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The bad mechanics of high sec ganking

First post
Author
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#101 - 2015-10-01 20:10:51 UTC  |  Edited by: Scipio Artelius
Christopher Multsanti wrote:
Leto AramausA ship that is undocked and traveling is exposed to risk more than a ship that is docked most of the time.


How in the actual **** is that "clunky mechanics" ??

Are you trolling?

"Imbalance in exposure"?? NO SH*T.

Seriously get a brain.
[/quote wrote:


You also. Bong Down.

Clunky mechanics are the fact you can take down a freighter in high sec and that freighter has less defensive options than one in null sec.

Re-read OP and come back. Then disagree with the above line with a straight face. I dare you. I Double dare you.

The only time I have seen a Freighter in nullsec (not a Jump Freighter, but straight Freighter) we killed it.

Actually, I tackled it with my interceptor as I passed it in travel just by chance. About 5 minutes later my fleet arrived (had already stood down from our roam, so quickly reformed) and we began killing it. However we were interrupted by a larger fleet, who also spotted it in travel, and they got the final kill and loot.

Freighters don't travel in null or low generally. The risks are much greater.

There might be situations within an Alliance's sov space where they feel secure enough to get a freighter to and from a jump bridge, but Freighters flying through null/low and using gates just doesn't happen because they are not very defendable. Seriously, any alliance big enough to defend one just uses a jump freighter, which is quicker, so less boring for the support, and much safer.

In general, Freighters are much less defendable in low/null than they are in highsec:

- in highsec a freighter can dock in any station, in nullsec if you are suggesting they travel any reasonable distance they probably can't dock at all for most of that

- in highsec, only dedicated gank groups will attack a freighter, in low/null everyone will attack it

- in highsec, it's easy to watchlist the main ganking and bumping Corpd/Characters and scout the route to see where they are. In low/null every single ship you see is a concern because they can and will, all attack it.

I really wish more Freighters just travelled through low/null. But it doesn't happen because the risks are too great.
Christopher Multsanti
Hedion University
Amarr Empire
#102 - 2015-10-01 20:29:33 UTC  |  Edited by: Christopher Multsanti
Scipio Artelius wrote:
The only time I have seen a Freighter in nullsec (not a Jump Freighter, but straight Freighter) we killed it.

Actually, I tackled it with my interceptor as I passed it in travel just by chance. About 5 minutes later my fleet arrived (had already stood down from our roam, so quickly reformed) and we began killing it. However we were interrupted by a larger fleet, who also spotted it in travel, and they got the final kill and loot.

Freighters don't travel in null or low generally. The risks are much greater.

There might be situations within an Alliance's sov space where they feel secure enough to get a freighter to and from a jump bridge, but Freighters flying through null/low and using gates just doesn't happen because they are not very defendable. Seriously, any alliance big enough to defend one just uses a jump freighter, which is quicker, so less boring for the support, and much safer.


Well done, you tackled a freighter in null sec and let someone else kill it.

Like most people, you are missing the point. If jump freighters didn't exist, which they never used to, and you had to take a freighter 10 jumps through your own alliance space. You would still have better defensive options than you would in high sec.

You can actively kill hostiles before they get anywhere near your freighter in null sec. You do not have that option in high sec.
Vic Jefferson
Stimulus
Rote Kapelle
#103 - 2015-10-01 22:00:01 UTC
Christopher Multsanti wrote:
You would still have better defensive options than you would in high sec.

Okay, cool. Go live in null then. Nothing bad ever happens there. Pirate


Quote:
You can actively kill hostiles before they get anywhere near your freighter in null sec. You do not have that option in high sec.


People still manage to lose JFs in null and low to hilariously preventable shenanigans.

If there was no ganking in Hi Sec, then the opportunity cost for hauling would be zero, which would result in even worse profit margins, as well as no way to differentiate a good hauler from a bad one, which makes for a really bad game. It is imperative that ganking remain a thing that can happen in Hi Sec, for the health of the economy and content generation.

Echoing many others, if they have 40 players and you have one, they should win. It would be a hilariously terrible game if the efforts of one player could trump 40 coordinated ones.

