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[New structures] Observatory Arrays and Gates

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Teckos Pech
Hogyoku
Goonswarm Federation
#481 - 2015-04-25 22:24:46 UTC  |  Edited by: Teckos Pech
And regarding using some sort of covert cloaking ship packed with an electronics suit and staying on station for longer periods of time that is simply bad game design because it is very boring gameplay.

And the notion of coking fuel let alone food and water is also bad because most of the ships I can fit a covert cloak are not very robust. You should then somehow buff such ships to account for this direct nerf.

"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

Cade Windstalker
#482 - 2015-04-26 01:40:30 UTC
Teckos Pech wrote:
I'm not sure what this proves for this discussion? W-space is different that k-space. We all agree on that. So trying to compare ship/pod deaths is dubious right from the start. Nobody is suggesting that we make k-space exactly like w-space (e.g. I don't think k-space will ever be able to close off all of the gates to their sov space which will shut down PvP in k-space for a period of time). So what is the point of "w-space has some of the lowest activity levels" supposed to mean for this discussion?

Basically it strikes me as a complete non-sequitur. It's like one person asks, "Do you walk to school or get a ride?" And the person being asked replies, "No, I carry my lunch." Errr...whisky tango foxtrot?


She asked for statistics to back up what I was claiming, I provided them. As far as I can tell the whole exchange has nothing to do with the removal of local from Null.
Teckos Pech
Hogyoku
Goonswarm Federation
#483 - 2015-04-26 03:26:17 UTC
Cade Windstalker wrote:
Teckos Pech wrote:
I'm not sure what this proves for this discussion? W-space is different that k-space. We all agree on that. So trying to compare ship/pod deaths is dubious right from the start. Nobody is suggesting that we make k-space exactly like w-space (e.g. I don't think k-space will ever be able to close off all of the gates to their sov space which will shut down PvP in k-space for a period of time). So what is the point of "w-space has some of the lowest activity levels" supposed to mean for this discussion?

Basically it strikes me as a complete non-sequitur. It's like one person asks, "Do you walk to school or get a ride?" And the person being asked replies, "No, I carry my lunch." Errr...whisky tango foxtrot?


She asked for statistics to back up what I was claiming, I provided them. As far as I can tell the whole exchange has nothing to do with the removal of local from Null.


So...kinda off topic.

"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

Serendipity Lost
Repo Industries
#484 - 2015-04-27 14:19:26 UTC  |  Edited by: Serendipity Lost
Teckos Pech wrote:
Serendipity Lost wrote:
...afk cloaky will always be a thing...


Don't think so. Like local, it is probably going to go away. How things work from that point forward is very important.


It will always be a thing until someone can prove I'm afk or actually there. You can think whatever you like. I will continue to think that CCP won't change a reasonable game mechanic because said mechanic has somehow managed to convince 1000s of players to hide in a station because 1 dude enters their system and cloaks. Historically CCP has sided against risk averse Possies.

I think the very soul of the game laughs in delight when an entire sov null system docks up because some dude enters their system and cloaks. I also think the closest thing CCP will do to removing the menace of afk cloaking will be to remove local so you don't have to worry so much all the time anymore. Ignorant bliss and all.

You folks may have to.... gasp.... be pvp ready EVERY TIME you undock in your hard core sov null system. I know at a glace that seems grossly unfair, but I truely hope you can adapt.
Teckos Pech
Hogyoku
Goonswarm Federation
#485 - 2015-04-27 18:37:02 UTC
Serendipity Lost wrote:
Teckos Pech wrote:
Serendipity Lost wrote:
...afk cloaky will always be a thing...


Don't think so. Like local, it is probably going to go away. How things work from that point forward is very important.


It will always be a thing until someone can prove I'm afk or actually there. You can think whatever you like. I will continue to think that CCP won't change a reasonable game mechanic because said mechanic has somehow managed to convince 1000s of players to hide in a station because 1 dude enters their system and cloaks. Historically CCP has sided against risk averse Possies.


Oh sure, you can do it, but I think you'll find you keep ending up in a pod in a station somewhere in the not too distant future. Hopefully, local will also go and thus the primary reason why people AFK cloak. With it hopefully there will be ways to disrupt people's PvE in active ways that maintains the current game balance (i.e. I don't want ISK or resources flooding into the New Eden economy) and I'd like to see people engaging each other and having fun. Of course the Devil is in the details, as the saying goes.

