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Inferno 1.1 Sisi features

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Khanh'rhh
Sparkle Motion.
#521 - 2012-06-13 15:43:32 UTC
Hans Jagerblitzen wrote:
Weaselior wrote:
Hans, I'm curious if you have any thoughts on the speed-tanking issue. It's one of those things that seems obviously broken to me, but maybe as a non-FW guy I don't know why thats not a bad thing.


It is. Speed-tanking blows. Unfortunately its a tricky design problem because anything that substantially cuts back on speed tanking interferes with plexes as a PvP venue. In other words, no one wants to engage an enemy backed up by a swarm of ewar-laden NPCs. In the long run a complete overhaul on the NPC AI is the best solution, in the short term "quick fixes" can often offer as many additional problems as solutions.

Currently the plan is to remove e-war from the plexes, which solves the problem of discouraging PvP but temporarily allows speed tanking to *increase* rather than decrease. Proposed ideas have included forcing the killing of all the NPC's to begin running down the timer, but I'm extremely hesitant to MANDATE PvE in what to me is essentially a PvP-centric feature.

One possible idea is to simply have the NPCs disable EWAR on a player when player EWAR from an opposing faction ship is in effect.
In this situation, you also block LP from being generated in the PLEX (i.e. the PLEX shuts down negative and positive effects whilst PVP is occuring withiin it).

This would both enable PVP without NPC interference and stop players gaming the system by using alts in other militia.

I'm not a game programmer, but it seems that adding some conditional situations to AI isn't a massive undertaking, it's simply "if player EWAR = true set EWAR=O" (or whatever it is actually written as).

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Weaselior
GoonWaffe
Goonswarm Federation
#522 - 2012-06-13 15:45:48 UTC
Khanh'rhh wrote:
I'm not a game programmer, but it seems that adding some conditional situations to AI isn't a massive undertaking, it's simply "if player EWAR = true set EWAR=O" (or whatever it is actually written as).

as a general rule things are a hell of a lot more complex than you would think

for example: this could heavily add to server load by requiring the npc ai's to poll all ships on the grid which they may not be doing already

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Khanh'rhh
Sparkle Motion.
#523 - 2012-06-13 15:46:38 UTC  |  Edited by: Khanh'rhh
Tanaka Sekigahara wrote:
ANYONE with ANY knowledge of war, or warfare ( being different from a " fight", singular) knows that when 2 forces are fairly evenly balanced, they fight. when they are not, they do not fight.It's very simple, really.

Thankyou military historian sir! o7o7o7

Can you tell me then - based on this "fact" - why the Iraq war happened?

Or the Gulf War?
Or the Iraqi invasions of Kuwait that lead to it?
Or World War I?
Or World War II?
Or the Cold War?
Or ....

Wait.

Mister military history genius, when has a war ever existed simply because both sides were even? Name one?

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Bagehi
Science and Trade Institute
Caldari State
#524 - 2012-06-13 15:47:48 UTC
michael boltonIII wrote:
Jade Constantine wrote:
So are you basically asking all the various wardec allies that join for free can shoot each other freely in concord space? I think you'd need some work on the overview so they could decide whether they were shooting the target they allied against or each other.


The UI doesn't need any work at all for this. Your allies would be able to aggress you without concord responding just like people in your corp can aggress you without concord responding. In 0.0 I don't know or see that I'm getting awox'd until a ship who is blue on my overview, and up until that point in every way my friend, points me and opens up a can of 1400mm howitzers. The only thing I see is his bracket outline turn red.

If you actually trust your allies then there is no problem, but if you're just accepting anybody without checking them out at all then you are completely open to corps who have loose membership restrictions or even entire confederate corps out just to awox. This also has the added bonus of encouraging corps who want to be the ally of a dec'd group to check them out as well and charge a bounty, to help ensure that they won't be immediately awox'd as well.


This would be full of win. A very Eve mechanic really.
Khanh'rhh
Sparkle Motion.
#525 - 2012-06-13 15:49:59 UTC
Weaselior wrote:
Khanh'rhh wrote:
I'm not a game programmer, but it seems that adding some conditional situations to AI isn't a massive undertaking, it's simply "if player EWAR = true set EWAR=O" (or whatever it is actually written as).

as a general rule things are a hell of a lot more complex than you would think

for example: this could heavily add to server load by requiring the npc ai's to poll all ships on the grid which they may not be doing already

Oh, yes this I completely understand, so in reality I'm questioning whether such a logic can actually be applied to the EvE code.

