldown is cooldown = MAX((1 + distance * reductionFactor), (fatigue - timeBetweenJumps / 10)), and formula for fatigue is fatigue = (fatigue - timeBetweenJumps / 10) * (1 + distance * reductionFactor)

    Considered in a vacuum, this single-jump drop isn't horribly ruined. However, you need to wait over two hours for your fatigue to completely decay, and if you don't, you risk eventually running into a situation where you have ridicilous amounts of fatigue. In practice it's not uncommon to do two or three almost back-to-back single-jump drops like this, in which case the fatigue (and thus cooldowns) will quickly get prohibitively large.


    Midpoint drop
    A mining fleet is transporting ore in a freighter from belt to station in UVHO-F in Querious with a hostile in local. The hostile informs his friends in PR-8CA in Delve about this, who put a fleet up and use MKD-08 as midpoint to reach UVHO-F. The route will look like this. They move briskly, and only spend a maximum of five minutes at the midpoint and seven minutes in target system (but if they're limited by the cooldown, they will jump as soon as it's over).

    1st jump:
    Distance: 7.201 ly
    Cooldown: 4.6005 min
    Fatigue: 4.6005
    Delay: 5 min

    2nd jump:
    Distance: 5.389 ly
    Cooldown: 4.1005 min
    Fatigue: 15.14929725
    Delay: 7 min

    3rd jump:
    Distance: 5.389 ly
    Cooldown: 14.44929725 min
    Fatigue: 53.38292869
    Delay: 5 min

    4th jump:
    Distance: 7.201 ly
    Cooldown: 51.93799897 min
    Fatigue: 238.9407642

    (delay here is the amount of time they spend waiting idly after the jump)

    As you can see, after a midpoint drop like this, jump fatigue starts reaching the prohibitively large territory. It now takes over 1.5 DAYS to deplete, which means that you won't really be blopsing for at least 36 hours if you know what's good for you. The only ways to avoid this are to space this midpoint drop out so that you spend 47 minutes in the midpoint, then 36 minutes in the target system, then 36 minutes in the midpoint, and then wait at least 47 minutes before doing another drop anywhere... or not mid-pointing at all, ever. Both of these options are obviously dissatisfactory, and evidence of these changes ruining current usage of blops.
    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #7 - 2014-10-11 07:03:09 UTC  |  Edited by: Teckos Pech
    Medalyn Isis wrote:
    Black ops ships will still be perfectly viable. If you need proof the math is below.

    Medalyn Isis wrote:
    Example 1. Hit and run type drop, 4LY from staging system.

    Target 1 = 4LY
    Current Fatigue = 0
    Jump Cooldown = MAX ( 1 + 'fatigue' * 'fatigue reduction factor' , 1 + Jump LY * 'fatigue reduction factor' ) = 3 mins
    Jump Fatigue accrued = 3 ( 20 minutes to reduce )

    Waiting Time = 3 mins

    Target 2 = 4LY
    Current Fatigue = 2.7
    Jump Cooldown = MAX ( 1 + 'fatigue' * 'fatigue reduction factor' , 1 + Jump LY * 'fatigue reduction factor' ) = 3 mins
    Jump Fatigue accrued = 2.7 * 3 = 8.1 ( 1H 11 minutes to reduce )

    End of Session


    I believe your second calculation is in error/misleading. The second jump cool down is not 3, but the 8.7 which means you'd have to wait 8.7 minutes to jump. The function determining both fatigue and the cool down is piecewise continuous with a "kink" at 1. When fatigue goes past one both the jump cool down and fatigue become exponential functions. Which makes sense if you want to keep certain ships from moving rapidly across the map.

    And I get what the OP is saying, if you need a mid point to get to your target then fatigue can really be an issue...which is partially offset by the range increase.

    "The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

    8 Golden Rules for EVE Online

    Burneddi
    Avanto
    Hole Control
    #8 - 2014-10-11 07:12:39 UTC
    Teckos Pech wrote:
    which is partially offset by the range increase.