Perhaps you missed the Fanfest presentation where they discussed the Observation Array and how it may very well contain an AFK cloaking counter...or more actually a cloak counter. Like I said, if it is just that, then it is a direct nerf to cloaks and is Bad™. If however, it also means local goes and intel is "clawed back" via other Observation Array (OA) features then that might be fine.

Quote:
I think the very soul of the game laughs in delight when an entire sov null system docks up because some dude enters their system and cloaks. I also think the closest thing CCP will do to removing the menace of afk cloaking will be to remove local so you don't have to worry so much all the time anymore. Ignorant bliss and all.


I agree, which is why I don't favor nerfing just cloaks. If cloaks are to be nerfed, then local needs to go, and the OA can be the mechanism for that. It can get back to the same or similar level of intel, maybe in some instances even better...but unlike local it will be vulnerable to attack and hopefully subversion. Hopefully instead of docking up we can get opposing groups of players to interact and have fun. Docking up is boring...for those docked and those not docked. My guess is that people will still dock up but will hopefully undock again. And if they don't the hostiles can do Bad Things™ to things like the OA and possibly other structures.

Quote:
You folks may have to.... gasp.... be pvp ready EVERY TIME you undock in your hard core sov null system. I know at a glace that seems grossly unfair, but I truely hope you can adapt.


I totally agree. But given the current sov and structure mechanics docking up is a dominant strategy. Unless you have lots of people online and can get a comparable fleet together to take on the hostiles. Hopefully with the sov changes, the changes to null sec ores, and the observation array and even the changes to structures this will result in docking up no longer being a dominant strategy.

But still, I'm pretty sure AFK cloaking will go away.

"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

unimatrix0030
University of Caille
Gallente Federation
#486 - 2015-04-27 19:29:40 UTC
I don't like the idea of a structure to pinpoint cloak users.
If it is just for the so called afk cloakers, then it is unneeded. Those afk-cloaker whiners need to grow a pair.
No local in w-space and still we survive. Even PVE-ers survive. And most of the ways they do that can be used in k-space if local would be gone. More effort? yes but more player activity.
Even the hunter will need more effort but they will be more active also.
Null sec is to safe anyway. Any alliance with half a brain has intell channels wich will make people safe up 5 jumps away.
And that is by experiance in a lot of null sec roams. These days only renter and newbie alliances can be caught.
And cyno's are so local these days that you already saw them coming in intel.
Any structure that automates that without player interaction is bad.
In fact no local would be the best and easiest way to solve the afk-cloaker problem. No structure needed.
And if you readly want a cloak pinpointer, set it that it only detects cloaked ships with a cyno module... .
This would be a nice compromise for only in k-space, though i would rather not have it changed except removing local:
Quote:
Detecting a cloaker should be more work than just pressing a button, so a pulse that decloaks everything in system should also disable d-scan and probes and freeze local for 20 seconds. This would allow de-cloaking someone you know to be on grid with you to be a thing and afk cloakers dont cloak back up when d-scan and probes come back online but does so without advertising the presence of an active cloaker to everyone in system.

But still i don't believe this would make people hunt the afk cloakers.And it would increase the safety for null rater way to much, they will become uncatchable.

I do like the idea for d-scan disruption and ship intelligence disruption .
Maybe a structure that changes d-scan window to ship classes only. Or one that makes d-scan range smaller or that makes that you need to d-scan in directions less then 90degrees to get a result .
In any case people need to see that there info is inderdicted.
Maybe a way to counter it with a ship module?No counter for this would make it safer to rat in null then in high sec!

Player tracking sounds a bit to easy, less player interaction for more intell seems going the wrong way.
Though maybe if someone would be at the controls of the structure marking wich player to follow , that might be a good idea.
Then you can link ceveral of those units together, making it possible to follow people.
Though when the player at the controls disconnects from the structure, the trace gets lost. Also when connected there should be no structure protection for the connected capsuleer.
Other then that it can take over the agents system, though preferable with more player interaction.

No local in null sec would fix everything!

unimatrix0030
University of Caille
Gallente Federation
#487 - 2015-04-27 19:34:01 UTC  |  Edited by: unimatrix0030
Gates in wormholes is an Absolute NO. Unless they are in-system gates.
Defenders in larger systems could use them to get ahead of enemy fleets.
But maybe add a counter: bubbles placed between the start and endpoint can distrupt that .
Acceleration gates to deadspace pockets would also be good, but might be overpowered in terms of safety.

