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Outlaws in highsec? Retire the Faction Navy in Crimewatch!

Author
Herr Wilkus
Aggressive Salvage Services LLC
#1 - 2012-08-06 20:19:19 UTC
Why do we need Faction Navy attacking outlaws? Serious question.

I'm hoping their removal is being considered for Crimewatch - placing security in the hands of the players, not automated scripts. Could have sworn I'd heard something about this mentioned, once - but its still vaporware at this point.
So far, most of it has been laughably bad, like Concord protected neutral RR and gate guns killing can flippers.

One thing I've never really understood is why it is necessary for NPC Navy to attack, when outlaws already have no protection from Concord....

A typical situation in highsec:

1. My -10 suicide ganker alt blows up a Hulk.
2. Miner gets mad, and hops in a Drake, and starts calling out the ganker.
3. Now...as much as I'd LOVE to deprive the angry miner of his failfit Drake....its not really possible to fight him because of Faction Navy interfering with the fight.

So, why is 'Concord's re-tarded half-brother' - the Navy needed?

-Concord already whacks you if you do anything aggressive, outlaw or not.
-ANY player is allowed to attack and pod you at any time....which means the fight will always be initiated by the 'good player'.
-The 'good player' can easily recruit more help...
-and last, currently the Faction Navy is completely incapable of stopping suicide ganks in highsec anyway.

Why is it necessary to make legit fights between pirates and high-sec 'vigilantes' mostly impossible?
Why do faction navy ships need to put their thumb on the scale?

Why NOT let -10 players 'move' through highsec, going about their business and/or trolling for fights with random players?

It creates no additional disadvantage for highsec players who wish to remain 'non-interactive' and it provides amble opportunities for budding 'vigilantes' to take a shot at PVP - without leaving the safety of highsec!
Its a risky endeavor for the outlaw, as they can move in highsec - but could easily be overwhelmed by high-sec players looking for a pirate killmail....

'Game lore arguments' and pointless real life comparisons need not apply.

If 'Crimewatch' is supposed to be about putting high-sec security into player hands - why not nerf the Navy?
Or is 'Crimewatch' merely going to be one more excuse to make highsec even safer, and further segregate the player base?
El Cid Campeador
The Scope
Gallente Federation
#2 - 2012-08-06 20:23:17 UTC
Herr Wilkus wrote:
Why do we need Faction Navy attacking outlaws? Serious question.

I'm hoping their removal is being considered for Crimewatch - placing security in the hands of the players, not automated scripts. Could have sworn I'd heard something about this mentioned, once - but its still vaporware at this point.
So far, most of it has been laughably bad, like Concord protected neutral RR and gate guns killing can flippers.

One thing I've never really understood is why it is necessary for NPC Navy to attack, when outlaws already have no protection from Concord....

A typical situation in highsec:

1. My -10 suicide ganker alt blows up a Hulk.
2. Miner gets mad, and hops in a Drake, and starts calling out the ganker.
3. Now...as much as I'd LOVE to deprive the angry miner of his failfit Drake....its not really possible to fight him because of Faction Navy interfering with the fight.

So, why is 'Concord's re-tarded half-brother' - the Navy needed?

-Concord already whacks you if you do anything aggressive, outlaw or not.
-ANY player is allowed to attack and pod you at any time....which means the fight will always be initiated by the 'good player'.
-The 'good player' can easily recruit more help...
-and last, currently the Faction Navy is completely incapable of stopping suicide ganks in highsec anyway.

Why is it necessary to make legit fights between pirates and high-sec 'vigilantes' mostly impossible?
Why do faction navy ships need to put their thumb on the scale?

Why NOT let -10 players 'move' through highsec, going about their business and/or trolling for fights with random players?

It creates no additional disadvantage for highsec players who wish to remain 'non-interactive' and it provides amble opportunities for budding 'vigilantes' to take a shot at PVP - without leaving the safety of highsec!
Its a risky endeavor for the outlaw, as they can move in highsec - but could easily be overwhelmed by high-sec players looking for a pirate killmail....

'Game lore arguments' and pointless real life comparisons need not apply.

