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[Discussion] Entosis Link Tactics and Ship Balance

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Author
Nevyn Auscent
Broke Sauce
#1801 - 2015-03-24 23:38:55 UTC
It occurs to me that the new structures (assuming they have an AI which is really 100% required) pretty much solve trollceptor issue on their own. Since they will come with passive defence. So while you might not need a massive fleet to grind down the HP's, you do need some degree of fleet logi or active tank to survive the passive defences. Which can then be customised to have something that is effective against a solo trollceptor. And if there is a whole flight of them, well then it's not a solo trollceptor but a fleet.
Veskrashen
Deep Core Mining Inc.
Caldari State
#1802 - 2015-03-24 23:58:32 UTC
Cade Windstalker wrote:
That said, I think concerns of "death by annoyance" are valid here. Eve has no shortage of trolls and Interceptor pilots are cheap and easy to train so it's very possible for someone to just keep poking defenses until their enemy gets too fed up to defend it effectively. IMO that's an undesirable outcome, but I don't see an easy way to actually remove it as a possibility without hobbling the system into something that's just another version of the grind we have now or isn't abuseable as hell.

Death by annoyance is a valid concern, but that's basically the same as any other "keep them under pressure until they break" tactic. Reship times will make a difference in how consistently the pressure can be applied, and the expenses involved could potentially be an issue. Finally, given the fact that the simple expedient of sticking an AFK alt in a passive tanked Drake at zero with a defensive link active essentially nullifies this tactic, or at least forces the baddies to bring around 600+dps to clear it off. So there's counters, they're just manpower intensive to some degree.

Nevyn Auscent wrote:
It occurs to me that the new structures (assuming they have an AI which is really 100% required) pretty much solve trollceptor issue on their own. Since they will come with passive defence. So while you might not need a massive fleet to grind down the HP's, you do need some degree of fleet logi or active tank to survive the passive defences. Which can then be customised to have something that is effective against a solo trollceptor. And if there is a whole flight of them, well then it's not a solo trollceptor but a fleet.

That could very well be the case, especially if they're not restricted to be anchored in any particular place in space. That's a long ways off though, most likely, so there'll be a fairly long period where folks will need to deal with Death by Annoyance tactics.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Cade Windstalker
#1803 - 2015-03-25 00:11:23 UTC
So, it sounds like we want an answer from CCP Fozzie and the rest of the dev team as to what kind of customization and defenses we're looking at on these sov structures, if any. They may not be willing to commit to anything there at this time though, since the structures rework is looking at being a ways in the future.

Until we hear otherwise I think it's safer to assume that this system will have to survive on its own with the current structures for at least a few months. Besides which there's no guarantee that any sort of defenses would be able to reliably deal with a MWD inty at 200km.

Personally I'd rather not see these defenses take anything more than a squad to deal with easily though, since one of the goals here is to require space to be used and defended in order to be held, and requiring a small death-ball of Battleships and Logi just to deal with one unmanned structure goes against that pretty heavily.
Specia1 K
State Protectorate
Caldari State
#1804 - 2015-03-25 00:35:38 UTC  |  Edited by: Specia1 K
Cade Windstalker wrote:
So, it sounds like we want an answer from CCP Fozzie and the rest of the dev team as to what kind of customization and defenses we're looking at on these sov structures, if any. They may not be willing to commit to anything there at this time though, since the structures rework is looking at being a ways in the future.

Until we hear otherwise I think it's safer to assume that this system will have to survive on its own with the current structures for at least a few months. Besides which there's no guarantee that any sort of defenses would be able to reliably deal with a MWD inty at 200km.

Personally I'd rather not see these defenses take anything more than a squad to deal with easily though, since one of the goals here is to require space to be used and defended in order to be held, and requiring a small death-ball of Battleships and Logi just to deal with one unmanned structure goes against that pretty heavily.


MWD Inty cannot target past 150km, without command boosts. Within the range of damp/ecm ships like Keres or Kitsune. In fact, the 10s cycle time of the damps means that a single Keres could potentially neutralize a dozen or more cepters kiting with entosis links. You can even fit a Backup array in the lows and be nearly impossible to scan with probes while off grid.

There are counters to the cepters. Only a larger and/or mixed fleet will defeat the defenders. Sounds like it is as intended (you need to show up to defend your space).