In my head the application of player EWAR toggles the state of the PLEX (one change) and it stopping toggles it back. The NPCs would simply check whether they were in PLEX state 1 or 0 and their behaviour would be A or B ... but I really don't know if that works on a design level here (the PLEX would be an environmental variable, much like say a WH).

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Bagehi
Science and Trade Institute
Caldari State
#526 - 2012-06-13 15:55:52 UTC
Khanh'rhh wrote:
Tanaka Sekigahara wrote:
ANYONE with ANY knowledge of war, or warfare ( being different from a " fight", singular) knows that when 2 forces are fairly evenly balanced, they fight. when they are not, they do not fight.It's very simple, really.

Thankyou military historian sir! o7o7o7

Can you tell me then - based on this "fact" - why the Iraq war happened?

Or the Gulf War?
Or the Iraqi invasions of Kuwait that lead to it?
Or World War I?
Or World War II?
Or the Cold War?
Or ....

Wait.

Mister military history genius, when has a war ever existed simply because both sides were even? Name one?


No one would purposefully fight a war that they thought was an even match. That would be patently stupid, like purposefully walking into a meat grinder. Even fights end in the destruction of both sides. No one wins.
Weaselior
GoonWaffe
Goonswarm Federation
#527 - 2012-06-13 15:58:56 UTC
Khanh'rhh wrote:
Weaselior wrote:
Khanh'rhh wrote:
I'm not a game programmer, but it seems that adding some conditional situations to AI isn't a massive undertaking, it's simply "if player EWAR = true set EWAR=O" (or whatever it is actually written as).

as a general rule things are a hell of a lot more complex than you would think

for example: this could heavily add to server load by requiring the npc ai's to poll all ships on the grid which they may not be doing already

Oh, yes this I completely understand, so in reality I'm questioning whether such a logic can actually be applied to the EvE code.

In my head the application of player EWAR toggles the state of the PLEX (one change) and it stopping toggles it back. The NPCs would simply check whether they were in PLEX state 1 or 0 and their behaviour would be A or B ... but I really don't know if that works on a design level here (the PLEX would be an environmental variable, much like say a WH).

I suspect the code to do that cleanly doesnt exist so that would be a massive change compared to doing things like adding stasis towers (you could even do these near the warpin so they are easily destroyed) or other changes that require little coding time.

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

CCP Soundwave
C C P
C C P Alliance
#528 - 2012-06-13 15:59:15 UTC
Tanaka Sekigahara wrote:
CCP Soundwave wrote:
Jade Constantine wrote:
CCP Soundwave wrote:
We've been talking to some of the merc corps/alliances and having no meaningful choice in terms of picking a defender basically nullifies their business. What we wanted to do was put in an incentive to look harder at exactly who you ally with, meaning that successful merc corps would be able to market themselves better.

I agree that in an isolated sense, the 4500 vs 9x 500 people is a bit silly, but at the end of the day, making sure you can't just ally a large number of people was something put in to revive the merc business somewhat. We can evaluate that later, but I'd really like to see how people who do this for a living fare with the changes.

Regarding the recurrence, we're definitely looking at that.



Well here is A solution ... please critique it if you see a problem.

1. Concord fees per defending ally are only payable if you are in the process of adding an ally that would take the total size of the defending force over the total size of the attacking force. This will make it prohibitively expensive to massively outblob a small wardeccer (as in small scale mercenary actions) while still allowing a massively outmatched defender (ie 9000 vs 100) to add many alliance for free so they can balance the fight.

2. Introduce 2 week contract periods with auto renewal if either side likes the deal (ie its free) You don't like a war don't renew.

3. Consider leaving mutual decs alone because this alone gives the defender chance to assemble a counter force that can make an aggressor NEED to negotiate an end to the war. There is no reason to deny allies to a mutual declaring defender - all this means in essence is that the defender is removing the attackers automatic right to back out of the war while saving them the wardec fee. Its a transactional tactic - it could be left alone (especially with the 2 week contract periods allowing allies to leave).