If 'Crimewatch' is supposed to be about putting high-sec security into player hands - why not nerf the Navy?
Or is 'Crimewatch' merely going to be one more excuse to make highsec even safer, and further segregate the player base?


Player bases always "segregate" themselves, different people, different ideas and opinions... and "game lore arguments and pointless real life comparisons need not apply" When there can be perfectly good arguments against you.... RULE THEM OUT FIRST. Plus this is GD no suggestions...
Velicitia
XS Tech
#3 - 2012-08-06 20:23:31 UTC
other than the fact this belongs in F&I ... I like it.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Lin-Young Borovskova
Doomheim
#4 - 2012-08-06 20:27:00 UTC
Posting in another Herr Wilkus thread.

o/

brb

Jim Era
#5 - 2012-08-06 20:28:14 UTC
Because Herr, nobody likes you.

also, posting in a Wilkus thread.

Wat™

Pankas Carter
Viziam
Amarr Empire
#6 - 2012-08-06 20:30:25 UTC
Perhaps you should go fight someone willing to fight, instead of inciting people who were minding their own business?

Adama: Starbuck, what do you hear? Starbuck: Nothing but the rain. Adama: Then grab your gun and bring in the cat.

Herr Wilkus
Aggressive Salvage Services LLC
#7 - 2012-08-06 20:31:45 UTC
El Cid Campeador wrote:


Player bases always "segregate" themselves, different people, different ideas and opinions... and "game lore arguments and pointless real life comparisons need not apply" When there can be perfectly good arguments against you.... RULE THEM OUT FIRST. Plus this is GD no suggestions...



Just trying to avoid idiots arguing about 'murderers walking down mainstreet'.

I'm trying to figure out if there is a good 'gameplay' related reason for dumping endless NPC cops on any outlaw that ventures into high-sec - when all it does is prevent fights.

High sec players that don't want to get involved won't.
High sec players that want to fight - get a chance without having to venture to lowsec. (and they could lose, but so what?)
High sec players that got ganked were going to get ganked anyway, as the NPCs don't prevent that.
Pirates get easier access to facilities in highsec (though they have that through alts anyway)
Pirates get to actively troll for some fights - rather than waiting passively on gates to curbstomp a victim 10-1?

Since Soundwave is so keen on breaking camps to encourage high sec players into low sec - why not bring some of the fights to highsec in a slightly more controlled setting? (Outlaws fighting highsec vigilantes - but the vigilantes choose when and where to engage....)


malcovas Henderson
THoF
#8 - 2012-08-06 20:37:50 UTC  |  Edited by: malcovas Henderson
Herr Wilkus wrote:
Why do we need Faction Navy attacking outlaws? Serious question.

I'm hoping their removal is being considered for Crimewatch - placing security in the hands of the players, not automated scripts. Could have sworn I'd heard something about this mentioned, once - but its still vaporware at this point.
So far, most of it has been laughably bad, like Concord protected neutral RR and gate guns killing can flippers.

One thing I've never really understood is why it is necessary for NPC Navy to attack, when outlaws already have no protection from Concord....

A typical situation in highsec:

1. My -10 suicide ganker alt blows up a Hulk.
2. Miner gets mad, and hops in a Drake, and starts calling out the ganker.
3. Now...as much as I'd LOVE to deprive the angry miner of his failfit Drake....its not really possible to fight him because of Faction Navy interfering with the fight.

So, why is 'Concord's re-tarded half-brother' - the Navy needed?

-Concord already whacks you if you do anything aggressive, outlaw or not.
-ANY player is allowed to attack and pod you at any time....which means the fight will always be initiated by the 'good player'.
-The 'good player' can easily recruit more help...
-and last, currently the Faction Navy is completely incapable of stopping suicide ganks in highsec anyway.

Why is it necessary to make legit fights between pirates and high-sec 'vigilantes' mostly impossible?
Why do faction navy ships need to put their thumb on the scale?

Why NOT let -10 players 'move' through highsec, going about their business and/or trolling for fights with random players?

It creates no additional disadvantage for highsec players who wish to remain 'non-interactive' and it provides amble opportunities for budding 'vigilantes' to take a shot at PVP - without leaving the safety of highsec!
Its a risky endeavor for the outlaw, as they can move in highsec - but could easily be overwhelmed by high-sec players looking for a pirate killmail....