Here's a challenge. You don't like gankers? Ok. Let's use emergent gameplay to sour their day. rather than hiding behind mechanics. Get everyone you know that also doesn't like gankers, unite them under a single banner. Everyone makes a new alt, and issues hauling contracts to them - just as long as it is wrapped properly so when they cargo scan you, you appear potentially juicy, but in fact have like...a can of quafe in a cargo can. Put the contract contents into a t1 hauler, and set the biggest waypoint autopilot route you can through every notorious choke system, and release your alt into the wild on autopilot. You have made a decoy.

Now, if enough of these decoys get released, eventually actually careless players will be safer, and you could potentially frustrate the vexors that kill said t1 industrials; why are so many of my ganks decoys? They don't get actual loot, they don't get actual tears. You have just taken the fight to them, just with an awfully circuitous method. Costs like 6 clicks and like, 4m isk tops.

But again, I see that as academic. It would be interesting if you could roll with the idea and make it work, but good luck herding cats.

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

Christopher Multsanti
Hedion University
Amarr Empire
#104 - 2015-10-01 22:57:06 UTC  |  Edited by: Christopher Multsanti
Vic Jefferson wrote:
Echoing many others, if they have 40 players and you have one, they should win. It would be a hilariously terrible game if the efforts of one player could trump 40 coordinated ones.


You're right your just an echo of what other people say. Why even post? I guess people who like want to be CSM like the sound of their own voice.

If your freighter has a support of fleet of 30 Catalysts and 10 guardians v 1 bumping Mach and 40 catalysts they would not be able to save the freighter from being ganked in High sec. You like so many others have failed to realise that no one is saying that one ship should be able to defend itself against a 40 man fleet.

Vic Jefferson wrote:
Okay, cool. Go live in null then. Nothing bad ever happens there. Pirate


I do live in null sec and I don't fly freighters. But High Five....

PS: arguing that people hauling will be completely safe without high sec ganking is mute because, war decs. If you want to shoot people in high sec, including juicy freighters, pay the fee and wage war. And also if you are going to mention that some people cannot be war decced then again as I have already said, there are ways to fix that.
David Mandrake
Center for Advanced Studies
Gallente Federation
#105 - 2015-10-01 23:26:20 UTC
Serendipity Lost wrote:
I'm all for ganking, I'd just like the beach ball mechanics to be removed from freighters. I don't want collision damage, but when a weeeee little subcapital bumps a capital ship, it should mostly bounce off and the capital should should only be affected a small amount. (Imagine throwing a ping pong ball really hard into my forehead - I'm not going to go flying across the room.... my head is just too dense compared to the ping pong ball)


Less like a ping pong ball and more like a baseball or something (which will cause your head to move). To give an example of numbers, a Providence has a mass of 900 million kg. A Machariel has a mass of 94.7 million kg. Fit with a 500mn MWD, it will then have a mass of 144.7 million kg, which is a decent fraction of the freighter's mass. Any sort of impact between those two bodies would have a fairly large impact on the larger body (which is also why bumping doesn't cause damage; realistically the kinetic damage from such an impact would destroy the bumper and the freighter, and you'd probably see gankers just fit out a cheap T1 battleship for speed and make suicide runs on expensive freighters).

Christopher Multsanti wrote:


You're right your just an echo of what other people say. Why even post? I guess people who like want to be CSM like the sound of their own voice.

If your freighter has a support of fleet of 30 Catalysts and 10 guardians v 1 bumping Mach and 40 catalysts they would not be able to save the freighter from being ganked in High sec. You like so many others have failed to realise that no one is saying that one ship should be able to defend itself against a 40 man fleet.


Just wait for CONCORD to kill them and make that entire support fleet logi.

Or just get creative. A suicide, smartbombing battleship landing on the Catalysts will likely destroy all of them rather quickly (they have zero tank when gank-fit), well before CONCORD will arrive.