Champion of the Knights of the General Discussion

Thunderdome

Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1805 - 2015-03-25 00:46:24 UTC
Veskrashen wrote:
Death by annoyance is a valid concern, but that's basically the same as any other "keep them under pressure until they break" tactic


The important difference is they should break from the pressure because the attacker is willing to invest more into the fight. Because the fights are difficult and expensive. Never should the reason be that its simply too boring for the defender.

The solution should be in the direction of:
If the attacker can force the defender to respond, then the attacker MUST give the defender the chance to have some fun. Chasing t1 frigs or trollceptors around is probably no fun. Having a nice battle is fun. Getting nice killmails or expensive loot would probably also qualify as fun.

So one of many solutions would be:
1. You can fit this module anywhere you like, but it costs a lot
2. You cant use mwd or cloak or warp for some time when using entosis

Then you can still attack with whatever you like, but since you force the defender to come, you are also forced to fight since you cant escape anymore. And the defender will always have the chance to get something from defending, either a nice fight if you brought more ships, or at least a nice killmail or loot.

Veskrashen
Deep Core Mining Inc.
Caldari State
#1806 - 2015-03-25 01:05:05 UTC
Marranar Amatin wrote:

The important difference is they should break from the pressure because the attacker is willing to invest more into the fight. Because the fights are difficult and expensive. Never should the reason be that its simply too boring for the defender.

How many pilots, and how expensive? Also, sov warfare these days is either helldunk or blueball, with no in between. Opening up the envelope to a wide variety of fleet concepts would change that up, at least.

Quote:
So one of many solutions would be:
1. You can fit this module anywhere you like, but it costs a lot
2. You cant use mwd or cloak or warp for some time when using entosis

Can't cloak, warp, or receive remote assistance while the link is active, and the T2 version should cost around 80mil apparently. Can't have an MWD penalty, since that invalidates kiting comps, which is against the stated design goals.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Cade Windstalker
#1807 - 2015-03-25 01:25:53 UTC  |  Edited by: Cade Windstalker
Specia1 K wrote:
MWD Inty cannot target past 150km, without command boosts. Within the range of damp/ecm ships like Keres or Kitsune. In fact, the 10s cycle time of the damps means that a single Keres could potentially neutralize a dozen or more cepters kiting with entosis links. You can even fit a Backup array in the lows and be nearly impossible to scan with probes while off grid.

There are counters to the cepters. Only a larger and/or mixed fleet will defeat the defenders. Sounds like it is as intended (you need to show up to defend your space).


That's a fair point, but the problem here isn't so much that there aren't counters to interceptors trying to run Entosis Links it's that it's still fairly low risk to the attacking interceptor. Just because you can shut down their attack on the sov asset doesn't mean anyone wants to sit around for 3-4 hours waiting for a single harassing Interceptor to get bored and leave.

The easy answer would seem to be making the enemy Interceptors vulnerable enough to chase down and kill within the time that they can't warp off. I'm not sure the current two minute timer on a T2 Entosis is sufficient for that but I also think it's needed for large fights to be survivable by an Entosis Link fitted ship. Maybe extend the warp lock past the timer, or let structures equip a super long range Point, so even if an enemy tries to harass with Interceptors or Frigates you can still catch them and kill them.

In my experience Eve players will spend a good couple of hours playing cat and mouse so long as both the cat and the mouse think there's a decent chance of a kill happening but the game gets very boring and/or frustrating as soon as it becomes clear that one side isn't at significant risk (see, Station Games).

Essentially all types of attacks that seem like reasonable fun to perform should both entail some material risk (as in, losing your ship) as well as be reasonably fun to defend against (aka you have a reasonable shot at getting a kill and not wasting your entire play session faffing about with enemy Inty's)

Thoughts?
Specia1 K
State Protectorate
Caldari State
#1808 - 2015-03-25 02:11:58 UTC
Cade Windstalker wrote:

That's a fair point, but the problem here isn't so much that there aren't counters to interceptors trying to run Entosis Links it's that it's still fairly low risk to the attacking interceptor. Just because you can shut down their attack on the sov asset doesn't mean anyone wants to sit around for 3-4 hours waiting for a single harassing Interceptor to get bored and leave.

The easy answer would seem to be making the enemy Interceptors vulnerable enough to chase down and kill within the time that they can't warp off. I'm not sure the current two minute timer on a T2 Entosis is sufficient for that but I also think it's needed for large fights to be survivable by an Entosis Link fitted ship. Maybe extend the warp lock past the timer, or let structures equip a super long range Point, so even if an enemy tries to harass with Interceptors or Frigates you can still catch them and kill them.

