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Warfare & Tactics

 
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Amarr/ Minmatar FW Map

Author
Pinky Feldman
Amarrian Vengeance
Ragequit Cancel Sub
#61 - 2012-09-21 16:36:05 UTC
Quote:
As far as your recommendations. I would love a gate from sisiede to ardar to avoid the gate camps in hoff eszur. I think sisiede to eszur jump would still leave you with allot of gate camps in eszur.


Depends on the gate distances. Also keep in mind its a regional gate. Hof/Eszur is so campable because its a system gate.

Quote:
Also are you suggesting the auga kourm and ezzarra arzad jumps be eliminataed? If so then the only bridge from amarr to minmatar spaces would be kurnianen to isbrabata.


Nope. Never said anything about that.

Quote:
I have to say overall that I do not think changing the map is going to change too much though.

The low sec access points are neutral and both sides have several in their own backyard. Egg, gultratren, akkio equal out gratesier. And really as far as plexing ships even most pirates should be able to jump out of the various .5 systems - although thats a bit trickier I agree.


Will it change a ton of things overnight? Probably not, FW activity has died down enough that no matter how much a change betters the system there aren't really enough people to take advantage of it. Keep in mind though, that map changes are there to create a positive framework moving forward.

The lowsec access points don't really matter, you need to think in terms of the connecting highsecs, becuase its the highsec that makes logistics for newbros or people wanting to "try out FW" difficult to move things in without neutral alts depending on the faction space.

You have to look at the warzone as a whole though in regards to the backwater placement of these systems. Keep in mind that everything on the Amarr side of the warzone has a connecting highsec no more than 3-4 jumps away. People will always base where their logistics are relatively easy and there is a much higher concentration on the Amarr side. You can base off of almost any of the highsec connections anywhere on the Amarr warzone and have great access to a third of Minmatar space and the entire Amarr warzone. If you wanted to do the same in Minmatar space, you end up on the far end of the warzone completely isolated with only one possible path to come down. There's that HUGE no-mans land with no neutral lowsecs and no highsec entry points throughout front and middle of Metropolis. If you try to base further up, logistics are extremely difficult unless you have a Jump Freighter. Lots of established groups have these, but in terms of attracting new players, most won't bother.

Quote:
I am not a big fan of removing systems. If you want variety keep more areas that you can go to when the one you are in gets stale.


The removal or addition of systems was to create a more symmetric warzone in regards to the fact that for Amarr to hold half the warzone, they're well into Minmatar space far past their natural entrances and the only remaining hisec/neutlowsec entrances they have are at the very back of Metro. On the otherhand, in that same situation on the Minmatar side, they can enter Amarr held space at almost any point they want.

Quote:
This thread is just piling error on top of error.

Many people recognized that most of faction war space would not be used if they removed docking rights. CCP still removed them, and, sure enough, most of fw is space is not used.

So now instead of unduing the error that brought us here, we want to make it so that fw space is so small due to extra gates (or even removing systems) that a someone can't finish a minor plex in brin before a blob from anka can come and kick him out. IMO, this is going in the opposite direction of where fw needs to be going.


Have an extra way to go back and forth so we can avoid the hof gate camp. But don't make it so that all of fw space is within 8 jumps of everywhere else.


You complain that more gates will make the warzone smaller, but then also complain that the areas that people fight in are too small? Make up your mind bro. The reality is, extra gates will open the warzone up and make more areas viable for staging and increase the options in terms of proximity you can base to various hostile groups while still being able to support and receive support from friendly groups. How you are able to infer that creating useful connections to make systems viable,noone ever bothered going to before is going to make things smaller is beyond me.

Like I said before, the removal of systems was suggested so that the Amarr can hold all of their space and end up with half of the warzone. The systems I suggested removing are ones that nobody ever fights in or goes to right now anyways. Those systems would literally not be missed. Less systems would lead to more fights since it would be worth holding the entirety of the Bleak Lands versus the current situation where nobody cares since they know they also have to conquer the entirety of Metropolis which, fun fact, is bigger than Bleak Lands AND Devoid combined. Would you actually try to hold the Bleak Lands and part of Devoid if it meant that you could have a meaningful tier control?