4. Then if you are feeling adventurerous - improve the system a bit with iteration -> Once the defender starts paying concord fees (because they have added so many allies they now outnumber the attacker) - let the attacker add allies on a 1-1 basis so the war can escalate (both attacked and defender having the chance to up the stakes by shopping for appropriate allies etc.) With this scale of fighting (ie both attack and defender are relatively matched in numbers - EACH allied choice will matter a lot and people will shop for the right mercs on their capability and reputation.

I think that solves the problem.

Giant ass Goomswarm / Test decs vs little corps and alliances can be dogpiled and frankly they should be. Its fun, its a game, we play for fun and everyone said they liked that.

Small merc decs against similar surgical targets are likely to make the defender think carefully about who they hire because these will attract concord fees and let the attacker escalate if too many are hired.

This serves the needs for huge ass mayhem wars for fun. AND serious small merc fights for profit. There is no need to disadvantage one part of the community to protect another.

Can you see anything wrong with this solution?


I think the biggest issue here is that we're trying to solve different issues. I'm trying to bring the merc trade back into EVE and you're trying to add some measure of fairness into wars, which Isn't really a design philosophy in EVE.

Why would I want to balance a fight? That's never really been the goal in EVE and the war dec system wasn't built for that either. I understand that it's annoying when a big alliance war decs you, but that's hardly new to EVE. Big alliances get annoyed with bigger coalitions outnumber them and so on. That's a fact of life in EVE and we're not likely to change that direction anytime soon. The other thing is that war dec prices are determined by the value you get from them. If you want to go to war with someone, a higher number of potential targets should be more expensive. If you're a smaller alliance, this makes you a less attractive target, unless you've made someone angry in which case you're responsible for any social repercussions you've created.

Letting attackers add allies conflicts with the notion that attacking someone is risky. If you decide you want to go to war with someone, the consequence is that he could punch harder than you anticipated. If this is just about stacking up allies, the power of that choice fades away a little bit.


Why would you want to balance a fight.? Fair question, let me answer.

ANYONE with ANY knowledge of war, or warfare ( being different from a " fight", singular) knows that when 2 forces are fairly evenly balanced, they fight. when they are not, they do not fight.It's very simple, really.


If your point is that all wars fought are fought on equal terms, then let's just say that we completely disagree. I'd say the exact opposite, wars are fought when one side feels they have an advantage. Engaging in "fair fights" is about as far from human instinctive behavior as it gets, as soon as we're in a scenario where you have something to lose.
Marlona Sky
State War Academy
Caldari State
#529 - 2012-06-13 16:00:42 UTC
I just find it silly it cost 500 million ISK to war dec 90 dudes.
Kyshonuba
Science and Trade Institute
Caldari State
#530 - 2012-06-13 16:36:06 UTC  |  Edited by: Kyshonuba
CCP Soundwave wrote:


I think the biggest issue here is that we're trying to solve different issues. I'm trying to bring the merc trade back into EVE and you're trying to add some measure of fairness into wars, which Isn't really a design philosophy in EVE.

Why would I want to balance a fight? That's never really been the goal in EVE and the war dec system wasn't built for that either. I understand that it's annoying when a big alliance war decs you, but that's hardly new to EVE. Big alliances get annoyed with bigger coalitions outnumber them and so on. That's a fact of life in EVE and we're not likely to change that direction anytime soon. The other thing is that war dec prices are determined by the value you get from them. If you want to go to war with someone, a higher number of potential targets should be more expensive. If you're a smaller alliance, this makes you a less attractive target, unless you've made someone angry in which case you're responsible for any social repercussions you've created.


If your point is that all wars fought are fought on equal terms, then let's just say that we completely disagree. I'd say the exact opposite, wars are fought when one side feels they have an advantage. Engaging in "fair fights" is about as far from human instinctive behavior as it gets, as soon as we're in a scenario where you have something to lose.


I can see you getting some negative credit for these sort of anti-fairness statements.
Since Eve is a game and CCP is an entainement seller it's all about "content" so its in CCP's very interest to give the content creater (aka attacker) some kind of advantage.
Everybody's knows how hard it is to be defender in basketball because the audience and therefore the gamerules favour the attacking party.
Yonis Kador
KADORCORP
#531 - 2012-06-13 16:37:30 UTC
Man this topic has provided some gripping reading which I've burned through at a fever pitch. Thanks for that.

