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Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Karl Hobb
Imperial Margarine
#821 - 2012-10-07 14:55:18 UTC
Dianedre of Shoun wrote:
According to the PVP flag you won't be able to escape any attack. Like Docking! This seems a bit harsh to Carebears.

The PVP and NPC flags last for 15 minutes, but can be extended if you are still being aggressed. The only thing those flags affect is what happens to your ship when you log off. Don't use logging off as a defense mechanism, take your ship out of harm's way before logging off. Fit a cloak, make a safe, have a POS in-system, dock up, etc... I'm pretty sure the log-off warp will still work (as long as you're not pointed) so not much will be changing from now except for the length of time.

A professional astro-bastard was not available so they sent me.

OT Smithers
A Farewell To Kings...
Dock Workers
#822 - 2012-10-07 14:55:23 UTC
Kaelarian wrote:


Except that you're now arbitrarily preventing everyone from tactically ejecting just because some players abuse the mechanic above. What's to stop the orca? There are several options:

  1. They could be flagged:

    • by carrying over/synchronizing the current flags of the ship owner (which hopefully wouldn't require flagging the ship, just tracking the ship's owner), or
    • by flagging the ship and syncing its flags to the orca pilot, or
    • by giving any SMA ship a W flag for scooping a ship in space, preventing it from jumping through a gate/docking/etc for 60 seconds under any circumstance. (might be harsh, but should be enough to solve the abuse problems and be simple to implement)

  2. They could be prevented from scooping a ship that is being targeted. (probably a good idea regardless)


Personally, even if it takes more work to code, I think any ship scooping a ship that was recently in combat should be flagged as a valid target for whomever was shooting the scooped ship and the offending orca should be prevented from running through a gate (W flagged) to escape penalty. This is clearly an abuse. If you want to fly an expensive ship anywhere you should be prepared to lose it.


It's not this simple, nor is the Orca scoop the only (or worst) abuse this change eliminates. There is only one reason why anyone would object to this change: they want the option to instantly remove their ship from combat when things are not going their way. It is actually worse than suggesting that players in certain select ships should be allowed to ignore the in-combat docking restrictions at stations. Rather, it is saying that certain SPECIAL players should be allowed to instantly swap to any ship they own, at any time, and continue the battle. This is ridiculous even if we ignore swapping to a better ship.

CCP took the simplest and best route. They are saying that EVERYONE has to risk the ship that they brought to the fight. And in the case of high sec, that a victim making the decision to defend himself should have the advantage of knowing (at least to a certain extent) exactly what it is that he is engaging. If you provoked him in a frigate, that's what you are going to remain in until the battle is resolved.

Quote:
While the ejection prevention has wiespread drawbacks argued by others here, you are currently not even adequately addressing the cited abuse by only preventing pilots with a W flag from ejecting for 60s. Some T3s, faction BSs, and other pricey ships can have pretty hefty tanks, esp under remote repair. 60 seconds can be plenty of time for them to deaggress, eject, and let their ship be scooped and saved without any penalty to them when they don't think a fight is going their way. And just to be clear, "solving" this by preventing anyone with a PVP flag from ejecting would be ridiculous and further upset quite a lot of players.


CCP has not proposed preventing people with a PvP flag from docking. Only people with an active weapons flag. Just as it is today. The only change is that they are extending this to also cover docking in carriers, orcas, or anything else.

Quote:
There are a lot of other reasons to want to eject shortly before your ship is destroyed (besides evading SP loss, which is stupid but a risk we take*), especially attempting to save an expensive pod, or any pod living in WH space. Skill plays a part in saving your pod at any time but, unless you have a quality ISP, session change lag is often enough that fast locking ships like double sebo zealots will have already locked and killed your pod before you even respawn on grid (visually). Being able to eject at least introduces uncertainty as to when to try and target you so you have a better chance to escape.


Losing this is a small price to pay for what we gain. And if the end result is more pods killed, that's probably a good thing as well.
OT Smithers
A Farewell To Kings...
Dock Workers
#823 - 2012-10-07 14:59:17 UTC
Kilroy Nightbarr wrote:

Looks like I missed that the first time around.

What about this: The Dev Blog says "If I can legally attack the owner of a container, then I can legally take from the container." So I flip a can and become flagged for anyone to shoot. Meaning everyone can legally attack me. Hence anyone can legally take from the can. Doesn't lead to the noob/miner dying, but just by my flipping of the can his stuff is now free for anyone else to steal. Working as intended? What am I missing?