'Game lore arguments' and pointless real life comparisons need not apply.

If 'Crimewatch' is supposed to be about putting high-sec security into player hands - why not nerf the Navy?
Or is 'Crimewatch' merely going to be one more excuse to make highsec even safer, and further segregate the player base?



Comon dude you can do better than this.

We all know you'll bring NR's.

I'd have all priates Concorded the moment they flew a ship in high sec, and Pod a vulnerable target with 2 minute warp align. Want to abuse the laws of the land, then pay the consequence.

You yourself made a rule to Miners. Tank your Hulk or get podded. Made them pay the consequence.

This idea would put Pirates as safe in Hi sec, as the ones that don't do criminal activity. Which even you must be able to see how stupid that would be.



o7
Richard Desturned
Royal Amarr Institute
Amarr Empire
#9 - 2012-08-06 20:40:45 UTC  |  Edited by: Richard Desturned
malcovas Henderson wrote:
Comon dude you can do better than this.

We all know you'll bring NR's.

I'd have all priates Concorded the moment they flew a ship in high sec, and Pod a vulnerable target with 2 minute warp align. Want to abuse the laws of the land, then pay the consequence.

You yourself made a rule to Miners. Tank your Hulk or get podded. Made them pay the consequence.

This idea would put Pirates as safe in Hi sec, as the ones that don't do criminal activity. Which even you must be able to see how stupid that would be.



o7


so you want the consequences provided by scripts rather than taking matters into your own hands and dishing the punishments out yourself

npc alts have no opinions worth consideration

Herr Wilkus
Aggressive Salvage Services LLC
#10 - 2012-08-06 20:41:50 UTC
Pankas Carter wrote:
Perhaps you should go fight someone willing to fight, instead of inciting people who were minding their own business?


Of course. If someone wants to 'minding their own business' - how would this change anything?

Simple example:
You undock from station in your CNR and see a -10 'red' pilot in a Drake. You are interested in running missions, not shooting pirates, so you ignore him warp to your mission. Ta da. Even if the -10 pilot scanned you down and followed you into your mission, he couldn't actually 'do' anything to you.

OR, you change ships into a PVP Hurricane and you fight, and either win or lose, depending on your skills.

Whatever - choices are good right?
Jorma Morkkis
State War Academy
Caldari State
#11 - 2012-08-06 20:45:43 UTC
So, you want highsec removed and turned into blob war zone?
Denidil
Cascades Mountain Operatives
#12 - 2012-08-06 20:46:54 UTC
i propose that CCP change concord to kill and pod you the moment you undock from now on, until you stop shitposting.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Jim Era
#13 - 2012-08-06 20:47:09 UTC
I agree, turn hs into null. then watch the gankers cry when they are the ganked.

Wat™

malcovas Henderson
THoF
#14 - 2012-08-06 20:48:07 UTC
Richard Desturned wrote:
malcovas Henderson wrote:
Comon dude you can do better than this.

We all know you'll bring NR's.

I'd have all priates Concorded the moment they flew a ship in high sec, and Pod a vulnerable target with 2 minute warp align. Want to abuse the laws of the land, then pay the consequence.

You yourself made a rule to Miners. Tank your Hulk or get podded. Made them pay the consequence.

This idea would put Pirates as safe in Hi sec, as the ones that don't do criminal activity. Which even you must be able to see how stupid that would be.



o7


so you want the consequences provided by scripts rather than taking matters into your own hands and dishing the punishments out yourself



What is there to do. I am not going to spend my night chasing down a pirate. I am usually mining or running Missions, in High. I have better things to do than spend a whole evening Pirate hunting. Added to this that if they could fly ships unhindered, then its more free kills to them, as that drake takes on their AF with 8 RR's, this is more about freedom to kill more targets than it is to improve PVP in high.



o7

Herr Wilkus
Aggressive Salvage Services LLC
#15 - 2012-08-06 20:48:41 UTC  |  Edited by: Herr Wilkus
malcovas Henderson wrote:


Comon dude you can do better than this.

We all know you'll bring NR's.

I'd have all priates Concorded the moment they flew a ship in high sec, and Pod a vulnerable target with 2 minute warp align. Want to abuse the laws of the land, then pay the consequence.