So unintentional consequences to gameplay revealed themselves on TQ (because a large, dominant power alliance probably doesn't exist on Sisi,) in that the new unlimited allies change to the wardec system is causing the borders around Goon territory to blob red.

Whether changing it back quickly is being done to help mercs being overlooked due to preferentiality being marginalized or because it benefits a current, in-game power alliance isn't even relevant to the issue imo. That the changes unintentionally made it easier for small corps to band together to wipe out a large one must be wonderful but that wasn't their intent. CCP would have little interest in making it more difficult for alliances to maintain power.

It's easy to confuse balance with fairness. But they are oceans apart in meaning. Competitive pvp gameplay isn't meant to be fair.

With that being said, as someone who has no feelings either way, I do wish I were able to see both futures in this scenario. If all of high-sec were to hold hands in a massive, interconnected web of unlimited ally, hand-holding, kum-ba-ya'ing do-gooders and actually managed to wipe the entire Goon alliance off the map - what happens then?

I don't know, but I think it would be some compelling player-generated content.

I'll say one thing about Inferno. You guys sure named it aptly. Lol

Yonis Kador
Haquer
Vorkuta Inc
#532 - 2012-06-13 16:41:20 UTC
Dominus Alterai wrote:
Change = Solution. Good try though.


Incorrect. They know that a change needs to be made, but the solution presented is not the correct one.

Good try though.
Jade Constantine
Jericho Fraction
The Star Fraction
#533 - 2012-06-13 16:44:55 UTC  |  Edited by: Jade Constantine
CCP Soundwave wrote:
If your point is that all wars fought are fought on equal terms, then let's just say that we completely disagree. I'd say the exact opposite, wars are fought when one side feels they have an advantage. Engaging in "fair fights" is about as far from human instinctive behavior as it gets, as soon as we're in a scenario where you have something to lose.


I think the point is in a game (which this is) people will be far more likely to fight when they feel they have a competitive fighting chance. If people do not feel they have a competitive fighting chance then they will simply opt not to fight.

The challenge for you as a game designer is to implement a war system that is not mechanically-unbalanced in favour of the attacker because unless you can achieve that then wars will continue to be see as simple yawny-griefing decs and people will not take them seriously. By allowing the defender to take steps to fight back you will make wars competitive and when they are competitive people will fight them in earnest.

Obviously nothing in Eve is objectively "fair" a huge alliance still has all the advantages over a small alliance. They can offer the directors of the small alliance 10b isk to disband the alliance, they can hire superstar pvp corps to join their alliance, they can camp stations with 100 tornados etc. They still have all the cards. But by allowing the Defender to enlarge the war and even the field a little more you turn them from helpless victims into people who just might have a fighting chance and start shooting back.

I think you are making a profound mistake Soundwave by confusing the ideology and marketing spin of Eve "nothing is fair its a cold hard universe HTFU noobs!" with the need to program game systems which are not stupidly unbalanced in favour of the people with the biggest alliances.

Sure Eve is an unkind unforgivening brutal PVP game.

But it is also a game where a noob in a frigate can point a dreadnaught and make a difference in a fleet battle. Its always been a game of extremes where massive wealth and power exists but where the little guy can use clever tactics and systems to fight back.

Eve is a game where entire constellations of nullsec can be stopped from sanctum-farming because an anarchist in a cloaking bomber has been sighted in local. If you brought your "eve ain't fair the big should triumph" ideology there you should be giving 0.0 alliances their own concord and cloak detectors.

But no, Eve is the Eve of the Butterfly Effect video, the I was there, video, which is not JUST about the strong always dominating the week but is also about the little guy making a difference.

By pushing through this Wardec change you are removing a option for the little guys to make a difference and just bringing significant advantage to the big guys. You are the one meddling with the sandbox and intervening in wars Soundwave. Inferno had found its great player led feature in the collective defense against 0.0 bloc "griefing" - but you are taking that away.

In essence you are nerve-stapling emergent gameplay and removing variety from war-fighting strategy.

I say step back and think about this please. Don't kneejerk nerf a great feature of Inferno. Be the CCP that allowed Burn Jita to happen without interfering. Let this war system run in the wild and see where it takes us when the players are given freedom in the sandbox.