Just this:

Today no one, including the victim of the theft, can touch the container. Now the victim of the theft can simply take his stuff and put it back into his own can and no one can shoot him for doing so.
OT Smithers
A Farewell To Kings...
Dock Workers
#824 - 2012-10-07 15:56:01 UTC
Bart Starr wrote:


Perhaps you've forgotten the stated rationale for the original Orca nerf.
"Escaping the consequences of initiating combat".
Its even on the error message that started popping up after the nerf.

CCP stated that they were unhappy with people hiding doomed ships in Orcas.
And I could (grudgingly) understand that, even if I didn't understand why it was ONLY applied to highsec. (most likely? because the nerf was narrowly tailored at mission baiting and crying carebears - not stupid low-sec skirmishes. After all, anyone in lowsec is looking for a fight)

Guess what we have here is simply 'mission creep'. Mission runners were still dying, highsec still not safe enough - so more radical measures were taken by CCP - using fringe cases (T3 SP loss, low-sec to highsec Orca escape) as a fig leaf.


Bart,

Respectfully, you do not understand the whole situation. As bad as the problem is in high sec, it is FAR worse in low. The reason people have been hesitant to elaborate is because we already deal with this crap enough without posting it on the forums.

Ultimately what it comes down to is this: Certain players are risk averse. They want the excitement of the kill, they love the tears, but they insist on immunity for themselves. Whether we are talking about ganking miners or haulers, baiting mission runners, or parking a mach and a carrier in the station superstructure in low, the goal is the same.

Those who defend these exploits (and justify their use of them) love to say things like "Eve is a harsh place" and "Don't undock what you can't lose," but they say them unaware of the taint of hypocrisy clinging to their words. They are the ones most afraid of losing. Baiting mission runners is like an adult man heading to the local Kindergarten looking to pick a fight with a five year old -- and insisting that you need this ship swapping nonsense is like that same adult managing to find a fiesty five-year-old... then panicking and pulling out a gun because the little guy put of a fight.

CCP is changing it to where you will no longer be able to pull that gun. You can still head to that school, you can still pick on the little kids you find there, but now, finally, you are going to have to risk not only that kid kicking your ass, but the adults stepping in to help them.
Daioh Azu
Center for Advanced Studies
Gallente Federation
#825 - 2012-10-07 16:45:07 UTC
Tippia wrote:
Bart Starr wrote:
Except you just said what happens in low sec was the 'symptom' of the problem, not the 'real' problem.
Mission runner baiting is exclusively in highsec and is massively impacted by this change.
Not really. Mission runner baiting isn't affected in the slightest by the ship-swapping rule because there's no reason to get the W-flag that prohibits it.

I gotta agree with Tippia here. The whole point of mission baiting is to get the runner to attack you first so that when you emerge victorious Concord dosen't show up and you don't get a GCC. If the ship you are baiting the runner with is not the ship with which you plan to stomp him, why are you fitting weapons or EW to it? It seems to me you'd want your bait ship to have a good speed tank and large shield buffer so that you can evade most incoming DPS and soak the few lucky shots that get through until your pownmobile arrives.

With the proposed system, it you pull a W-flag before the runner aggresses you then you've already failed your bait attempt and have made the decision to attack. If you pull a W-flag after the runner has aggressed you then you have made the decision to defend with the ship you are flying. In both cases, you have chosen to commit to combat with your bait ship for at least 60 seconds.

What you seem to want is a system that allows you pose as little threat as possible to encourage your target to commit to combat. However, once you have committed to combat in a clearly inferior ship you want to be able to evade the consequences of that decision. You want to switch to something more effective immediately and without delay even though you made the choice to engage in a clearly over matched ship. Remind me again who is the carebear in this situation? I find the distinction to be unclear.
Pipa Porto
#826 - 2012-10-07 17:13:14 UTC  |  Edited by: Pipa Porto
Daioh Azu wrote:
Tippia wrote:
Bart Starr wrote:
Except you just said what happens in low sec was the 'symptom' of the problem, not the 'real' problem.
Mission runner baiting is exclusively in highsec and is massively impacted by this change.
Not really. Mission runner baiting isn't affected in the slightest by the ship-swapping rule because there's no reason to get the W-flag that prohibits it.