You yourself made a rule to Miners. Tank your Hulk or get podded. Made them pay the consequence.

This idea would put Pirates as safe in Hi sec, as the ones that don't do criminal activity. Which even you must be able to see how stupid that would be.

o7


-NR's are useless unless somebody starts a fight - and there is no requirement that a fight starts in the first place.

-Concord pirates and pod them. Oooooookay.

-Whatever rules I made were easily trumped by CCP's godlike power to give Mackinaws 50K EHP.

-Pirates AREN'T safe in highsec. Thats the point. They can be attacked by ANY player at any time - or by many players.
Even with the odds against them, I think most outlaws would welcome having a few fights with vigilantes - where they aren't webbed, scrammed and pounded into dirt by omniscient NPCs before a fight can even get started.....

After all, a high-sec 'vigilante' might not venture into low sec.....but they might attack a pirate who wandered into highsec....
Jim Era
#16 - 2012-08-06 20:50:46 UTC
Can we petition to have CONCORD arrest Herr Wilkus?
He is the worst troll ever, his logic is entirely fallible.

Wat™

Pilna Vcelka
Doomheim
#17 - 2012-08-06 20:54:58 UTC
Having negative sec status is a consequence of not having the balls to fight in 0.0 and picking easy carebear targets on highsec/lowsec gates .. EVE is all about consequence, sandbox and all.

Stop begging for easy kills and easy access to highsec, coming from a veteran player its worse than pathetic.
malcovas Henderson
THoF
#18 - 2012-08-06 20:57:39 UTC
Herr Wilkus wrote:
malcovas Henderson wrote:


Comon dude you can do better than this.

We all know you'll bring NR's.

I'd have all priates Concorded the moment they flew a ship in high sec, and Pod a vulnerable target with 2 minute warp align. Want to abuse the laws of the land, then pay the consequence.

You yourself made a rule to Miners. Tank your Hulk or get podded. Made them pay the consequence.

This idea would put Pirates as safe in Hi sec, as the ones that don't do criminal activity. Which even you must be able to see how stupid that would be.

o7


-NR's are useless unless somebody starts a fight - and there is no requirement that a fight starts in the first place.

-Concord pirates and pod them. Oooooookay.

-Whatever rules I made were easily trumped by CCP's godlike power to give Mackinaws 50K EHP.

-Pirates AREN'T safe in highsec. Thats the point. They can be attacked by ANY player at any time - or by many players.
Even with the odds against them, I think most outlaws would welcome having a few fights with vigilantes - where they aren't webbed, scrammed and pounded into dirt by omniscient NPCs before a fight can even get started.....

After all, a high-sec 'vigilante' might not venture into low sec.....but they might attack a pirate who wandered into highsec....



Thats just it. With your idea, Pirates will be just as safe as your gank victim was. There is nothing stopping you from doing this now. It's just YOU dont like the odds, with the navy breathing down your neck.


o7
Herr Wilkus
Aggressive Salvage Services LLC
#19 - 2012-08-06 21:05:33 UTC
malcovas Henderson wrote:


Thats just it. With your idea, Pirates will be just as safe as your gank victim was. There is nothing stopping you from doing this now. It's just YOU dont like the odds, with the navy breathing down your neck.


o7


With my idea, "Pirates will be just as safe as my gank victim was"

False statement. With my idea - If a non-outlaw sits outside a station, nobody can touch him without Concord getting involved. If an outlaw sits outside a station, ANYbody can attack him (and pod him) freely.

Under Crimewatch, neutral RR = suspect flag, so neutral reps are taking a large nerf in Crimewatch as well.

And you are right - The navy is useless at stopping suicide ganking.

The problem? They are only effective at stopping 'consensual' fights between outlaws and highsec vigilantes.
La Nariz
Aliastra
Gallente Federation
#20 - 2012-08-06 21:09:32 UTC  |  Edited by: La Nariz
Jim Era wrote:
Can we petition to have CONCORD arrest Herr Wilkus?
He is the worst troll ever, his logic is entirely fallible.


Go back to sitting in stations with Makalu.

E: Please put more friendly ECM drones on him in fights too.

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