Also, your blob analogy is hilarious because I can't remember the last time that I was in a large fleet and we chased around or even bothered hunting individual plexers. As it stands now, if I was in Anka and found out that there was an Incursus running a minor in Brin, even if he was AFK and it was a guaranteed kill, theres no way i'm going the 38 jumps there and back to kill him.

Simply getting rid of the Hof gate camp won't do much, when historically Metro has always been mostly a no-mans land and nobody has ever lived there especially the deeper parts. It will still be bad for roaming since 20 jumps through Metro means I only go through 11 or so unique systems because traveling through Metro means coming back the way you came, while I can go 20 jumps in Amarr space and never go to the same system twice.
Cearain
Plus 10 NV
#62 - 2012-09-21 21:12:00 UTC
Pinky Feldman wrote:
Quote:
As far as your recommendations. I would love a gate from sisiede to ardar to avoid the gate camps in hoff eszur. I think sisiede to eszur jump would still leave you with allot of gate camps in eszur.
.

Pinky Feldman wrote:

Depends on the gate distances. Also keep in mind its a regional gate. Hof/Eszur is so campable because its a system gate.


Good points but one loki booster and 2 gates can still be pretty easy to camp with the number of mouth breathers that gather in eszur to camp. I just think it would be better if it jumped us up to ardar because it’s a different system and because it’s a bit further along. The only major problem I see with the map is the gate camping in hoff.

Quote:
I have to say overall that I do not think changing the map is going to change too much though.
The low sec access points are neutral and both sides have several in their own backyard. Egg, gultratren, akkio equal out gratesier. And really as far as plexing ships even most pirates should be able to jump out of the various .5 systems - although thats a bit trickier I agree.

Pinky Feldman wrote:

The lowsec access points don't really matter, you need to think in terms of the connecting highsecs, becuase its the highsec that makes logistics for newbros or people wanting to "try out FW" difficult to move things in without neutral alts depending on the faction space.

Both high sec and low sec entry points are important. You are right that the high sec entry points are important for new players. They can stock those with an afk alt in a hauler – or just use a freighter service for very cheap.
I tend to think the low sec entry points are a bit more important though. Because players with low security status have a hard time in the high sec bases which are somewhat worse than the navy rats.

Also I think you are looking at fw too much in terms of new players. CCP is making a mistake when they do this. FW and small gang warfare in general is not really new player friendly.

New players are much better off going into a large null sec alliance for hand holding and the much easier blob warfare. If you are in a blob with 500 other battships the fact that you don’t have t2 guns, or even if you immediately burn your guns and mods out, isn’t going to make a big difference. I’m not saying new players can’t join faction war, but the smaller scale pvp means that it’s more important that everyone in the gang knows what they are doing.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Cearain
Plus 10 NV
#63 - 2012-09-21 21:13:25 UTC  |  Edited by: Cearain
Pinky Feldman wrote:

You have to look at the warzone as a whole though in regards to the backwater placement of these systems. Keep in mind that everything on the Amarr side of the warzone has a connecting highsec no more than 3-4 jumps away. People will always base where their logistics are relatively easy and there is a much higher concentration on the Amarr side. You can base off of almost any of the highsec connections anywhere on the Amarr warzone and have great access to a third of Minmatar space and the entire Amarr warzone. If you wanted to do the same in Minmatar space, you end up on the far end of the warzone completely isolated with only one possible path to come down. There's that HUGE no-mans land with no neutral lowsecs and no highsec entry points throughout front and middle of Metropolis. If you try to base further up, logistics are extremely difficult unless you have a Jump Freighter. Lots of established groups have these, but in terms of attracting new players, most won't bother.


You make allot of good points here. For example it is indeed a slight advantage for the minmatar that egg is a gallente low sec entry because it is easy for them to go into dodixie to get supplies. It’s harder for the amarr unless we have a small ship. So I agree there is some advantage in the map to the minmatar. There have been a few times when I would have wanted to pick up some supplies in dodixie with my main but I had to account for the increased risk.