Or just do what others have said, scout ahead; use information you have available and figure out if jumping in to a system is a good idea or not. Back when I hauled I'd have Dotlan's radar feature up so I could see recent kills, as well as planning my route through it's navigation tool so I could see if there were any unusual spikes on my route. If it didn't look safe, I didn't go in to the system and I waited it out. I also sprinkled safes and other bookmarks along my common routes so that I'd have a lot of options if I did run in to a bad situation, and I didn't leave my freighter out in space when it didn't need to be - if I was scouting ahead, it was docked at a station. It was a little bit more of a pain than a lot of people go through, but that's why they were the ones dying. I also didn't have a support fleet with me... but to be honest, if a few dozen players are getting together to kill you, you've got no right to expect to live no matter what you're flying and you either have to bring more friends (which, 40 logi is going to make a Freighter hard to kill just about anywhere), or just try not to put yourself in a situation where a few dozen people are going to try to kill you. It's not hard.

And I mean, sure. Eventually you might make a mistake or things happen and you die. But it's Eve. Don't fly what you can't afford to lose, and if you're doing something to make money - make sure there's enough profit in it to pay for the occasional loss. If there's not, maybe you should try a different profession. There's plenty of ways to make money in the game, they don't all involve flying gigantic targets mindlessly through space. Unless you just like flying freighters - which, hey, to each their own. But, again. This is Eve. If you fly something, eventually you're going to lose it. Even with all my precautions I still gave my freighter/Orca snarky names so I could poke fun at whoever ganked it.
Joe Risalo
State War Academy
Caldari State
#106 - 2015-10-01 23:31:15 UTC
Again, my only issue with this is the bump mechanics.

I have no issue with ganks, spanks, or pranks.

What I DO have a problem with, is that a Mach can bump a freighter with no consequence for 30 minutes (I've seen longer) so that the gank fleet can de-aggro, kill another freighter, de-aggro, and then come to pop this freighter.

Meanwhile, the options you have are

Webs - helps but isn't perfect, and doesn't work once the freighter has been bumped.

Scouts - Only viable if there is something to scout. Just because there's not a Mach on either side of a gate, doesn't mean a Mach can't be there by the time a freighter starts warp.

Don't fly a freighter - It's laughable when people suggest not doing something as a way to address an issue. (Why is not playing a game always a suggestion??)

Logistics - This is a laughable attempt at countering a gank. Bring 1 more destroyer for each logi ship and you can alpha through rep cycles.

Preemptively gank the Mach - Those who are willing to defend a freighter are not willing to take a Sec loss for ganking.
This is kinda like suggesting Israel Nuke Iran before they Nuke them.


Point is, the most effective way to counter a gank is to take out the bumper. There needs to be a mechanic to support this.
I revert back to the option of bumping giving a suspect flag.
HOWEVER, it has been mentioned that this would cause all kinds of issues, especially outside of stations.
My suggestion for this, perhaps the suspect flag is occurred after, say 5 bumps of the same target within a certain time span (1min?).
This alleviates the concern for station undocks, gives the bumper a bit of opportunity to knock the target, but also gives players a means of countering a gank at the source.

As far as quick ganks (ganks that have no bumps, other than the gank hulls themselves bumping the target), this is quite a bit more difficult to pull off, and is fine in my book.
Joe Risalo
State War Academy
Caldari State
#107 - 2015-10-01 23:38:23 UTC  |  Edited by: Joe Risalo
David Mandrake wrote:

Or just get creative. A suicide, smartbombing battleship landing on the Catalysts will likely destroy all of them rather quickly (they have zero tank when gank-fit), well before CONCORD will arrive.


That's a terrible option.
Not because it wouldn't work (though I don't think it would work that well), but for several other reasons.

1) 5-6km range - not much and likely won't take out much.

2) It's VERY difficult to accomplish this in the short time it takes to pull off a gank.

3) If the bump ship is still on grid (which they likely are) you have done nothing but get yourself blown up and slow the gank down by 18 minutes at best.

4) What you'd destroy vs what you'd lose wouldn't be very effective on your part. Maybe you get 5 destroyers (8 at best), but you'd lose a SB battleship. Likely a 5-1 or greater loss ratio on your part.