In my experience Eve players will spend a good couple of hours playing cat and mouse so long as both the cat and the mouse think there's a decent chance of a kill happening but the game gets very boring and/or frustrating as soon as it becomes clear that one side isn't at significant risk (see, Station Games).

Essentially all types of attacks that seem like reasonable fun to perform should both entail some material risk (as in, losing your ship) as well as be reasonably fun to defend against (aka you have a reasonable shot at getting a kill and not wasting your entire play session faffing about with enemy Inty's)

Thoughts?


I see your points. But I am inclined to think a lone interceptor will be nothing more than a mosquito.

Combat is also about forcing your opponent to react to your tactics. As a defender, the ewar ships will do just that simply by being on grid or d-scan. A troll (or small gang of trolls) will know there is little chance at all to sov troll when they see ewar. As a result, I think you will see larger fleets and mixed fleets. If the attacker brings their own ewar, or mixes their fleet comps to actually engage, then combat will occur.

I for one favor interaction between players/groups as a primary goal of any new mechanics. I think SOV should embody all of the elements of interaction like no other place in the game. It should be the pinnacle of conflict. Psychology is a weapon, as is economics. Denying your opposition their goals (while achieving your own) is true victory.

Interaction does not always lead to conflict. Conflict is just one form of interaction.
Conflict does not always lead to combat. Combat is just one form of conflict.

A single diplomat can be more determinate than an entire fleet of warships.

Then again, it's just a game...right?Blink

Champion of the Knights of the General Discussion

Thunderdome

Cade Windstalker
#1809 - 2015-03-25 02:43:58 UTC
Specia1 K wrote:
I see your points. But I am inclined to think a lone interceptor will be nothing more than a mosquito.

Combat is also about forcing your opponent to react to your tactics. As a defender, the ewar ships will do just that simply by being on grid or d-scan. A troll (or small gang of trolls) will know there is little chance at all to sov troll when they see ewar. As a result, I think you will see larger fleets and mixed fleets. If the attacker brings their own ewar, or mixes their fleet comps to actually engage, then combat will occur.

I for one favor interaction between players/groups as a primary goal of any new mechanics. I think SOV should embody all of the elements of interaction like no other place in the game. It should be the pinnacle of conflict. Psychology is a weapon, as is economics. Denying your opposition their goals (while achieving your own) is true victory.

Interaction does not always lead to conflict. Conflict is just one form of interaction.
Conflict does not always lead to combat. Combat is just one form of conflict.

A single diplomat can be more determinate than an entire fleet of warships.

Then again, it's just a game...right?Blink


It is just a game, and I think that's the operative thing to keep in mind.

That's why, just to pluck a random example, cutting the power lines to the house your opponent lives in just to kill his Titan is taking things a little bit too far... Lol

It's also why CCP has a policy against harassment, despite that being a fairly valid tactic in a real-life armed conflict.

While a single Inty may be a mosquito it's not like you can just completely ignore it either. Someone has to deal with the sov troll, and as anyone who has sat through a gate camp or a structure grinding fleet can attest, sitting around on your arse for 4 hours is not a lot of fun. I think the best thing I've ever heard said about the old structure grind is that it gave someone a chance to catch up on his TV shows, and that's something that should absolutely be avoided with the new Sov system.

This means that a reacting fleet that's dealing with a threat to a populated system should be able to actually deal with the threat and not have to baby sit a Sov structure for hours on end unless the enemies are serious about trying to take it.

Maybe this ends up meaning that they simply let their structures be reinforced without much of a fight, much like the current system has people often ignoring or lightly defending first timers on Structures and then actually defending during the scramble for capture points, since that's actually an active defense and actually ends the fight.
Specia1 K
State Protectorate
Caldari State
#1810 - 2015-03-25 03:31:26 UTC
Cade Windstalker wrote:

It is just a game, and I think that's the operative thing to keep in mind.

That's why, just to pluck a random example, cutting the power lines to the house your opponent lives in just to kill his Titan is taking things a little bit too far... Lol

It's also why CCP has a policy against harassment, despite that being a fairly valid tactic in a real-life armed conflict.

While a single Inty may be a mosquito it's not like you can just completely ignore it either. Someone has to deal with the sov troll, and as anyone who has sat through a gate camp or a structure grinding fleet can attest, sitting around on your arse for 4 hours is not a lot of fun. I think the best thing I've ever heard said about the old structure grind is that it gave someone a chance to catch up on his TV shows, and that's something that should absolutely be avoided with the new Sov system.