However, in general I learned very early on to pretty much never use my faction war character to move supplies. This is fairly basic stuff that even thick players should be able to figure out early if not immediately. The alts I use to supply my fw characters don’t really care what region the high or low sec space is in.

That vast no man’s land is basically surrounding eszur. Eszur requires several jumps through low sec no matter how you try to get to it unless you have a jump freighter. But this is the case for both minmatar and amarr. The fact that these systems started out in minmatar hands 4 years ago is not really that big of a deal anymore.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Cearain
Plus 10 NV
#64 - 2012-09-21 21:15:18 UTC
Quote:
This thread is just piling error on top of error.

Many people recognized that most of faction war space would not be used if they removed docking rights. CCP still removed them, and, sure enough, most of fw is space is not used.

So now instead of unduing the error that brought us here, we want to make it so that fw space is so small due to extra gates (or even removing systems) that a someone can't finish a minor plex in brin before a blob from anka can come and kick him out. IMO, this is going in the opposite direction of where fw needs to be going.


Have an extra way to go back and forth so we can avoid the hof gate camp. But don't make it so that all of fw space is within 8 jumps of everywhere else.

Pinky Feldman wrote:

You complain that more gates will make the warzone smaller, but then also complain that the areas that people fight in are too small? Make up your mind bro.

The two complaints are not inconsistent so I don’t need to choose one or the other. I don’t like that the areas where pvp occurs is very narrow. Nor do I want to make the fw area smaller. These views are not contradictory. I would prefer the faction war area to remain the same size and for people to get pvp throughout the area – sort of like we had it before they had station lock outs.

Pinky Feldman wrote:

The reality is, extra gates will open the warzone up and make more areas viable for staging and increase the options in terms of proximity you can base to various hostile groups while still being able to support and receive support from friendly groups. How you are able to infer that creating useful connections to make systems viable,noone ever bothered going to before is going to make things smaller is beyond me.

First people used to go up in metro. I and others in I law used to roam into metro quite often. So its not the case that no one ever bothered going there. We stopped going there when CCP implemented the station lock out rule.
Second the additional gates don’t literally make the space smaller but it has the same effect. Just like air travel effectively made the world smaller.


Pinky Feldman wrote:

Like I said before, the removal of systems was suggested so that the Amarr can hold all of their space and end up with half of the warzone. The systems I suggested removing are ones that nobody ever fights in or goes to right now anyways. Those systems would literally not be missed. Less systems would lead to more fights since it would be worth holding the entirety of the Bleak Lands versus the current situation where nobody cares since they know they also have to conquer the entirety of Metropolis which, fun fact, is bigger than Bleak Lands AND Devoid combined. Would you actually try to hold the Bleak Lands and part of Devoid if it meant that you could have a meaningful tier control? .


I think you are placing too much importance on what region these systems are in. It’s not really that much harder for an amarrian to supply a minmatar high sec entry base than it is for a minmatar. Both sides should be using alts and not fw characters supply to high sec bases.

As far as getting your plexing ships out of these bases it doesn’t really make that much difference either. If you just warp directly to the gate and jump in the navy will not even hit you.

Just because a system is technically in metro as opposed to devoid or bleak lands really means very little.




Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Cearain
Plus 10 NV
#65 - 2012-09-21 21:15:49 UTC
Pinky Feldman wrote:

Also, your blob analogy is hilarious because I can't remember the last time that I was in a large fleet and we chased around or even bothered hunting individual plexers. As it stands now, if I was in Anka and found out that there was an Incursus running a minor in Brin, even if he was AFK and it was a guaranteed kill, theres no way i'm going the 38 jumps there and back to kill him. .


The hope is that plexing will become something people care about. Its true people don’t care now. But the map should be made with the idea that people do care about it and ccp should work at making plexing something people care about and pvp over.

But you make my point. Right now a blob would not be able/willing to go from anka to brin in order to chase a plexer. I don’t want to make it so they can. When/if ccp ever makes plexing something worth caring about I want that blob in anka to have to make a choice. Either we divide up our blob or we lose the plexes in brin.