I gotta agree with Tippia here. The whole point of mission baiting is to get the runner to attack you first so that when you emerge victorious Concord dosen't show up and you don't get a GCC. If the ship you are baiting the runner with is not the ship with which you plan to stomp him, why are you fitting weapons or EW to it? It seems to me you'd want your bait ship to have a good speed tank and large shield buffer so that you can evade most incoming DPS and soak the few lucky shots that get through until your pownmobile arrives.

With the proposed system, it you pull a W-flag before the runner aggresses you then you've already failed your bait attempt and have made the decision to attack. If you pull a W-flag after the runner has aggressed you then you have made the decision to defend with the ship you are flying. In both cases, you have chosen to commit to combat with your bait ship for at least 60 seconds.

What you seem to want is a system that allows you pose as little threat as possible to encourage your target to commit to combat. However, once you have committed to combat in a clearly inferior ship you want to be able to evade the consequences of that decision. You want to switch to something more effective immediately and without delay even though you made the choice to engage in a clearly over matched ship. Remind me again who is the carebear in this situation? I find the distinction to be unclear.


Once the Mission Runner fires, how long do you think he's going to stick around once the Orca lands on grid to bring out the gank ship? You need a point on your bait ship to keep the aggressor around. Once you drop that point to deaggress, the Orca bumps the mission ship giving you just enough time to switch. How do you propose to bridge the 60s gap this change adds?

This change allows the mission runner to attack looters with no risk of falling into an effective trap.

How about a 60s ejection delay (not cancelable, ofc) if you have a weapons timer? Destroys Orca camping without killing Mission Runner baiting.

As for who the carebear is, how about the guy shooting a frigate in a battleship?

EvE: Everyone vs Everyone

-RubyPorto

Bart Starr
Aggressive Structural Steel Expediting Services
#827 - 2012-10-07 17:32:37 UTC  |  Edited by: Bart Starr
Pipa Porto wrote:
Tippia wrote:
Bart Starr wrote:
Except you just said what happens in low sec was the 'symptom' of the problem, not the 'real' problem.
Mission runner baiting is exclusively in highsec and is massively impacted by this change.
Not really. Mission runner baiting isn't affected in the slightest by the ship-swapping rule because there's no reason to get the W-flag that prohibits it.


You mean besides this?


Exactly.
Its pretty clear that Tippia doesn't understand how mission baiting works.

Carebears won't shoot at a Hurricane (or any ship that looks threatening.)
The will, however, shoot at frigates, especially frigates with weak sounding names.
(IE, Merlin is nice and safe sounding. Worm, likewise. 'Reaper' = not so good.)

Unfortunately frigates don't have enough firepower to break CNRs and other PVE ships that tank thousands of DPS.
Changing into a new ship is the only way you can trap them AND finish them.

Its not about 'committing to combat for at least 60 seconds.' Ninja frigates can tank them, but not break them.
Its about maintaining tackle, and bringing enough firepower ot the field to break a considerable PVE tank.
Once carebears realize that they can't kill the frigate thats warp scrambling them - they try to escape or log off.
In addition, Crimewatch provides an ample opportunity for them to call for assistance - from ANYONE.

Telling a ninja that he must also turn off his warp scrambler for 60 seconds before changing ships simply means the mission bear warps off and escapes.

This change crushes the profession. So now even the 'Salvage ninja' profession is now considered an abuse.
Result: mission bears are safer than ever - the sole remaining risk: random suicide ganks.

Which is I suppose what CCP wants, anyway....theme-park highsec.

Fix the Orca in lowsec and you aren't 'hiding' or 'saving' anything. In fact, you are now putting twice as many ships at risk of destruction - or possibly being boarded and stolen by the mission bear or 3rd parties.
Ghostwarden
Caldari Provisions
Caldari State
#828 - 2012-10-07 19:36:30 UTC
Bart Starr wrote:
Pipa Porto wrote:
Tippia wrote:
Bart Starr wrote:
Except you just said what happens in low sec was the 'symptom' of the problem, not the 'real' problem.
Mission runner baiting is exclusively in highsec and is massively impacted by this change.
Not really. Mission runner baiting isn't affected in the slightest by the ship-swapping rule because there's no reason to get the W-flag that prohibits it.


You mean besides this?


Exactly.
Its pretty clear that Tippia doesn't understand how mission baiting works.