5) You shouldn't have to resort to criminal acts in order to stop criminal acts.

7) If you pop a pod, you're F'd as far as standings go.

8) The gankers will gank anything near their target, if they even think that pilot might try to stop them or take loot from the wreck.
They would definitely pop a BS for coming near their target.
Kaarous Aldurald
Black Hydra Consortium.
#108 - 2015-10-01 23:40:30 UTC
It takes a very special kind of person to be as wrong as the OP.

Best of luck with that. By the way, WoW is ----> that way.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kaarous Aldurald
Black Hydra Consortium.
#109 - 2015-10-01 23:42:25 UTC
Joe Risalo wrote:

5) You shouldn't have to resort to criminal acts in order to stop criminal acts.


You don't. Just use webs to get out of it, it's a grossly overpowered trick. But if you want to deal with the bumping, which is explicitly NOT a criminal act, you will have to act preemptively, by ganking him.

You just have to show enough backbone to accept the same consequences as gankers do. If you aren't willing to do that, you deserve the Wonka Bonus Prize.

You get nothing.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Vic Jefferson
Stimulus
Rote Kapelle
#110 - 2015-10-02 00:12:01 UTC
Christopher Multsanti wrote:
If your freighter has a support of fleet of 30 Catalysts and 10 guardians v 1 bumping Mach and 40 catalysts they would not be able to save the freighter from being ganked in High sec. You like so many others have failed to realise that no one is saying that one ship should be able to defend itself against a 40 man fleet.


Okay, if you have your own 40 man fleet, why would you field that roster? Change your tactics if you know one thing doesn't work.

Bring your own counter-bumpers. Yes, you can actually counter-bump a freighter into warp, or bump the bumper(s). I would be pretty shocked if 10 machs couldn't thwart the efforts of 2-3.

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

Amber Starview
Doomheim
#111 - 2015-10-02 00:56:28 UTC
Bumping and concord are stupid ....bumping is just lame and we killed a lot of stuff by bumping it from one place to another it just feels cheap to me anyway .
Concord is just bad and should probably be removed and replaced with some Ingame mechanic so players could do it and defend dangerous high sec space without breaking the law giving everyone more PVP ...everyone happy now ? 😁


Joe Risalo
State War Academy
Caldari State
#112 - 2015-10-02 01:01:54 UTC  |  Edited by: Joe Risalo
Amber Starview wrote:
Bumping and concord are stupid ....bumping is just lame and we killed a lot of stuff by bumping it from one place to another it just feels cheap to me anyway .
Concord is just bad and should probably be removed and replaced with some Ingame mechanic so players could do it and defend dangerous high sec space without breaking the law giving everyone more PVP ...everyone happy now ? 😁




If you leave HS security in the hands of players, then you have no HS security.

Very few players would care to be HS space police, and many more would prefer to shoot you and the guys shooting you.
Not to mention, if you leave it up to players, then there's no reason to bump you or to wait for criminal flags to CD.
It would basically be low sec...
Amber Starview
Doomheim
#113 - 2015-10-02 03:31:12 UTC
Hmm I Think players given the right tools could do better than concord as they should not be fooled repeatable by the same tactics and may actually add challenge to a part of the game that is pointless
Concord is just a ISk sink it prevents nothing I'm unsure why people like it surely a more fluid ,intelligent enemy would benefit gameplay ? Cop chases lol ,escapes ,spying ... I dunno but npc concord adds little except somehow magically appearing and having magic ships

Just thoughts don't hate ,appreciate 😁

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#114 - 2015-10-02 03:37:43 UTC  |  Edited by: Scipio Artelius
Christopher Multsani wrote:
Well done, you tackled a freighter in null sec and let someone else kill it.

I woz afraids for me lyfe governor. They woz bigga and badda en me.

I hads to run.