If we make a whole bunch of gates that jump us all over the front in a matter of minutes they won’t have to make that choice. If we literally reduce the number of systems in the front they won’t have to make that choice.

One or two blobs will hold the whole front. That effectively will eliminate any tactical decisions of who should be assigned to what areas. Faction war will be no different than anywhere else in eve where the best deployment of resources is always to just get them all together in one big blob.

Combine that with the other changes that need to be made such as notifications and timer countdown and plexing will no longer be about small scale pvp at all.

Pinky Feldman wrote:

Simply getting rid of the Hof gate camp won't do much, when historically Metro has always been mostly a no-mans land and nobody has ever lived there especially the deeper parts. It will still be bad for roaming since 20 jumps through Metro means I only go through 11 or so unique systems because traveling through Metro means coming back the way you came, while I can go 20 jumps in Amarr space and never go to the same system twice.


I don’t think we know what getting rid of the hoff gate camp will do. I agree its not going to change things dramatically and completely undue the damage of station lockouts. But there have been plenty of nights that I ended roams for the night because hoff gate was camped and I already covered one or the other sides of the front. If there were a decent way to get to the other side of the front I would have used it and kept roaming.

But again you keep saying no one ever went to metro, but you are wrong. I am not saying metro was ever nearly as popular for fw as kourm. But we used to do allot of roams through metro. I used to have a minor base in frerstorn. My corp was planning on having minor bases in frerstorn and egmar. Hell we may have even started supplying them right before the news of the station lockouts started. I probably have more killmails/lossmails in frerstorn and eszur than I do in kourm and kamela.




Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Taoist Dragon
Okata Syndicate
#66 - 2012-09-21 21:36:46 UTC
I know the lockouts are a big issue but I don't think we'll get total station freedom any time soon TBH.

How about if it was changed so that you could dock at your stations in your 'native' regions.

i.e Amarr FW was able to dock at all station that hold Amarr FW corps regardless of Sov or that were of Amarr origin.

This would then open up at least half of the warzone for docking so the militias could spread around a bit.

FW zone of the enemy would still be locked out unless you flip the systems?

That is the Way, the Tao.

Balance is everything.

Zarnak Wulf
Task Force 641
Empyrean Edict
#67 - 2012-09-22 00:38:10 UTC
Lockouts are fine. It raises the stakes. And it's been beat to death and doesn't deserve walls of text anymore. Back to the original point of the thread - it would be nice to have at least a second route into Metropolis and to have Amarr space actually feel like Amarr space.
Veshta Yoshida
PIE Inc.
Khimi Harar
#68 - 2012-09-22 09:16:19 UTC
Zarnak Wulf wrote:
Lockouts are fine. It raises the stakes. And it's been beat to death and doesn't deserve walls of text anymore. Back to the original point of the thread - it would be nice to have at least a second route into Metropolis and to have Amarr space actually feel like Amarr space.

What? You mean flying a base double donut does not give you the sense of trespassing in the oldest, wisest, most enlightened and just plain old mightiest Empire of New Eden?

Why I never *hmmph!*
Pinky Feldman
Amarrian Vengeance
Ragequit Cancel Sub
#69 - 2012-09-22 12:04:07 UTC
@Cearain

I want to clarify what I mean when I say new players. I'm not talking about players who are brand new to the game, i'm talking about players who are deciding that they want to try out faction warfare, whether its single players or a smaller group of players like my guys or a larger group like Fweddit. I've said it before and i'll say it again, it will be extremely unfortunate if FW goes back to how it was pre-Inferno in terms of active numbers and PVP. You guys might have had fun back then and would still have fun if things went back to how they were, but many of the new groups that joined post-Inferno, joined for the new game mechanics and would have never ever joined under the old system, so keeping that new blood is key.