Carebears won't shoot at a Hurricane (or any ship that looks threatening.)
The will, however, shoot at frigates, especially frigates with weak sounding names.
(IE, Merlin is nice and safe sounding. Worm, likewise. 'Reaper' = not so good.)

Unfortunately frigates don't have enough firepower to break CNRs and other PVE ships that tank thousands of DPS.
Changing into a new ship is the only way you can trap them AND finish them.

Its not about 'committing to combat for at least 60 seconds.' Ninja frigates can tank them, but not break them.
Its about maintaining tackle, and bringing enough firepower ot the field to break a considerable PVE tank.
Once carebears realize that they can't kill the frigate thats warp scrambling them - they try to escape or log off.
In addition, Crimewatch provides an ample opportunity for them to call for assistance - from ANYONE.

Telling a ninja that he must also turn off his warp scrambler for 60 seconds before changing ships simply means the mission bear warps off and escapes.

This change crushes the profession. So now even the 'Salvage ninja' profession is now considered an abuse.
Result: mission bears are safer than ever - the sole remaining risk: random suicide ganks.

Which is I suppose what CCP wants, anyway....theme-park highsec.

Fix the Orca in lowsec and you aren't 'hiding' or 'saving' anything. In fact, you are now putting twice as many ships at risk of destruction - or possibly being boarded and stolen by the mission bear or 3rd parties.


Why not instead of bringing an Orca with an additional ship you instead just have the other character in a combat ship that CAN break the PVE tank waiting cloaked to come in once you have a point on the ship? Seems to me that what you really want is to have the ability to pick a fight single-handed and have whatever ships you need to johnny on the spot in a way that the PVE player cannot, its not advisable to bring an orca into a mission so that I can have my spare combat ship after all. Once again it sounds like you just want an uneven playing field.
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#829 - 2012-10-07 19:41:33 UTC
Oddity: the combination of "HICs get a W flag whenever they bubble up" and "W flag prevents you from ejecting for its 60s duration" creates issues when you go to speed-roll WHs by cycling several pilots through a single rolling HIC (this is often done when you're out in the field and don't have a passel of people in HICs standing by). Under the new system, you'd have to introduce a ~60s delay between "jump back" and "eject", which is doable but rather annoying/slows the process down not-insignificantly I reckon.

Easiest way to work around this (if such a thing is even desired, that is; it is a marginal usecase compared to HICs gate/stationcamping in 0.0) would be to make it so simply activating one's HIC bubble does not yield a W flag; W and P would then be given to the HIC pilot together when someone aggresses him/her by trying to warp while inside the HIC bubble.

Also, there's a corner case I want to point out here: if someone hops in a HIC, warps to a safe, turns their HIC bubble on, and then goes to make a sandwich (lets say 5mins AFK), will they still be W flagged when they return? Or does the W flag only turn on when the module is initially activated, and not get refreshed when the WDFG cycles?
Vladimir Norkoff
Income Redistribution Service
#830 - 2012-10-07 20:06:42 UTC
Pipa Porto wrote:
First. Freighters can't drop cans.
Second. Even if they could, all the victim would have to do is package everything in lots bigger than jetcan size (Like, say, in a GFC) and your thought wouldn't work anyway.
Well like I said, if freighters can't drop cans then you need to bring yet another alt.

But yeah, courier packaging GSCs could pose a problem. Perhaps the answer is to request/demand that courier packaging be able to be ripped open anywhere at anytime? Cuz odds are they ain't changing the Suspect flag on looting. And you can whine and complain as much as you like, but unless you propose an alternate solution, the Devs are just gonna ignore you.

I agree that you should be able to effectively loot ships that you kill.... with the consequences that come with it. Even if it's a freighter gank that takes everything in the world that some player has earned over years of playing (his fault for being stupid). CCP might make it more of a hassle to do it, but it should still be feasible. But throwing a tantrum over it without suggesting a solution ain't gonna do shiite.
McDarila
The Scope
Gallente Federation
#831 - 2012-10-07 20:09:16 UTC
My big question is are wreaks containers? If so the next burn jita event will be truely epic. Not from the concord responce but from the players as they all start turning killable with out concord responce.
ihcn
Life. Universe. Everything.
#832 - 2012-10-07 21:46:53 UTC
Tarunik Raqalth'Qui wrote:
Oddity: the combination of "HICs get a W flag whenever they bubble up" and "W flag prevents you from ejecting for its 60s duration" creates issues when you go to speed-roll WHs by cycling several pilots through a single rolling HIC (this is often done when you're out in the field and don't have a passel of people in HICs standing by). Under the new system, you'd have to introduce a ~60s delay between "jump back" and "eject", which is doable but rather annoying/slows the process down not-insignificantly I reckon.