Got on the kill mail though. \o/

All sarcasm aside. By this point, if the best available is to simply attack people posting counter arguments, rather than discuss the points, it would seem the argument for the idea has been lost. Surely there is merit in the idea that can be used to counter posts?
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#115 - 2015-10-02 03:50:59 UTC  |  Edited by: Scipio Artelius
Christopher Multsanti wrote:
Like most people, you are missing the point. If jump freighters didn't exist, which they never used to, and you had to take a freighter 10 jumps through your own alliance space. You would still have better defensive options than you would in high sec.

You can actively kill hostiles before they get anywhere near your freighter in null sec. You do not have that option in high sec.

Not missing the point at all, just making a counter one.

I understand perfectly that based on a theoretical look at the mechanics, Freighters in null/low look more defendable than in highsec. However in practice, that just isn't the case.

If it was the case, we'd actually see it. Jump Freighters exist in order to make hauling safer, not just as a more convenient alternative.

Theory is great and all, but if it doesn't match reality, then it's very limited.

Saying that Freighters are more defendable in low/null because you can shoot the opposition is true in theory, but in practice they are less defendable because of the reasons I outlined in the previous post (ie. Everyone will attack the Freighter, not only gank groups; Scouting a route works only to the extent that it is clear when it's scouted, interceptors align and warp much faster than Freighters so the risk that someone else will come along while you are travelling is high; hot drops on Freighters would be common if Freighter movement in low/null was common, etc.).

Since Phoebe there has been at least one Super Capital/Titan kill every single week.

If you think defending a billion ISK Freighter is easier in low/null when 100 Billion ISK Titans are dying regularly, then there is something wrong simply because common sense says that doesn't seem right.

So yeah. Theory is great and all, but where are the Freighters and how many Freighter movements happen safely in highsec, lowsec and nullsec?

The numbers alone indicate that highsec is safer because people won't take their Freighter in low or null.

As a result, it would seem there is something wrong with the theory.
Zimmer Jones
Aliastra
Gallente Federation
#116 - 2015-10-02 03:53:21 UTC  |  Edited by: Zimmer Jones
I'm amazed and amused that this thing is still going, are you paying these guys?

Been laughing all the way through, so heres another of the winners i barf out like pez: concord just tracking disrupts all on grid gankers into uselessnee instead of popping them. successful gank, lose your ships, otherwise get treated like naughty kids.

Another pellet of distilled bad: Concord webs anyone colliding at high speed. traffic saftey citizen.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Iain Cariaba
#117 - 2015-10-02 05:18:14 UTC
Joe Risalo wrote:
Point is, the most effective way to counter a gank is to take out the bumper.

This is incorrect. The most effective way to counter a gank is to simply be smart enough to not make yourself a target.

If you scout the gate, see a Mach on the gate, and jump a freighter through anyway, then it is entirely your fault you got bumped and ganked.
If you didn't scout the gate and jump a freighter through anyway, then it is entirely your fault you got bumped and ganked.

Regardless of your opinion on ganking or bumping, the fact remains that it is entirely possible to avoid becoming a victim of either of those activities. If people would stop being dumb ***** when they fly loot pinatas, then therE wouldn't be this imaginary "problem" with bumping and ganking.

Here's a suggestion. CCP needs to implement a filter that automatically blocks threads like this one and gives the people who try to post them a 24hr criminal timer in game.
baltec1
Bat Country
Pandemic Horde
#118 - 2015-10-02 05:57:45 UTC
Christopher Multsanti wrote:


You can actively kill hostiles before they get anywhere near your freighter in null sec. You do not have that option in high sec.


Not only do you have that option in highsec but you can also turn a profit doing it.
Christopher Multsanti
Hedion University
Amarr Empire
#119 - 2015-10-02 07:59:43 UTC
It's interesting that people are defended this so hard because meh sandbox! According to them, the sandbox only exists because of high sec ganking.
Tabyll Altol
Viziam
Amarr Empire
#120 - 2015-10-02 08:18:26 UTC  |  Edited by: Tabyll Altol
A few hint´s to prevent it :

-Support Fleet
- Don´t carry too much value at once
- Be smart and have a scout


But to make such post go away CCP should ban all (yes all) Capital sized ships from Highsec.

-1