Adjoining friendly highsecs are important for those who want friendly casual PVP. To participate in FW for the PVP and have a good base of operations shouldn't require you to have a jump freighter and carrier logistics support. Leave that hassle in nullsec. It doesn't affect groups like you since you're already well established, I.law has been in FW for ages and regardless of any changes will still probably be there years from now. But a group that is unsure if they will even like FW isn't going to want to spend time jump freightering ships in, only to find they don't like it and having alts to move things through enemy highsec shouldn't be a requirement to enjoy FW either. Mark my words, if the Amarr are unable to attract and retain new players to FW due to crappy and stale mechanics, they will NEVER come back against the Minmatar without them getting bored of FW and leaving. I'm not really sure why you're so against this.

You might think that attracting new players to FW might be the wrong approach, but that first month post-Inferno was some of the most fun that I think every side has had in a long time. That should be the kind of environment that FW is like.

Quote:
But you make my point. Right now a blob would not be able/willing to go from anka to brin in order to chase a plexer. I don’t want to make it so they can. When/if ccp ever makes plexing something worth caring about I want that blob in anka to have to make a choice. Either we divide up our blob or we lose the plexes in brin.

If we make a whole bunch of gates that jump us all over the front in a matter of minutes they won’t have to make that choice. If we literally reduce the number of systems in the front they won’t have to make that choice.


Then add a backwater region with poor access that nobody wants to base out of to the Amarr side of the warzone. Ideally forcing the larger group to split up into smaller gangs would be advantageous for the smaller side and looks good on paper, but thats not what actually happens with warzone control. In a fleet fight, sure splitting up a larger gang has a huge impact on the fight because the half that gets split up is essentially doing nothing. Warzone control is totally different, since on the side with more numbers, the group that isn't fighting has free reign to plex to their hearts content. Plus the reality is, the Minmatar are already quite well dispersed/spread out and due to their strong numbers advantage, the Amarr can't really afford to split up unless they want two gangs that have the strength to fight nothing and are too isolated to support each other in any meaningful ways.

Lets run a scenario. Say that a group like I.law moved up to Metro. The remaining groups on the Amarr warzone would hurt for the numbers you provide. The PVP for you guys would drop tremendously other than chasing plexing alts in craptastic ships, since its too far even for most Minmatar groups to go try and fight. Nobody goes up to Egg as it is, do you really think they'll go into Metro for fights? Lets say you guys did decide to come down to the Amarr side to fly in a joint fleet with another Amarr group, the second you leave, the plexing alts come back out and run down timers, time which you will have to pay back later to defensive plex if you want to hold the systems. Its really disavantageous for you guys to come down from side of the warzone becuase you're guaranteed at least 40 minutes of jumping gates down and back. If someone logs on later and wants to join in on PVP in Amarr space, they're probably SOL since a fight will most likely happen before they can make it down.

The Minmatar can cover the Amarr half of the warzone easily and cover more systems with fewer jumps. If they want to split into groups and chase out plexers they can do this while still easily grouping back up to support one another. If the Amarr want to do the same, they essentially need to make twice the jumps due to Metro gepgraphy and have to make the decision to be completely cut off from support with the possibility of being camped in due to only one way back home. I don't care if you add more connections or create an Amarr equivalent of Metro, but you need to do a better job of convincing me why this should exist for one side and not the other.

The backdoor from Bleak lands into Metro would allow the Amarr to push into the back of the Minmatar warzone from their own side. Metro is still going to be pretty pipey and less accesible overall compared to the Amarr warzone, and the additional connection to the back of Metro is to ease the choke pointy nature of Metropolis. If you were to simply add a relief valve to the Eszur/Hof gate, Ardar would just become the new Eszur/Hof chokepoint for the entire region, which is what we're trying to get away from why additional connections are needed.

The practical warzone where fights actually is small because all of the worthwhile staging systems that give you good access to the warzone are all clumped tightly together. Adding more accessibility might make the warzone feel smaller from a travel perspective, but should increase the size of the usable warzone that fights potentially happen in.
Pinky Feldman
Amarrian Vengeance
Ragequit Cancel Sub
#70 - 2012-09-22 12:04:44 UTC
Veshta Yoshida wrote:
Zarnak Wulf wrote:
Lockouts are fine. It raises the stakes. And it's been beat to death and doesn't deserve walls of text anymore. Back to the original point of the thread - it would be nice to have at least a second route into Metropolis and to have Amarr space actually feel like Amarr space.