The True Knowledge is that nothing matters that does not matter to you, might does make right and power makes freedom

Rengerel en Distel
#534 - 2012-06-13 16:46:06 UTC
Instead of iterations on the wardec system while waiting for the merc marketplace to be put in correctly, why not work on the merc marketplace, then iterate on the wardec system? It seems once an actual merc marketplace is set up, you'll just have to go back and make further changes to the wardec system to try and shoehorn in the mercs.

As far as people dog-piling onto a war, doesn't the aggressor still have the option to not pay, or surrender if the terms are no longer to their liking? I realize it might look bad if XYZ surrender to ABC because they're losing 400 to 1 in ship losses, while outnumbering ABC by 800:1, but as the aggressor that's the chance you take. Iraq didn't do well vs Kuwait once Kuwait brought in allies (to throw out the real world analogies everyone loves).

Either the system needs to be structured, and since it is a CONCORD sponsored system, it fits with the lore to structure the wars, or it needs to be totally unstructured, and outside the purview of CONCORD. It just seems to be on the path that it's going, you're going to just end up with MERC alliance with every merc corp in, because it's the only way they're going to get hired at all. Most high sec wars will stop altogether, because they won't want to face MERC.

With the increase in shiptoasting, the Report timer needs to be shortened.

Weaselior
GoonWaffe
Goonswarm Federation
#535 - 2012-06-13 16:50:24 UTC  |  Edited by: Weaselior
Jade Constantine wrote:
But by allowing the Defender to enlarge the war and even the field a little more you turn them from helpless victims into people who just might have a fighting chance and start shooting back.
I've cut through your word salad, once again, to illuminate the point you keep lying about.

You're free to hire mercs who can give you a fighting chance: in fact, Soundwave is trying to make mercs a viable profession. You're not demanding the tools you need - you will have them. You're demanding they be free and idiot proof. That's what this is all about at its core: you just don't want to pay the piper.

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Jade Constantine
Jericho Fraction
The Star Fraction
#536 - 2012-06-13 16:59:19 UTC  |  Edited by: Jade Constantine
Weaselior wrote:
Jade Constantine wrote:
But by allowing the Defender to enlarge the war and even the field a little more you turn them from helpless victims into people who just might have a fighting chance and start shooting back.
I've cut through your word salad, once again, to illuminate the point you keep lying about.

You're free to hire mercs who can give you a fighting chance: in fact, Soundwave is trying to make mercs a viable profession. You're not demanding the tools you need - you will have them. You're demanding they be free and idiot proof. That's what this is all about at its core: you just don't want to pay the piper.


No you are ignoring the fact there is no pretense of gameplay balance where the attacker in a 9000 man alliance must pay 50m per week while the defender in a 100 man alliance would need to pay billions per week to attract a competant merc corp to fight a war that they have absolutely no chance (or indeed mechanism) of bringing to a conclusion. Especially since inferno 1.1 also nerfs the mutual system. The moment you bring in any ally (including your illustrious mercs) then it becomes effectively impossible to "win" the war because the attacker than just :forget: to pay the bill and escape at any time.

I have said this to you multiple times. I can only imagine you are now trolling. Suggesting the appropriate response to a 50m isk dec is to spend billions a week on mercs is simply a scam attempt.

The True Knowledge is that nothing matters that does not matter to you, might does make right and power makes freedom

Fuujin
GoonWaffe
Goonswarm Federation
#537 - 2012-06-13 17:00:13 UTC
Moreover, even if you managed to recruit every hisec trash corp in your free and idiot proof crusade, you'd STILL never be able to do any meaningful impact against the ebil alliance since you won't actually go to where it lives or operate cooperatively.

Your entire argument is a strawman. Give it up.
Jade Constantine
Jericho Fraction
The Star Fraction
#538 - 2012-06-13 17:01:45 UTC
Fuujin wrote:
Moreover, even if you managed to recruit every hisec trash corp in your free and idiot proof crusade, you'd STILL never be able to do any meaningful impact against the ebil alliance since you won't actually go to where it lives or operate cooperatively.


So what? The defensive coalition can deny access to hisec to the largest alliance in the game. Eventually you'll surrender.