This means that a reacting fleet that's dealing with a threat to a populated system should be able to actually deal with the threat and not have to baby sit a Sov structure for hours on end unless the enemies are serious about trying to take it.

Maybe this ends up meaning that they simply let their structures be reinforced without much of a fight, much like the current system has people often ignoring or lightly defending first timers on Structures and then actually defending during the scramble for capture points, since that's actually an active defense and actually ends the fight.


It is not the single ceptor that will have any real implications for anything but unguarded systems. You can park an alt in an ewar ship offgrid to deter that (while you do something else until you get a notification). You can respond long before any threat is realized, and the troll will simply find somewhere else to bite. It is the fleets of 50, or 500+ that will be the threat to nullsec. It is the potential to use the mechanics offered to cause widespread headaches for everyone, because the low cost/risk of trollfits.

I think CCP is on the right track though. It encourages you to be the attacker, by virtue of dictating where and when the interactions takes place. And this is how I think it should go forward; offense drives content. Nullsec may very well burn to the ground, but player interaction will be at an all-time high. There will be so much going on, so many ships buzzing around and doing stuff! Whether or not the mechanics are abused, or actually pose new and interesting interactions will have to be seen. And compensated for.

It will not be a time for the risk-adverse. You will be forced to be active and consolidate if you wish to keep what you have. Forced to coordinate with your team, and to confront your opposition proactively. I can imagine the desire for the new structures unveiled in the blogs! You may just have to hang on long enough for them to be realized. Wild times ahead.

Champion of the Knights of the General Discussion

Thunderdome

Mario Putzo
#1811 - 2015-03-25 03:39:21 UTC
Jarnis McPieksu wrote:

99 times out of 100, a dessie comes and kills him. Op success.

1 times out of 100 people miss things, oops, bye bye space thingy.

Attacker chooses when to push for entosis poke.

Attacker chooses which entosis poke RFs to contest.

Defender has to be there 100% of the time, or lose very expensive spacethingys. Attacker keeps tossing away expendable stuff repeatedly, waiting for that one day when the defender is fed up of having to go around whacking moles.


Its a damn good thing that the defender has the choice of when the real engagement actually would take place then for that 1/100 time.

Defender should be there 100% of the time...they should be actively engaged in their systems, be it mining, ratting, plexing, producing, whatever you want to do, and whatever will help build Occupancy Metrics to gain even more benefits for your time being in that space.

And there is absolutely nothing stopping the defender from having their own folks doing the exact same thing to the other side. If NC. is sending Trollceptors into CFC space all day, then GSF can do the EXACT same thing right back at them in N3 space.

You seriously need to broaden your scope of this away from one set of Xs and Os and look at the whole playing field, because anything one group can do another group can do.

And if it is someone doing it that is not affiliated with any of the existing nullbear organizations...than good, that is EXACTLY what the system change is hoping to accomplish...if one guy can cause a large alliance enough grief, than that alliance shouldn't be holding as much assets as they do...it is as simple as that.

Funny thing to recall your initial post. Current major sov holding entities in NS likely won't feel any pressure from individual pilots because they will be maximizing their occupancy metrics for better defense and better system value...entities that have nothing to gain from Occupancy Metrics such as PL will feel the greatest sting, because no longer will they be able to hold hideaways across a vast network of systems easily, and without consequence. No more long lasting forward poses housing supers/titans, because they will be unable to actively defend everything, which is good for the game of sov.

Lienzo
Amanuensis
#1812 - 2015-03-25 04:14:12 UTC
Capital ships should have a role in the new sov system. At least, dreadnoughts should. Seige mode is a perfectly parallel module to entosis. No remote reps, can't warp, can't even move. Give it the entosis mechanic, and one is enough, and more dreads really makes no difference.

The trick then is to distinguish them from subcap entosis. I would propose different restrictions on both of them. Ideally, we should promote harassment, but differentiate it from trolling. A focus on the periphery of player empires would give us that. Ideally, it should be next to impossible to knock over an ihub in sov 4 or 5 systems. However, flipping a low level sov system should be quite doable, and trivial without opposition.

The lynchpin is changing how sov levels are achieved. Rather than just require time, require adjacency. To have a sov level two system, it must be surrounded by sov level 1 or higher systems. If one system drops to level 0, all adjacent systems drop to level 1. Up or down changes each take 24hrs to go into effect.