Easiest way to work around this (if such a thing is even desired, that is; it is a marginal usecase compared to HICs gate/stationcamping in 0.0) would be to make it so simply activating one's HIC bubble does not yield a W flag; W and P would then be given to the HIC pilot together when someone aggresses him/her by trying to warp while inside the HIC bubble.

Also, there's a corner case I want to point out here: if someone hops in a HIC, warps to a safe, turns their HIC bubble on, and then goes to make a sandwich (lets say 5mins AFK), will they still be W flagged when they return? Or does the W flag only turn on when the module is initially activated, and not get refreshed when the WDFG cycles?

Maybe you'll just need to find a new way to speed-roll wormholes
Daioh Azu
Center for Advanced Studies
Gallente Federation
#833 - 2012-10-07 21:59:21 UTC
Bart Starr wrote:
Pipa Porto wrote:
Tippia wrote:
Bart Starr wrote:
Except you just said what happens in low sec was the 'symptom' of the problem, not the 'real' problem.
Mission runner baiting is exclusively in highsec and is massively impacted by this change.
Not really. Mission runner baiting isn't affected in the slightest by the ship-swapping rule because there's no reason to get the W-flag that prohibits it.


You mean besides this?


Exactly.
Its pretty clear that Tippia doesn't understand how mission baiting works.

Carebears won't shoot at a Hurricane (or any ship that looks threatening.)
The will, however, shoot at frigates, especially frigates with weak sounding names.
(IE, Merlin is nice and safe sounding. Worm, likewise. 'Reaper' = not so good.)

Unfortunately frigates don't have enough firepower to break CNRs and other PVE ships that tank thousands of DPS.
Changing into a new ship is the only way you can trap them AND finish them.

Its not about 'committing to combat for at least 60 seconds.' Ninja frigates can tank them, but not break them.
Its about maintaining tackle, and bringing enough firepower ot the field to break a considerable PVE tank.
Once carebears realize that they can't kill the frigate thats warp scrambling them - they try to escape or log off.
In addition, Crimewatch provides an ample opportunity for them to call for assistance - from ANYONE.

Telling a ninja that he must also turn off his warp scrambler for 60 seconds before changing ships simply means the mission bear warps off and escapes.

If you successfully get the runner to aggress you without you first committing a criminal act, then you have successfully baited the runner to engage in combat. However, that clearly is not what you want. You want to commit a criminal act in front of the runner in a seemingly nonthreatening ship and once he engages have someone bring you a more capable ship so that you can avoid the consequences of your choice.

At the same time you want the runner to suffer the consequences of his decision. It is clear from the underlined statement in your post that many of your "baited" targets are aware they have made a bad decision, are looking to escape, and only your point is keeping them there. So I need to ask, exactly what are you relying on to get that kill? Are you relying on a panicked runner to stop spamming his warp button while you're swapping ships to keep him on grid, or are you relying on whether you can swap ships, reestablish your lock, and apply a new point before the cycle time of your frigate point expires?

It is an important question. On one hand you could be an experience combat veteran who's nerves of steal triumph over a panicked and flustered newb. On the other, you are a skill-less griefer exploiting a broken mechanic for a risk free kill.
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#834 - 2012-10-07 23:10:18 UTC
ihcn wrote:
Tarunik Raqalth'Qui wrote:
Oddity: the combination of "HICs get a W flag whenever they bubble up" and "W flag prevents you from ejecting for its 60s duration" creates issues when you go to speed-roll WHs by cycling several pilots through a single rolling HIC (this is often done when you're out in the field and don't have a passel of people in HICs standing by). Under the new system, you'd have to introduce a ~60s delay between "jump back" and "eject", which is doable but rather annoying/slows the process down not-insignificantly I reckon.

Easiest way to work around this (if such a thing is even desired, that is; it is a marginal usecase compared to HICs gate/stationcamping in 0.0) would be to make it so simply activating one's HIC bubble does not yield a W flag; W and P would then be given to the HIC pilot together when someone aggresses him/her by trying to warp while inside the HIC bubble.