What? You mean flying a base double donut does not give you the sense of trespassing in the oldest, wisest, most enlightened and just plain old mightiest Empire of New Eden?

Why I never *hmmph!*


When are you guys going to come back to Factional Warfare? <3 :(
Deerin
East Trading Co Ltd
#71 - 2012-09-24 11:29:41 UTC
This thread has been de-railed too much.

I agree with OP....and I approve pinky's map. In fact I'm going to like that post and I suggest everyone to do the same.
Xio Zheng
Ministry of War
Amarr Empire
#72 - 2012-10-01 00:30:20 UTC
im new to FW been doing it for 2 weeks now, my 2 cents...

I go out to look for a fight and get blobed by half a dozen ships on a plex gate. 1 of which is a long point with insta lock. yes i scan, yes im carefull, yes i know i should be in a fleet. but most active amarr arnt on during US TZ. quite frustrating to say the least. but everyonce and a while i get a kill and it makes me happy. also ive never been more then 5 jumps out of kourm because out that far all im running into are plexers with stabs that fight till they are about to lose then warp off. leaving me having to go find a frendly system to repair in. This may sound like crying but in all honesty i do enjoy it, but having fun on the losing side is still losing. its a whole moral thing, FW needs new people or else it becomes aliance warfare with a theeme. and new people dont tend to join the losing side.
Dr Sheng-Ji Yang
Doomheim
#73 - 2012-10-01 06:29:25 UTC
@Xio Zheng:
You simply joined the wrong fw side. Lol.
Fighting for amarr means: You are f....
You are completely outnumbered and the worst: You are fighting against minnie billionaires who are laughing at loosing 200m faction drams or 70m sfi because they already made their 40 or 60b and still make more.
So yes it is fun I know but little tip: Never get in amarr fw without a good support isk making alt.
Cause amarr fw is atm nothing about getting sfi blobbed and burning isk. After CCP screwd up fw completly (amarr couldnt farm because of ewar, minnies could, goons getting t5 etc...) amarr militia will be probably broken forever.
But yes I am in a great corp and it is fun even if you have no chance to be honest. But you get really much pew.
And thats only a game. So long as we have fun it is okay.
Noa Fuyu
Imperial Academy
Amarr Empire
#74 - 2012-10-01 06:54:45 UTC
I like Taos idea about docking rights. Opening it up fully would be a bad thing for amarr militia I believe, Entire Q fleet sitting in Kam station. Sure the experienced players would have insta undocks but what about the new guy who just joined? It just gives a slight buffer net for when you're loosing that you have somewhere to dock when blob'd that enemies cant dock at.

Also remove docking rights from high sec lol, You're at war with the faction arent you, why would any faction allow anyone to dock in their high sec that they're at war with lol.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#75 - 2012-10-01 07:56:52 UTC
I'll totally ignore the docking rights Q.Q. Because, as Zarnak says, it raises the stakes.

Pinky's map shows a serious flaw with the map design. if this was Counterstrike, you'd have people spawn and run into Metro and run around in circles until sniped to death. In the EVE context, the major problem with metro is the lack of an Amarr hisec connection, AND the lack of a second connection via Heimatar lowsec to avoid the supposed loki-boosted remote-sebo HICtor gangs of doom.

I've seen one such instance, in 6 weeks. If you can't use an alt to test the waters, Cearain, you fail hard. Man up, and scout ahead if you are just too too scared to get out of Kourm/Kamela and go run around Metro because of the scary Loki gangs camping Hof/Eszur.

Sure, you may have had a stock of ships in metro, but only your complete craven laziness stops you and the Amarr in general from stocking up in station ahead of time, flipping a few systems, and putting a shiv into the backside of Minmatar. In the very least you've got Turnur, which has a station, surely you can figure out how to JF and go live in Turnur. Or, you know, keep crying about how your stuff is stuck inside station in Metro and baww baww baww.