Under such a system, sov 5 can be achieved in as little as two weeks, but it can come down in one week.

This achieves the objectives of making not defending space a risky move, but move it into a campaign format rather than anywhere anytime format. This gives defenders some discretion when it comes to marginal buffer systems. It also gives campaign managers strategic focus on both sides. The more an empire sprawls, the more points of vulnerability it has.

Subcap entosis should be viable in Sov 1 and 0 systems. In sov 0, timers are quick. Dreads should be able to engage entosis/siege in Sov 2 and lower systems, allowing them to expand the field or push harder for a capitol system. However, this should not come easily.

With each ihub level, we allow the anchoring of five modules, one at each level, which each double the size of shields, doubles entosis time, doubles reinforcement timers and doubles the sensor strength of all deployables*. These modules can be made vulnerable by entosis if the system is vulnerable. There is no such anchorable for sov 0 systems. All sov 1 systems have to have a claimed sov 0 system next to them, ensuring empire vulnerabilities to even the weakest forces. The base reinforcement time on sov 0 systems is now 12 hours. (*This includes hostile deployables.)

Ideally, contestation for sov anoms is a 23/7 process. It allows groups to push timers forward or backwards by up to 50%. In this way, an completely undefended system could drop in as little as 6 hours. Ideally, the number of sov anoms that spawn will be a dynamic, demand-dependent quantity, allowing for even the largest blobs to spread themselves infinitesimally. Every occupied anom should spawn two more within a quarter hour.



In order to become more general combat ships, dreads need a tracking buff. They can maintain their massive target sigs, thereby relying on target painting ships (cough new minmatar BS), but the tracking issue has to be addressed for a flagship role. Titans, meanwhile, don't really need the ability to target subcaps, but they do need a counter logi effect built into their doomsdays.

To sharpen the role of sov, we could even put out some new defender advantages. One could be a module, available only at high level sov, that strips motherships of their ewar immunity. Another could strip ships of their interdiction nullification. There was also a structure proposal for cloak interruption. These would affect all ships equally, obliging people to keep their warships across the Rubicon, but creating great risk for attackers thinking of knocking down really tall walls with the massed amounts of supercapitals they have stockpiled. It becomes more prudent to whittle away at an enemy.

Hopefully, with the new deployables on the horizon, it also becomes profitable to whittle away at them as well. Perhaps it would be reasonable to make the more profitable deployables be too deficient in critical bonuses in capitol systems. That would ensure that profitable assets are located more closely to the periphery. That also requires that sov levels be more strictly a martial component, rather than one distributed between PVE and PVP. Manufacturing should be concurrent with martial sov upgrades, but all extraction and ratting should have an inverse dynamic.
Raphael Celestine
Celestine Inc.
#1813 - 2015-03-25 07:17:37 UTC
Lienzo wrote:
The lynchpin is changing how sov levels are achieved. Rather than just require time, require adjacency. To have a sov level two system, it must be surrounded by sov level 1 or higher systems. If one system drops to level 0, all adjacent systems drop to level 1. Up or down changes each take 24hrs to go into effect.


This would create a hard minimum on territory size if you want access to all the benefits of holding sov - you must hold at least four systems in every direction from your HQ system, or you can't hit sov 5. Period.

That's a bad thing. It might be unlikely that a small group will ever be able to take one or two systems and hold them for any length of time, but the mechanics should at least allow them to try - and if they do manage to pull it off, they should get exactly the same sov benefits as the big boys.
VolatileVoid
Viking Clan
#1814 - 2015-03-25 10:48:31 UTC
Mario Putzo wrote:
And there is absolutely nothing stopping the defender from having their own folks doing the exact same thing to the other side. If NC. is sending Trollceptors into CFC space all day, then GSF can do the EXACT same thing right back at them in N3 space.


I read this again and again.

As entosis links will be used mostly for trolling, how do you apply entosis links to npc space and lowsec?
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1815 - 2015-03-25 11:18:29 UTC
Veskrashen wrote:
Marranar Amatin wrote:

The important difference is they should break from the pressure because the attacker is willing to invest more into the fight. Because the fights are difficult and expensive. Never should the reason be that its simply too boring for the defender.

How many pilots, and how expensive?


More (or better ones) then the defender. I dont propose an arbitrary minimum for the number of attackers. All I am saying is that the attacker should only win if he actually fights better, not when he finds a way to bore the defender enough.
Price I would suggest about 200mil right now. 80 seems a bit too cheap to me, and for anyone really willing to attack 200 should not be a problem either.