    The range is being increased from 7.875 ly to 8 ly, so it's far from a significant increase although it will generally put you in range of a few new systems.

    Before anyone even argues about this, I think drops requiring a single midpoint are a completely justified use-case. That's just how blops were pretty much designed to be used, and they give up a lot of things in terms of combat stats to achieve that. Blops are fairly weak for anything except surprise attacks with overwhelming force, and will easily die if they bite more than they can chew, which will even considering the new system's goals be enough of a balancing factor for their sneaky mobility.
    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #9 - 2014-10-11 07:35:57 UTC
    Burneddi wrote:
    Teckos Pech wrote:
    which is partially offset by the range increase.

    The range is being increased from 7.875 ly to 8 ly, so it's far from a significant increase although it will generally put you in range of a few new systems.

    Before anyone even argues about this, I think drops requiring a single midpoint are a completely justified use-case. That's just how blops were pretty much designed to be used, and they give up a lot of things in terms of combat stats to achieve that. Blops are fairly weak for anything except surprise attacks with overwhelming force, and will easily die if they bite more than they can chew, which will even considering the new system's goals be enough of a balancing factor for their sneaky mobility.


    Have you run the numbers with say a 90% bonus? Other bonus numbers? Like a sensitivity analysis.

    "The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

    8 Golden Rules for EVE Online

    Burneddi
    Avanto
    Hole Control
    #10 - 2014-10-11 07:47:46 UTC  |  Edited by: Burneddi
    Teckos Pech wrote:
    Have you run the numbers with say a 90% bonus? Other bonus numbers? Like a sensitivity analysis.

    I don't think adjusting the fatigue reduction bonus is the solution here. If you set it high enough, like 90%, it will certainly solve practically all issues with regular use of blops, but it will make them extremely abusable for teleporting large distances fast. Since the primary intention of these changes is nerfing teleportation mechanics as means of long-distance travel, that would be quite counterproductive.

    Here's the quick spreadsheed I made to calculate this, just make a copy of it and change the numbers to your heart's content. The "FRF" field on the left there is the bonus multiplier.
    Vic Jefferson
    Stimulus
    Rote Kapelle
    #11 - 2014-10-11 09:23:14 UTC
    Everyone is so used to always bridging there and back.

    These changes offer an interesting trade-off; a guaranteed return home vs. reduced fatigue and ability to strike again quickly. Essentially being sneaky, changing staging points, and repositioning in hostile territory without giving away your position is valuable now, which is a good thing as it actually makes it more of a game/challenge rather than just cherry picking easy kills.

    Essentially, so long as you 'walk' home, you can do a drop every 20-30 minutes. If you are too scared to walk your blops BS, then use bombers/recons or t3s, which will have no problem getting back after a drop. Having to possibly coordinate an escape plan makes it a far more engaging, nuanced activity rather than, take bridge, get kills.

    I feel these changes are good for blops as a whole, and give them a good niche.


    Vote Vic Jefferson for CSM X.....XI.....XII?

    Burneddi
    Avanto
    Hole Control
    #12 - 2014-10-11 10:48:07 UTC  |  Edited by: Burneddi
    Vic Jefferson wrote:
    Everyone is so used to always bridging there and back.

    These changes offer an interesting trade-off; a guaranteed return home vs. reduced fatigue and ability to strike again quickly. Essentially being sneaky, changing staging points, and repositioning in hostile territory without giving away your position is valuable now, which is a good thing as it actually makes it more of a game/challenge rather than just cherry picking easy kills.

    Essentially, so long as you 'walk' home, you can do a drop every 20-30 minutes. If you are too scared to walk your blops BS, then use bombers/recons or t3s, which will have no problem getting back after a drop. Having to possibly coordinate an escape plan makes it a far more engaging, nuanced activity rather than, take bridge, get kills.

    I feel these changes are good for blops as a whole, and give them a good niche.