The True Knowledge is that nothing matters that does not matter to you, might does make right and power makes freedom

Amdor Renevat
Federal Navy Academy
Gallente Federation
#539 - 2012-06-13 17:04:24 UTC
CCP Soundwave wrote:

If your point is that all wars fought are fought on equal terms, then let's just say that we completely disagree. I'd say the exact opposite, wars are fought when one side feels they have an advantage. Engaging in "fair fights" is about as far from human instinctive behavior as it gets, as soon as we're in a scenario where you have something to lose.



The question I have is why does the balance of power need to be in favor of the aggressor? You seem to want one side to be stronger but restricting the defender's ability to add allies means the person who's declaring war has a significant advantage.


I'll skip the disagreement in philosophy of running Eve because we both know we don't see eye to eye on what's best for the game. However lets talk about the crux of the matter; providing employment for mercenaries.

The statement was made that having unlimited free allies takes away from Merc employment and I can agree that people with friends won't have to use Mercs. I do disagree with having to pay Concord a fee to bring in an Ally. What is the point of playing an MMO if you are penalized for having friends? That is what this change seems to imply, groups of allied friends can't support each other without having to pay for the privilege of being friends.

The problem therefore is how to keep Mercs employed while at the same time allowing friends to help each other out. There are several options to consider.

1. Differentiate between Mercs and allys. Allow up to 10 allies to join for free and afterwards charge a fee. Still allows the defender to get some help but cuts down on mobs of unknown conscripts.

2. Do not have a set time limit for Ally participation, instead let the players decide how long they want to be part of the fight. It's supposed to be a sandbox so why not let the people agreeing to help out decide if they want to be involved for a week, two weeks, or longer. Options are better then having to conform to another person's standard.

3. Instead of vague goals like fight against someone for X amount of time make Mercs actually have to generate results to get paid. A Merc gets hired to kill 20 of the opposition and they don't get full payment until they've scored 20 kills. Maybe you hire them to kill a POS to get paid. The groups that get results will be known and more likely to be hired. Use a 50% pay up front, 50% upon completion to give Mercs some form of income but to also allow for times when the targets hole up or call in even more reinforcements.

4. Create a hiring board in game. Mercs can post what they are capable of doing, time frames they are available, and areas they are willing to operate in. Also allows job postings to be listed letting Merc groups know what work is out there. No war ded is required to review or hire from this page.

5. Allow anonymous hiring of Mercenaries. The Mercs can be the aggressor in a war creating another level of meta game to exist.

6. Have a list of top rated Merc corps on the hiring board.



The above changes would allow small alliances to still have allies without abusing the privilege. Mercs would have more tools to ply their trade, and could be used to hit specific targets when needed.


I think those changes would make wars more competitive for both parties while still allowing small groups the option of seeking help from friends. Mercs would have a role and be able to participate in their chosen profession.


P.S.- I applaud your concern to make sure different playstyles have the support needed to be a functional role in the game. How about taking a look at mining barges and giving them some additional tank options to make killing them require and equal amount of risk? A T2 mining barge shouldn't be prey to a T1 destroyer. Considering the costs involved a T2 barge should require something like a BS to take it out. A T1 barge should be looking at a BC level ship before worrying. Current game mechanics make it almost impossible to protect a mining vessel, even when a tank is used instead of mining modules. Having modules in game implies you want people to use them but having such a fragile vessel to begin with means the mining modules have to be ignored in order to fit a tank that probably want save you in the end anyway. I realize Eve isn't supposed to be fair, but why not put the requirement on the aggressor to work for a kill instead of making mining have no role in high sec. Sort of like Mercs wanting to play the game they way the enjoy too.
Fuujin
GoonWaffe
Goonswarm Federation
#540 - 2012-06-13 17:04:40 UTC  |  Edited by: Fuujin
Hardly. Even that condition is nigh impossible to achieve, and you know it. You're being deliberately obtuse to filibuster the issue. Accept that your toys are being taken out of the pram due to safety recalls and deal with it.

Edit: ^Fit a tank and you don't have to worry about destroyers. Your mids and lowslots in an exhumer are not purpose-built for cargo expanders and mining upgrades. An unarmed ship SHOULD be killable by anything in the game; you're relying on Concord for protection when in fact it is just a penalizing force.
This is waaay offtopic though so that's the last I'll say about it.