Veskrashen wrote:
Quote:
So one of many solutions would be:
1. You can fit this module anywhere you like, but it costs a lot
2. You cant use mwd or cloak or warp for some time when using entosis

Can't cloak, warp, or receive remote assistance while the link is active, and the T2 version should cost around 80mil apparently. Can't have an MWD penalty, since that invalidates kiting comps, which is against the stated design goals.


I used this example because there would be no need to change much to the original concept.

It is vital that the attacker cant run away. If he can simply run away, then we get an endless game of whack-a-mole. Of out-boring the enemy. That would be the worst result. If there is a solution that stops this and still allows kiting comps fine, but if there isnt, then its better to stop kiting comps then to allow the sov warface turn into a fight of boredom. Turning the mwd off simply would be the easiest solution... maybe there is another one. But it needs to include the possibility to catch an entosis ship that burns into a random direction with maximum speed, so one way or another, the kiting ability of the attacker has to be reduced.

This cant be stressed enough:

sov warfare must not turn into a game of trolling and out-boring the enemy


This is much more important then the viability of all comps.
Xe'Cara'eos
A Big Enough Lever
#1816 - 2015-03-25 11:22:41 UTC  |  Edited by: Xe'Cara'eos
as a potential counter to troll-ceptors - limit max velocity whilst using entosis link to 2.5km/s, this will not seriously affect anything bigger than a frig, and won't dreadfully hurt most frigs; it will, ofc be a major issue for the troll-ceptor, and allows a similar fit not using an entosis link to catch it 'relatively' easily

also - what about forcing the ship using the entosis link from leaving the grid, even via just burning (I know it's artificial.... but it's the best I could think of)

EDIT:

further thought, this will not reduce the kiting ability of big ships, but they can always be caught by dedicated tackle ships (hyena/keres), and if the entosis link has a nice BIG visual effect, then it's easy to pick out who's using it and who's not.....

this will lead to a meta of kiting groups all using the entosis, and taking losses, or the entosis link being blocked from time to time.... which I think is a pretty accurate way of determining grid control

the main way I can think of to ruin a troll-ceptor is a ship that can damp or jam far enough out..... couple it with a long enough point, and maybe some webs, and you're looking at needing an arazu, falcon, and rapier on each capture point during prime-time..... how boring......

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.

Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1817 - 2015-03-25 12:15:19 UTC  |  Edited by: Marranar Amatin
I dont like the idea of forcing ships on grid very much. On the one hand its artificial as you said, on the other hand it probably does not even solve the problem. You still will have hard time to catch a trollceptor until whatever timer runs out and he can leave.

Limiting the speed would probably work. That big ships still can kite should not be a problem, since they can be caught anyway. But is also feels a little artificial. Also, depending on the speed, it probably would mean that there still are a few setups that you cant stop.
For example a t3 destroyer fit for speed. Without checking eft, I assume it is possible to make a setup where either your ship wont be fast enough to catch the attacker before he can warp, or which is faster but will get killed very fast, so you cant even fight him 2v1, since the tackle will die before the damage arrives.
So for that to work, the speed limit probably has to be quite low.
afkalt
Republic Military School
Minmatar Republic
#1818 - 2015-03-25 12:24:35 UTC
Or dont bother and use the legions of cyno alts to counter link the structure?

Or let it sit on the timer until near the end and waste its time then contest it yourself.

Why are we still freaking out about this non-problem? There are many and varied ways to neuter this, we're smart people - we've probably not even found the best one yet.
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#1819 - 2015-03-25 12:28:53 UTC
@afkalt: Because all these solutions basically consist of out-boring the enemy.

Its supposed to be fun, its supposed to generate fights. An active ally should be excited that they get attacked, not annoyed.

afkalt
Republic Military School
Minmatar Republic
#1820 - 2015-03-25 13:30:36 UTC  |  Edited by: afkalt
If they're serious about contesting sov, it WILL generate fights. If they are out to troll you, troll 'em right back. Even a moderately upgraded system makes this pretty easy. They'll waste active pilot time and more of it when you waste...12 minutes out a sensor damped alts otherwise inactive evening. I doubt that'll go on for more than 6 weeks (after sov readjusts itself) before people get bored and you see the serious attempts pretty much in exclusivity.

Small fast craft could be considered a vanguard - penetration testing. But when it comes to the crunch, it wont be frigates contesting sov. Not by a long shot.