Its the "field of dreams" conundrum. Build up a presence, and people will come.

I can guarantee BUGRY will never be bashing an Amarr ihub. The reasons are manifold. Number one, and not being condescending, but the Amarr side needs help ahead of the patch which (I hope) will see a major reduction in gunless minnie plex alts. Number two, winning an endless war via dominating everything is not only self-defeating and pointless, but infantile and peurile. Number three, all your excuses are rooted in laziness and rose-tinted glasses - support Zarnak's call for a rethink of the map.

Finally, if a connection between Amarr hisec (Devoid?) and Metro was added, or between Metro and the Bleak Lands, then the choke at Eszur would be gone andd the crux at Dal would be lessened. This would allow a much larger area for roaming, and allow the Eszur camp to be circumvented, which would throw a lot of Metro into play.
Muad 'dib
State War Academy
Caldari State
#76 - 2012-10-01 09:58:03 UTC
When moving around low sec for fw became too much time consuming, like 0.0 style play logistically, whole areas of stations unusable, you took away one of the reasons fw was the fun 'pvp middle' man. Between dancing around on ponys in high sec wars and being bored in null shooting 500 man gangs, structures and when not spinning or finding a system that doesnt have a tengu farmer in it.

The casual player FW used to attract now is pretty much forced to join up with a corp thats already got its logistic and operations sorted, rather than getting many actual new groups to join in one go. Of course the side with the most systems and therefore most logistical flexibility will get all the attention - and we havnt even brought isk or pvp potential into it yet :P

Some extremely great posts in this thread so far, i hope the powers that be take the time to read it.

EDIT: look ma, i did a post and didnt mention lockouts sucking once! awwww shi.....

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

San Severina
One Point 0
#77 - 2012-10-01 11:51:21 UTC
Kum bay ya, my Lord, kum bay ya;
Kum bay ya, my Lord, kum bay ya;
Kum bay ya, my Lord, kum bay ya,
O Lord, kum bay ya.

Can't we all just get along?

Enjoyed this thread for the most part, hopefully the Devs will take a look.
San Severina
One Point 0
#78 - 2012-10-01 12:00:39 UTC
Xio Zheng wrote:
im new to FW been doing it for 2 weeks now, my 2 cents...

I go out to look for a fight and get blobed by half a dozen ships on a plex gate. 1 of which is a long point with insta lock. yes i scan, yes im carefull, yes i know i should be in a fleet. but most active amarr arnt on during US TZ. quite frustrating to say the least. but everyonce and a while i get a kill and it makes me happy. also ive never been more then 5 jumps out of kourm because out that far all im running into are plexers with stabs that fight till they are about to lose then warp off. leaving me having to go find a frendly system to repair in. This may sound like crying but in all honesty i do enjoy it, but having fun on the losing side is still losing. its a whole moral thing, FW needs new people or else it becomes aliance warfare with a theeme. and new people dont tend to join the losing side.


I know I shouldn't admit this here, but the Amarr has never looked so attractive to me. Of course I would never switch but I almost envy you guys, being the underdog is almost irresistibly attractive to me. My advice is enjoy the cache of being the underdog.
Taoist Dragon
Okata Syndicate
#79 - 2012-10-02 03:07:03 UTC
I LOVE being the underdog.

When i decided to come back to FW my choice was Caldari or Amarr for a couple of reasons. RP and they are my fave ships and my standings with them. I chose Amarr cos of the underdog status.

That is the Way, the Tao.

Balance is everything.

Val'Dore
PlanetCorp InterStellar
#80 - 2012-10-02 20:32:58 UTC
What if there was a wormhole generation gate in each faction's 'home system' that would generate a direct wormhole (with all the same features as current wormholes) to any enemy fw system? Anyone could use it, which makes it just as risky to use as it can be advantageous to use.

Only a +10 player could use the quantum gate, and only once a week making coordination critical.

Would give each faction a real goal as well. Capture the enemy's quantum gate.

CCP could bill it as some new gate technology the empires are testing.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide