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CSM7 Summit Topic: Null Sec

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Author
Frying Doom
#341 - 2012-06-01 11:07:12 UTC  |  Edited by: Frying Doom
Thanks for the reply I wasn't expecting it.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Lord Zim
Gallente Federation
#342 - 2012-06-01 12:33:24 UTC
Frying Doom wrote:
Every corp I have been in with the exclusion of IT had either been in Null just to be kicked out again or could not find a foot hold or just found it down right unprofitable.

Null is risky. vOv

Frying Doom wrote:
One player I ran into was heavily into PvP he had 4 or more accounts, if you attacked his bait character the other would show up and if you started to defeat him he would quickly light a cyno and drop a carrier on your head. This would be alright but by the time the rest of your force got there he had enough cap to jump back out. This naturally occurring after your death. So he had little risk to his carrier.

Except if you'd been better prepared, with a cyno and someone else on a titan or a dread or two, then his carrier would be toast.

Frying Doom wrote:
It was actually the goons that caused my dislike for local well you and Get off my lawn. While we were gate camping an alt cloaky in a neighboring system would Local spike +30 or what ever Identify you as a blob and the FC would tell us to run. We would just dock up and you guys would get no kills. I thought it was silly you got no kills and we were perfectly safe, even though you fielded a better army, and it wasnt even a main that gave the intel just an inactive alt. Truthfully I really don't want to see local removed but I would like to see some changes that would allow a larger force like yours to be able to kill an enemy that is stationary at a gate.

There's nothing stopping us from killing that fleet, if he hadn't been paying attention/taking the necessary precautions. This is a balancing act, and I'm inclined to say it's working just fine as it is.

Being guarranteed a kill every time you take a roam out is almost as bad as being guarranteed that if you undock, you will get killed, almost no matter how well you prepare. If you're not prepared at all, by all means get killed, but cutting the response window down to 4 seconds (from 15-30) is a drastic change.

Frying Doom wrote:
I would like to see this change, I would love players to be able to go to Null even NPC live there and Mine Plex , rat or whatever and do so in large numbers.

Nothing's stopping anyone from doing exactly that. It does require that the people going there aren't bad at eve, though.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Frying Doom
#343 - 2012-06-01 12:38:41 UTC  |  Edited by: Frying Doom
How would you change Null for the better for both for smaller alliances and Large?

I understand Null is a risky place to be but there have to be ways to let players that dont want to pvp all the time into null without them just being camped out alot.

I do quite like that capitals and forts idea it seems like a step in the right direction.
Edit: I do know alot of the Hi-sec population are to afraid of Null to go their, maybe CCP should do a Null video occasionally that isn't just a huge battle.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Lord Zim
Gallente Federation
#344 - 2012-06-01 13:19:44 UTC
Frying Doom wrote:
How would you change Null for the better for both for smaller alliances and Large?

Small alliances can carve out a small chunk of space if they're ferocious. Or, they would've been able to if the sov system hadn't been today's multimillion HP grindfest with a week's response time and several days between each attempt.

On the flipside, if the large alliance really wants someone gone, chances are they'll get gone, but while they're busy chewing up that small alliance's space (which could take a few days, depending on how good the alliance was at defending), someone else could be attacking the big guy from a different direction. Using today's system, they could wait up to almost a whole week before going back to defend.

Frying Doom wrote:
I understand Null is a risky place to be but there have to be ways to let players that dont want to pvp all the time into null without them just being camped out alot.

Hence the need for a way to mitigate risk to a certain degree. Local mitigates it to a certain degree, it does not remove it alltogether, you still have to keep vigil while you're undocked. And if you're playing for, say, 8 hours straight, those 15-30 seconds can become quite the tight margin because your attention starts waning and it takes 10-15 seconds to notice the new red/neutral in local, and you can start initiating warp. Cut that to 4 seconds, and it'll be pretty much impossible to stay safe over an extended period of time.

Frying Doom wrote:
I do quite like that capitals and forts idea it seems like a step in the right direction.

Single module:
I'm thinking this could be descriptive rather than prescriptive. If you can defend a space through military might, you can own it. If you can't, then this module won't stay there very long anyways. Not that I really see a reason to fret if it is removed since, again, I think it should be more descriptive than prescriptive.

Multiple planet-anchorable modules:
This would have the added benefit of enabling SOV warfare to regain its old tug of war mechanic, where you fight over a system for a period of time and both sides can win some and lose some, as opposed to today's system where you either win all fights over a properly upgraded system, or the defender wins ONE fight and all the progress the attacker made is reset.

If my theory is correct, then the latter could possibly enable fights in multiple systems at the same time, as opposed to today's system where you more or less go all in in one system, duke it out, then move on to duking it out in the next system if you won all 6 timers. And hopefully, it'd also make wars last longer, because the last few wars I've been in have always ended after a few weeks, even if the forces on each side were somewhat equal.

As for "capitals and forts", the old POS-based system had that where you got enough constellations up to SOV4, all POSes in the SOV4 constellation went invulnerable, until you broke down enough SOV3 constellations. I guess this could be called "capitals and forts". vOv

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Frying Doom
#345 - 2012-06-01 13:41:58 UTC
Ok I like these ideas quite a bit so far but what about Jump drives?

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Lord Zim
Gallente Federation
#346 - 2012-06-01 13:54:18 UTC
Hard to say. They have been designed with a lot of skills to make them properly useful, so removing jumpdrives from combat ships would probably not go down very well, and reducing the range so they had to sometimes even take the long way round to get from one region to another is probably also not a very popular option.

However, if that was done, then the problem of power projection would go down a fair bit (as opposed to when jumpbridges was chopped, which made ****-all difference), and I think that in the long run it'd be good for the game, but I would not hope for a good/positive reception for that idea, at all.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Frying Doom
#347 - 2012-06-01 14:12:55 UTC
Thanks for the replies so far they have given me much to think on.
I also don't think a change in Jump mechanics would go down well but it is a very needed change. I myself have an alt with JF with all the navigation skills trained to 5, So its fairly achievable. and the distances involved even for a carrier are huge.

Unfortunately it grows late. But I will be happy to pick this up later

Thanks for your time

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Scatim Helicon
State War Academy
Caldari State
#348 - 2012-06-01 20:26:48 UTC
There's a whole bunch of suggested options for jump drive limitations, from the mass limitation idea, to different cyno module size categories, to spool-up timers, to sig bloom and remote rep immunity on actively cyno-ing hulls, to jump drives needing a larger percentage of capacitor to activate. Take your pick.

Its not directly a 'nullsec' issue in itself though.

Every time you post a WiS thread, Hilmar strangles a kitten.

Wolodymyr
Breaking Ambitions
#349 - 2012-06-01 22:10:50 UTC  |  Edited by: Wolodymyr
Lord Zim wrote:
Multiple planet-anchorable modules:
This would have the added benefit of enabling SOV warfare to regain its old tug of war mechanic, where you fight over a system for a period of time and both sides can win some and lose some, as opposed to today's system where you either win all fights over a properly upgraded system, or the defender wins ONE fight and all the progress the attacker made is reset.

How about making sov based on who has the most amount of Player Owned Customs Offices in system? And if nobody has a majority then the system becomes unclaimed.

I know this sounds like a dumb idea (and it probably is) but after living in lowsec for a while I have been REALLY impressed with the reinforcement mechanics of PoCos

Imagine you have a solar system with 9 planets in it. You'd only have to online 5 PoCos to fully control it, (or if you were feeling ballsy you could online one PoCo and just clear out the other planets).

But for our exampel alliance to own the place let's say they have 1 PoCo on each planet for a total of 9. Now they have 9 reinforcement timers to play with. If they were heavy in one timezone they could set all the PoCos to come out of reinforce during the same time window. Also since they can only be set to come out in 3 hour windows then if an attacker hit all 9 planets at ocne then 2 days later they'd have to camp the system with dreads for 3 hours while each planet slowly came out of reinforce.

If the defending alliance was heavy in 2 time zones they could set half their planets to come out in the first time zone and the other half in the second time zone. Or if they had round the clock coverage they could just make all their PoCos come out at random times.

This means an attacker could blitz a system and clear it out in two days if they were confident they could win fights round the clock. Or do every system one at a time if they met heavy resistance. So you get the tug of war mechanics back, AND you can blitz systems.

Also as far as structure grinding goes. A PoCo can be taken down by three dreads in 15 minutes. It can fit in an iteron, and it costs about 100 mil. That's well within the reach of any small alliance. Also if you don't have 3 dreads a gang of 30 dps fit taloses can do it in the same time. It's few enough HP that you have to drop dreads or get 30 people in paper tanked tier 3s, but not so few hp that one ******* in a bomber can take your space.

Yes you can lose a system in 2 days. So in theory you could go away on a 3 day weekend and come back in someone else's space. But this forces people to live in their own space. And even if your entire alliance goes into a 3 day coma you can take your home back in 2 days.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Lord Zim
Gallente Federation
#350 - 2012-06-01 22:37:40 UTC
The thought of using POCOs has occurred to me, but the problem I have with them is that there's no manual timing mechanism, so it's still just a matter of setting a timer and it's +-3 hours from that time. But apart from the fact I like the idea of being able to outwit the other guy if I'm good at timing or reading the other guy's bluff etc, then yes, POCOs could definitely have been used.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Frying Doom
#351 - 2012-06-02 08:55:47 UTC
Actually the thought of POCO's had not occurred to me and it seems really good.

If you attack them they take approx 24 hours to come out of reinforced mode.

They aren't that hard to kill each but some of the systems with alot of planets would take longer to take over. And the more planets at least means they are valuable for PI hopefully.

If your enemy was napping you could smash several systems worth into reinforced before they noticed and they would have only 1 day to respond.

I still believe in Capitals and forts for defender bonuses in the Alliance capitals and the fort systems only and a few other parts as well as like the need for a jump drive nerf and more indusrty features in Null.

But with Dust 514 about to come out POCO's or other planetary orbital structures really make alot of sense when you think about it.