Altering wormhole spawning behaviors only adding number of spawns not changing where to. So adding more connections to the system, going where ever.
The randomness of wormholes needs to be kept!

Changing system atributes like the wormhole effects might be good, though a time limit(fuel and or max timer) should be kept or people will keep that up all day long .
And by that forcing use of some doctrines in systems.
Maybe also limit the range of it if possible.In any case we need the effect to be shown in game , not like in wormholes that you need to look it up on a webpage.
Maybe a system like the info you get in incursions?
In null or low extra gate to other null/low systems is ok. Though maybe do a limiting thingy like fuel or maximum mass maximum gates per system, to avoid breaking down the mobility solution the jump fatique was.
Or maybe no caps trough it.
Modifing system move and warp behaviours might be interesting especialy if you make it class depended like make battleships slingshots, or capital swingshots.
Though maybe also with warm up timers to prevent abuse. It will be very hard to balance since it can be used to increase safety.
And ABSOLUTLY NO wormhole stabilisers or closers, that would be to easy to game and impossible to balance. It would just destroy w-spaces main atraction , the randomness.
Besides it is only wanted by null sec dudes who are to lazy to scan properly and make things a lot safer for them.
Any structure that automates that without player interaction is bad.

Also no local module in w-space, absolutly not. That would be the worst idea ever.It would kill one of the main features of wormholes!
What would be good is remove local from null sec and bring it back with a structure that dies fairly quick and is not easyly replaced so that null ratters can't just replace them right after the people who destroyed it left.
Because that would remove the purpose of it.
The easy passive intell called local should disapear in my opinion!
Other observation arrays would be good in null, only they ,need to have player interaction.
Example, a camera obeservation array on a gate. You need to have someone connected at a other structure(preferably same system) to have it active.
It can replace cloaky scouts on the gates. Downside, you can't warp to that and someone need to "man" it. Upside, maybe the scout can cycle through some number of those in a system.
Would be to overpowered if that is not in the same system.Also the person manning the camera should be attackable.

Structure to close down gates, make em one direction or jump limitation(size of ships, how much time between jups,class of ships,... ) and countermeasures would be some ideas.But i have no idea how to make those balanced so that people do not get more security.
Watch list jamming might also be a good idea, only mutual contact would always need to see each other(keeping the social aspects).

It would be fun to make all null sec gates destroyable, and in case all gates are destroyed, people should be able to get back in by wormhole and need to rebuild the gate system.
Getting locked out would also make it safer from other null sec entities as a trade off .
Or maybe npc's rebuild the gates when left fallow.

Cyno jammers, cyno dampers(needing to get closer to be able to jump), cyno focuser (jump a little bit further but with bigger fatigue) are also some ideas.

No local in null sec would fix everything!

Teckos Pech
Hogyoku
Goonswarm Federation
#488 - 2015-04-27 22:46:46 UTC
unimatrix0030 wrote:
Gates in wormholes is an Absolute NO.


Hahahahaha....double standard noted. Roll

How about this, lets make it so k-space can turn off the gates periodically? Roll

"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

Teckos Pech
Hogyoku
Goonswarm Federation
#489 - 2015-04-27 22:55:04 UTC
unimatrix0030 wrote:
I don't like the idea of a structure to pinpoint cloak users.

[snipped to save space]



I don't like that one either. I did think the idea of having cloaked ships be probable after a given time interval in system would be good.

The decloaking pluse? Not a fan at all.

Quote:
No local in w-space and still we survive.


How about we put a gate on that worm-hole and then see how you do...and no you can't close it. And make it so everyone entering system can see that gate, warp to zero and jump on through. And it stays functional so long as the server is running? Then we'll see how you like the hole you live in with people able to come in at will in cloaked ships.