    I guess that could be true in theory, but in practice people will just bridge bombers which can quite safely burn back, and almost never use blops. Blops are still battleships so they warp super slow, and a small fleet like a blops drop taking gates with battleships in null is just asking for trouble.

    In that regard, it's sort of a false choice. 99% of the time the other option is so horribly bad compared to the other that people are just never going to use it. In my experience, black ops battleships usually offer only marginally more to a gank than bombers do, so if a change like this rolls out which practically forces you to take gates people are just never going to use their blops for anything but bridging.

    Obviously there are other usecases for black ops battleships, such as running deadspace complexes or camping an undock with an arty Panther to kill cynos, but I think those are quite marginal compared to the fast hit-and-run ganks the class is famous for. It's also not what I would consider a "good niche", it's more like something I would consider about as useful as the old Marauders were.
    Medalyn Isis
    Doomheim
    #13 - 2014-10-11 11:57:03 UTC
    I'm not sure about the maths query, the maths I posted above seemed to correlate with what some of the others were saying, I guess we'll have to wait until Greyscale can confirm the exact maths or more information is released for testing on Singularity.

    Also, keep in mind that Black ops are being rebalanced soon, so any reduction in their hot dropping power, will likely be compensated for with raw stats later on when they finally get round to rebalancing them properly.
    Ellendras Silver
    CrashCat Corporation
    #14 - 2014-10-11 12:16:44 UTC  |  Edited by: Ellendras Silver
    Burneddi wrote:
    Perhaps it was wrong of me to assume that people would understand how blops ships generally work and what their purpose is.

    Iain Cariaba wrote:
    So you can no longer drop 15-20 guys on an unsuspecting target, then immediately jump back to safety. Oh no, you might actually have to deal with some consequences for a hot drop now. Also, making you do some extra scouting to see what kind of reinforcements are waiting in the nearby systems, or having to maneuver yourself into a favorable system to reduce jump fatigue to a minimum are bad things?


    All these changes mean for blops ships is that you can no longer do drops that require a midpoint, and that you now have to either spend 45 minutes idly waiting in the drop system (not a danger of any kind, since you will be cloaked -- just boring for everyone involved, including the people who live in that system) or you can jump back right after your cooldown and be locked out from blopsing for the rest of the evening.



    Soldarius wrote:
    The whole point of the change is to stop the incessant and constant hot-dropping of jump-drive-capable ships onto every engagement or money-making ship across eve. Its bad for the long-term health of the game.

    Wrong. The point of these changes is to lengthen the traveling time over long distances. Furthermore, CCP has explicitly stated numerous times that they do not want to hit blops too hard with these changes, "too hard" meaning that their intention is not to ruin the intended use of the black ops battleship:

    CCP Greyscale wrote:
    Black ops are working in a generally OK manner on TQ right now, and we want to minimize harm to their use with these changes.



    The current changes almost completely ruin the manner blops work on TQ right now, while the only point of these changes in regards of blops is to prohibit their use as long-distance travel vessels. It is completely necessary to restrict them somehow, as if they were completely exempt from these jump changes they could be abused by bridging stuff across the universe in a flash. However, limiting their intended use is something CCP has stated they want to avoid, yet have been thus far unsuccessful with it.

    If you can come up with a less convoluted suggestion to nerfing long-distance jump travel but keeping the intended short-distance usage of blops intact, I'd be glad to hear it. As they stand now, however, the jump changes will all but kill blops. Any "nomadic" blops gangs will probably just completely call it quits, whereas entities like PASTA who stage out of a single area will be somewhat hindered but not catastrophically so (as in, we'll have to make sure not everyone gets fatigued, and people can only drop once every two hours).


    a lot of tears and a complaint about the fix, it is the INTENTION of the fix to make it harder to travel further distances live with it or quit EVE... if the last applies can i have your stuff?