With the POCO's taking 24 hours to online it would give the defending navy time to counter attack before the enemy was more entrenched.

The other upside of course being PI commodities would be worth the hassle again:)

This would really make Null more alive again.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Richard Desturned
Royal Amarr Institute
Amarr Empire
#352 - 2012-06-02 10:04:59 UTC  |  Edited by: Richard Desturned
The problem with POCO based sovereignty is that it'd create a massive disparity between systems - the number of planets in claimable nullsec systems ranges from only one to 16.

It'd still be better than POS sovereignty where some systems have literally one moon and one has 120, vOv

npc alts have no opinions worth consideration

Richard Desturned
Royal Amarr Institute
Amarr Empire
#353 - 2012-06-02 10:31:55 UTC
Also I'd like to point out that moon mineral rotation is a dumb idea because there are 3,960 systems in k-space whose security allows miners to be anchored at POSes, and the total number of moons in those systems is 171,799. Each moon has to be scanned and it's not going to happen within whatever interval the rotation occurs, so I hope you won't miss T2 hulls and mods.

npc alts have no opinions worth consideration

Lord Zim
Gallente Federation
#354 - 2012-06-02 10:35:28 UTC
I can just imagine fuelling that system during war. :v:

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Richard Desturned
Royal Amarr Institute
Amarr Empire
#355 - 2012-06-02 10:47:11 UTC
Lord Zim wrote:
I can just imagine fuelling that system during war. :v:


Or grinding through a minimum of 60 towers just to take an insignificant stationless system

npc alts have no opinions worth consideration

Frying Doom
#356 - 2012-06-02 12:36:43 UTC  |  Edited by: Frying Doom
The biggest bonus I can see on POCO sov would be exactly the disparity causing people to claw for the better systems with the most moons. It would also mix it up a bit people probably wouldn't want a one planet system but inevitably it would get taken by someone. Who then has to defend at the one point and loose it. While the attackers who hit that planets poco might be just using it for bait. So when the POCO is due to come out of reinforce they attack some where completely different.

I really think it would make the sov system alot more fun.

Edit: I left out that in a system with multiple POCO's the attacker could attack multiple at the same time in the same or different systems leaving the defender with the choice of using one big force and hoping to get to all the POCO's in time or wheather to split the force, making alot of smaller battles.

On the tech moons, I know they will nerf them but frankly why bother. Goonswarm will just come up with another way to make money (while cancelling hulkagedon as the profit will be gone) and then in a few months people will be asking for something else to be nerfed, Just because the Goonswarm management knows how to make money. Also lets face it these ideas are not miracles someone or multiple people are researching and reading, it seems a bit of a rip off to nerf all their hard work every time.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Dex Nederland
Lai Dai Infinity Systems
The Fourth District
#357 - 2012-06-02 16:57:02 UTC  |  Edited by: Dex Nederland
Dex Nederland
Lai Dai Infinity Systems
The Fourth District
#358 - 2012-06-02 16:57:27 UTC
Frying Doom wrote:
On the tech moons, I know they will nerf them but frankly why bother. Goonswarm will just come up with another way to make money (while cancelling hulkagedon as the profit will be gone) and then in a few months people will be asking for something else to be nerfed, Just because the Goonswarm management knows how to make money. Also lets face it these ideas are not miracles someone or multiple people are researching and reading, it seems a bit of a rip off to nerf all their hard work every time.


A change to the utility of the R64 moons due to changes in demand for T2 Components resulted in the emergence of Tech moons as being so valuable.

CCP has stated a desire to shift TechTwo Industry to null-sec. Redistributing the R8 & R32 moons to have similar distributions as R16 & R64 moons makes this more feasible. At present, even the mighty Goonswarm is unable to domestically produce Nanotransistors end-to-end, they have to import Mercury.

What is the vision for 0.0? Should players be able to develop their space to the point where their imports consist of the newest blueprints and fresh blood and they export excess rare materials back to high-sec?

Changing gears - 0.0 PI, open it up to anyone. This makes planets (& local blues) potentially more valuable to the holding alliance.
Lord Zim
Gallente Federation
#359 - 2012-06-02 19:16:16 UTC
Dex Nederland wrote:
Changing gears - 0.0 PI, open it up to anyone. This makes planets (& local blues) potentially more valuable to the holding alliance.

Isn't this done already?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Richard Desturned
Royal Amarr Institute
Amarr Empire
#360 - 2012-06-02 20:22:06 UTC
Frying Doom wrote:
On the tech moons, I know they will nerf them but frankly why bother. Goonswarm will just come up with another way to make money (while cancelling hulkagedon as the profit will be gone) and then in a few months people will be asking for something else to be nerfed, Just because the Goonswarm management knows how to make money. Also lets face it these ideas are not miracles someone or multiple people are researching and reading, it seems a bit of a rip off to nerf all their hard work every time.


We'll probably be in good financial shape by virtue of having 1-2k active members and holding numerous moons of various types, but we won't be anywhere near the state we are now. There is no post-nerf scenario where we'd be pulling more income than we are now.

npc alts have no opinions worth consideration