Oh...and how about letting covert cynos work too? We'll let the regular cyno slide. P

"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

Kiokan Voluva
Aurelian Industries
#490 - 2015-04-28 10:36:26 UTC
How about giving the observatory array the ability to increase the scan strength of your Corp, I'm mainly thinking about w-space. This would help with scanning new sigs and potential enemies. Of course it would have to be balanced carefully, but it could give a small advantage both in defense and logistics in your own wh.
Aivlis Eldelbar
State War Academy
Caldari State
#491 - 2015-04-28 15:28:13 UTC  |  Edited by: Aivlis Eldelbar
Kiokan Voluva wrote:
How about giving the observatory array the ability to increase the scan strength of your Corp, I'm mainly thinking about w-space. This would help with scanning new sigs and potential enemies. Of course it would have to be balanced carefully, but it could give a small advantage both in defense and logistics in your own wh.


You want even more sensor strength? I hope this doesn't happen, probing is already easy enough.
Reaver Glitterstim
The Scope
Gallente Federation
#492 - 2015-05-10 17:18:29 UTC
afkalt wrote:
No-one gets to "afk defend" by virtue of spending isk. It is the antithesis of how the game should work, you don't get to buy protection - you make it yourself with ACTIVE players.

Imagine if someone posted "I should get to spend isk to make me all but impossible to gank in my freighter, even though it's already stupid hard to gank. To balance it, a bunch of people can RF and maybe destroy the protection over a period of days. This will totally make my ship vulnerable and completely balanced". That's pretty much what you'd be asking for here.

At BEST the level of safety at maximum level should be equivalent to today.

Not only is this off-topic, but it is in fact exactly how EVE works. Every renter alliance is buying safety. That's the way it's been since BoB was the dominant force out there and that part of it is not going to change.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Teckos Pech
Hogyoku
Goonswarm Federation
#493 - 2015-05-10 17:30:57 UTC
Reaver Glitterstim wrote:
afkalt wrote:
No-one gets to "afk defend" by virtue of spending isk. It is the antithesis of how the game should work, you don't get to buy protection - you make it yourself with ACTIVE players.

Imagine if someone posted "I should get to spend isk to make me all but impossible to gank in my freighter, even though it's already stupid hard to gank. To balance it, a bunch of people can RF and maybe destroy the protection over a period of days. This will totally make my ship vulnerable and completely balanced". That's pretty much what you'd be asking for here.

At BEST the level of safety at maximum level should be equivalent to today.

Not only is this off-topic, but it is in fact exactly how EVE works. Every renter alliance is buying safety. That's the way it's been since BoB was the dominant force out there and that part of it is not going to change.


Not only that, but you do, in part, defend by spending isk. Currently TCUs and IHUBs are the primary first line of defense. Those get hit, then you form up for defense...or not. They are also the initial targets as well.

"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

viverxia
KarmaFleet
Goonswarm Federation
#494 - 2015-05-11 15:31:15 UTC
Just gonna throw in my opinion so it can be noted-

Observatory should not be able to massively disrupt legit uses of cloaking ships.
Runners, Bombers, Cloaky T3 gangs, BLOP's fleets should be able to move around and set up their runs.

But AFK cloaks should be disrupted. Its a cheap and broken mechanic that allows a group to sit and disrupt a system with no risk to themselves.

Legit users of cloaks are risking their isk and a quick run home by engaging in PVP and therefore creating content. For them the game should remain the same. AFK users just remove content for the "bears" and spoil the reputation of cloak users all over.

I'd love to see a sonar style detection system, where the tower sends out constant "waves" kinda like a giant probe. Legit cloak users caught by the wave will not be caught immediately and will be able to move before another wave hits, Making it much harder for the system to pin point them before they strike. On stationary ships these waves quickly build up like probe strength until scan completes. Allowing a user at the tower to warp him or a small fleet to the location using a gate structure.

On Moving users this "wave strength" will build up much much more slowly.
Perhaps a new indicator on the hud could show a "scan strength" to show them that they are under the effects of a Observatory, and when the scan will be completed.

Obviously the mechanics, strength of the waves and their timings would be completely under CCP's discretion.
But thats my 2 cents.
Nikk Narrel
Moonlit Bonsai
#495 - 2015-05-11 16:03:58 UTC
viverxia wrote:
...

But AFK cloaks should be disrupted. Its a cheap and broken mechanic that allows a group to sit and disrupt a system with no risk to themselves.

...

I appreciate this is how YOU see the issue. Truth be told, it is something we get to hear often enough.
Almost always from someone, who through no fault of their own, is using incomplete information to draw conclusions from.