    [u]Carpe noctem[/u]

    Burneddi
    Avanto
    Hole Control
    #15 - 2014-10-11 12:35:04 UTC  |  Edited by: Burneddi
    Ellendras Silver wrote:
    a lot of tears and a complaint about the fix, it is the INTENTION of the fix to make it harder to travel further distances live with it or quit EVE... if the last applies can i have your stuff?

    Blops drops are not travelling, and it has been stated numerous times that nerfing blops is not CCP's intention. However, as the changes currently stand they will inevitably end up nerfing blops.

    This thread is just a suggestion how they could avoid ruining blops, but still prevent them from being used for long-distance travelling.

    Medalyn Isis wrote:
    Also, keep in mind that Black ops are being rebalanced soon, so any reduction in their hot dropping power, will likely be compensated for with raw stats later on when they finally get round to rebalancing them properly.

    I've been waiting for a black ops rebalance for a couple of years now, so please excuse my cynicism when I say that I won't be holding my breath for that. Not that I think they really need rebalancing either, mind you.
    Behr Oroo
    Caldari Provisions
    Caldari State
    #16 - 2014-10-11 12:49:18 UTC
    "Blops are still battleships so they warp super slow, and a small fleet like a blops drop taking gates with battleships in null is just asking for trouble"


    I am honestly not sure I have much sympathy for the situation. Every time I undock my mining fleet I realize that space is dangerous. I am not sure I can really see any reason to support the idea of changing the upcoming patch just to make life for a black ops fleet safer.
    Burneddi
    Avanto
    Hole Control
    #17 - 2014-10-11 13:01:30 UTC  |  Edited by: Burneddi
    Behr Oroo wrote:
    "Blops are still battleships so they warp super slow, and a small fleet like a blops drop taking gates with battleships in null is just asking for trouble"


    I am honestly not sure I have much sympathy for the situation. Every time I undock my mining fleet I realize that space is dangerous. I am not sure I can really see any reason to support the idea of changing the upcoming patch just to make life for a black ops fleet safer.

    It's not a question of whether this change will make blopsing more dangerous, because it won't. It just means that people will either wait cloaked for their timers to expire, or just bridge bombers which will be extremely difficult to catch when taking gates.

    The difference between your mining fleet and blops taking gates is that you (probably) mine deep within friendly space, whereas blops by design operate in hostile space. That's kinda why they have the jump drive in the first place.

    You guys seem to forget that this patch is not intended to be a significant nerf to black ops, they're just sort of caught in the crossfire.
    Medalyn Isis
    Doomheim
    #18 - 2014-10-11 13:36:11 UTC
    The thing is, I think most people actually regard black ops dropping a lame tactic, it's only overlooked atm due to the even lamer tactics of capital and titan bridge dropping. I know most people I spoke to seem to think of black ops like this, and harken back to the days of old school combat.

    Lets face it, the current method of black ops dropping requires little skill as you can pretty much choose your engagement, and also despite the high cost of the ships involved, there is actually minimal risk if you pick the correct targets. And with nerfs to titan bridging and capital drops, there will be even less risk now.

    So a slight nerfing of black ops capability would be welcomed by most people that I speak too.
    Behr Oroo
    Caldari Provisions
    Caldari State
    #19 - 2014-10-11 13:37:17 UTC
    I see what you are saying but I personally just dont see any reason to change the upcoming patch. I just cant see why black ops would be considered a special exception to the rule. The patch is based around force projection. Black Ops does fall into that.
    Arya Regnar
    Darwins Right Hand
    #20 - 2014-10-11 14:41:54 UTC  |  Edited by: Arya Regnar
    Medalyn Isis wrote:
    Black ops ships will still be perfectly viable. If you need proof the math is below.

    Target 4ly, 5ly some less ly maybe lets try system next door ly.
    What about 15 ly?

    You know most renters will just move far enough from your staging system with this and then you can just forget about dropping them altogether.

    Edit: this just makes some nullsec systems 100% safe.

    EvE-Mail me if you need anything.

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