First, the cloak is a vital method allowing players to go AFK, most specifically in otherwise hostile space.
Logging out is not always the best answer, as anyone sitting in a POS or outpost can also confirm.
Should this method of being AFK have less impact on gameplay for others? Perhaps, but cutting it off from allowing AFK options is probably not a good aspect.

Actual covert cloaks, these are intended for more direct play, and have more abilities as such.
I would suggest they perhaps have a mode to allow them to operate in AFK safe mode, as well as active play.
The active play aspect allowing more function, as well as opening up options to interact with these arrays.
Reaver Glitterstim
The Scope
Gallente Federation
#496 - 2015-05-11 18:16:15 UTC  |  Edited by: Reaver Glitterstim
I have an idea, sort of based on something from the vampires of RavenBlack city: what if when a cloaked ship remained cloaked for a long enough period of time without warping, it would enter a deepened cloak state in which it would stop moving and disappear from local and also become unable to be de-cloaked from having a nearby ship or object, but it would require, say, 15 seconds of time to exit deep cloak, during which time it would remain immobile and cloaked but would reappear in local.

This would make AFK cloakers cease to scare the locals, allowing people to come out of their hidey-holes and be in space. It would also grant some people a new way to ambush players, but not without there being a way to defend against it.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Nikk Narrel
Moonlit Bonsai
#497 - 2015-05-11 18:30:26 UTC
Reaver Glitterstim wrote:
I have an idea, sort of based on something from the vampires of RavenBlack city: what if when a cloaked ship remained cloaked for a long enough period of time without warping, it would enter a deepened cloak state in which it would stop moving and disappear from local and also become unable to be de-cloaked from having a nearby ship or object, but it would require, say, 15 seconds of time to exit deep cloak, during which time it would remain immobile and cloaked but would reappear in local.

This would make AFK cloakers cease to scare the locals, allowing people to come out of their hidey-holes and be in space. It would also grant some people a new way to ambush players, but not without there being a way to defend against it.

This makes more sense to me.

Although I am still looking forward to local being more directly affected by items in the game, as it in turn clearly affects player behavior.
Justin Cody
War Firm
#498 - 2015-05-12 01:47:50 UTC
CCP Ytterbium wrote:
Hello people,

We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.

This particular thread is going to focus on Observatory Arrays and Gates.


  • Observatory Arrays focus on intelligence gathering and disruption tools, like tampering with Star Map filters, D-scan disruption, ship intelligence disruption, player tracking capabilities or being able to pinpoint cloak users

  • Gates focus on movement, like warp speeds, agility and mass in the system they're deployed, affect jump capabilities, alter ship movement inside a solar system, allow vessels to travel to other solar system and modify wormhole behaviors.



No to pinpointing cloaked users. This is will get abused as a mechanic. The rest is fine...no I don't care if it takes a minimum of *insert arbitrary number* arrays to pinpoint a ship. Cloaks are the counter to probes and giant fleets of ganking frigates and masses of bubbles everywhere. They don't need a counter to the counter. This is an unnecessary escalation that caters to bears and null sec 'safe' ratting systems.

Its already hard enough to catch ratting carriers as it is now when they can lay down 3,000 dps on your interceptor...but now people won't even be able to disrupt their activities with a cloaked character. *shakes impotent fist*

Gates: Affect Jump Capabilities - like how?

  • Reduce Cooldown?
  • Increase Range (for 1 jump)

Gates: Affect Ship Movement - like how?
Gates - Better Than Jump Bridges? - Maybe force ships to carry own fuel for gate use (100 LiOx per jump)
Gates - Standings - Disallow light blues/neutrals and hostiles from use.


  • MWD or AB bonus (not both)
  • Agility or Mass (not both)
  • Warp Speed Factor Increase (+1 to class level) - Frigate ->Inty-Inty+2.5AU.sec (10AU/sec top base warp speed)


Gates - Deploy-able in W-space?

  • Apply Any bonus to "nude" system (no bonuses present currently) at a discounted rate.
  • C1 & C2 get C1 bonuses, C3 gets C2 bonuses, C4 gets C3 bonuses, C5 gets C4 and C6 gets C5
  • Escalate bonused systems current bonuses by 10% with no change in penalties.
  • Gain +1 J-Space Static WH (excluding Thera maybe although it would be interesting)
  • Gain +1 K-space Static WH (C6 with C5 & High Sec Statics)


What are the maintenance requirements on deployed gates?
Fuel Per Jump?
Fuel Per WH spawned?

Gate W-Space/K-Space Meta Abilities

  • Increase Maximum Mass of all WH's spawning in system by +1,000,000,000 Kg
  • Increase Maximum jumpable Mass +300,000 Kg
  • No Polarization Timer Created on Gate's side.


Thats all I got.
viverxia
KarmaFleet
Goonswarm Federation
#499 - 2015-05-12 16:31:19 UTC
Nikk Narrel wrote:

I appreciate this is how YOU see the issue. Truth be told, it is something we get to hear often enough.
Almost always from someone, who through no fault of their own, is using incomplete information to draw conclusions from.


When you have an entire pipe of industrial systems unable to be used because a group of people have been told to sit and camp them out you quickly learn to hate them.
I am a miner, Industrialist but also a logistics and bomber pilot (on occation)
I know that cloaks have a use but i also know when they are being abused.

Nikk Narrel wrote:

First, the cloak is a vital method allowing players to go AFK, most specifically in otherwise hostile space.
Logging out is not always the best answer, as anyone sitting in a POS or outpost can also confirm.


And a "building" detection system shouldn't effect players who are going to bio or need to answer a door. But spending hours cloaked in one system? Maybe you should have planned your roam better.

Nikk Narrel wrote:

Should this method of being AFK have less impact on gameplay for others? Perhaps, but cutting it off from allowing AFK options is probably not a good aspect.


If your going AFK for that long you should just use your safe log off timer and log out.

Nikk Narrel wrote:

Actual covert cloaks, these are intended for more direct play, and have more abilities as such.
I would suggest they perhaps have a mode to allow them to operate in AFK safe mode, as well as active play.
The active play aspect allowing more function, as well as opening up options to interact with these arrays.


Including a "passive" mode to this game would be a better boon to the people who are for this measure than against.

I don't see why this game gets a pass from idle timers where most other mmo's don't. I know some operate them to server stress but i don't think any reason is strong enough to allow a mechanic like this to exist.

And i think the Dev's might have gotten the balls to realize that too.

Whatever happens, I am one for creating content and not restricting it. Provi is constantly full of content and i enjoy the battles we fight on a nightly basis. With the choices the Devs are potentially making on Local, D-scan and even cloakys i feel that this game is moving to a better state and not a worse one.
Nikk Narrel
Moonlit Bonsai
#500 - 2015-05-12 17:31:02 UTC
viverxia wrote:
Nikk Narrel wrote:

I appreciate this is how YOU see the issue. Truth be told, it is something we get to hear often enough.
Almost always from someone, who through no fault of their own, is using incomplete information to draw conclusions from.


When you have an entire pipe of industrial systems unable to be used because a group of people have been told to sit and camp them out you quickly learn to hate them.
I am a miner, Industrialist but also a logistics and bomber pilot (on occation)
I know that cloaks have a use but i also know when they are being abused.


Here is where you either skip or gloss over an aspect, which I am frustratingly aware of.

I am a miner above and beyond other details.

With corp / alliance rules, myself and others are often under orders to get safe, and stay under cover, while any hostile is listed in system.
THAT is the frustrating part for miners, being directed to stop play.
Is the expectation that they could win? No, and that is where I feel the best direction for change exists. The belief that a miner can only expect to lose is a lousy incentive to interact with opposing players.

But, that is ONE side, the one you already pointed out.

The other side is this: As a miner, I can get safe before an arriving hostile can react. Sure, I have to actually play the game, and prepare as well as pay attention. But if that is too much for me, I can go back to high sec where the dynamics work differently.

If we limit the opportunity window for a hostile to attack the mining player, then we have to consider making it possible for the hostile to still succeed, despite their more limited opportunity.

It's a stalemate because it is TOO balanced now. Let's not simply hand one side or the other a win by default.

viverxia wrote:
...snipped...

....Whatever happens, I am one for creating content and not restricting it. Provi is constantly full of content and i enjoy the battles we fight on a nightly basis. With the choices the Devs are potentially making on Local, D-scan and even cloakys i feel that this game is moving to a better state and not a worse one.


A positive attitude is great, just remember this game is about accepting as many play styles as possible, not simply pushing people into a dominant one for convenience sake.

The roam and the blob may be popular, but for offensive options they should never be considered enough to be satisfied with for everyone.