Also, there's a corner case I want to point out here: if someone hops in a HIC, warps to a safe, turns their HIC bubble on, and then goes to make a sandwich (lets say 5mins AFK), will they still be W flagged when they return? Or does the W flag only turn on when the module is initially activated, and not get refreshed when the WDFG cycles?

Maybe you'll just need to find a new way to speed-roll wormholes

Learn the ins and outs of how the polarity timer works, and you'll understand what this 'musical ships' business is all about.
Raigir
The Scope
Gallente Federation
#835 - 2012-10-08 00:13:40 UTC  |  Edited by: Raigir
So given the information from the ever so pretty charts: Low Sec gate guns won't engage you if you start attacking someone?
I ask: Do you get a criminal after destroying your target or are you still just a suspect? Else is the criminal timer only for pods (speaking low sec)?

Given what I deduced, unless we pod kill, pirates no longer have anything to fear from gate guns. (which I won't exactly complain about to be honest Twisted)
Pipa Porto
#836 - 2012-10-08 01:40:14 UTC
Ghostwarden wrote:
Why not instead of bringing an Orca with an additional ship you instead just have the other character in a combat ship that CAN break the PVE tank waiting cloaked to come in once you have a point on the ship? Seems to me that what you really want is to have the ability to pick a fight single-handed and have whatever ships you need to johnny on the spot in a way that the PVE player cannot, its not advisable to bring an orca into a mission so that I can have my spare combat ship after all. Once again it sounds like you just want an uneven playing field.


Because that's not how CONCORD works.

HS mechanics force these fights to be single handed on the part of the baiter.

EvE: Everyone vs Everyone

-RubyPorto

Pipa Porto
#837 - 2012-10-08 01:46:01 UTC
Vladimir Norkoff wrote:
Pipa Porto wrote:
First. Freighters can't drop cans.
Second. Even if they could, all the victim would have to do is package everything in lots bigger than jetcan size (Like, say, in a GFC) and your thought wouldn't work anyway.
Well like I said, if freighters can't drop cans then you need to bring yet another alt.

But yeah, courier packaging GSCs could pose a problem. Perhaps the answer is to request/demand that courier packaging be able to be ripped open anywhere at anytime? Cuz odds are they ain't changing the Suspect flag on looting. And you can whine and complain as much as you like, but unless you propose an alternate solution, the Devs are just gonna ignore you.

I agree that you should be able to effectively loot ships that you kill.... with the consequences that come with it. Even if it's a freighter gank that takes everything in the world that some player has earned over years of playing (his fault for being stupid). CCP might make it more of a hassle to do it, but it should still be feasible. But throwing a tantrum over it without suggesting a solution ain't gonna do shiite.


No need to courier package them. You can't open a container that's in a jet can or wreck (or POS Hangar). How are you making mistakes of game mechanics this basic?

Here's a solution. Give the corp with the final blow looting rights on their kill. Shared rights with the dead guy (ofc).
This means that Suicide Gankers have to be in corps (which means they can be decced), they have to all be in the same corp (a nerf to ganking, but whatever), but can still loot their shit.

My better solution would be to try to redesign Crimewatch without starting with the mission statement "How can we make HS Safer?"

EvE: Everyone vs Everyone

-RubyPorto

Pipa Porto
#838 - 2012-10-08 01:54:30 UTC
Daioh Azu wrote:
If you successfully get the runner to aggress you without you first committing a criminal act, then you have successfully baited the runner to engage in combat. However, that clearly is not what you want. You want to commit a criminal act in front of the runner in a seemingly nonthreatening ship and once he engages have someone bring you a more capable ship so that you can avoid the consequences of your choice.


That's how HS works. You have to steal from them for them to be able to shoot you without getting CONCORDed.

The consequences of the choice at the moment would be "orbit the idiot until Downtime."

Quote:
At the same time you want the runner to suffer the consequences of his decision. It is clear from the underlined statement in your post that many of your "baited" targets are aware they have made a bad decision, are looking to escape, and only your point is keeping them there. So I need to ask, exactly what are you relying on to get that kill? Are you relying on a panicked runner to stop spamming his warp button while you're swapping ships to keep him on grid, or are you relying on whether you can swap ships, reestablish your lock, and apply a new point before the cycle time of your frigate point expires?

It is an important question. On one hand you could be an experience combat veteran who's nerves of steal triumph over a panicked and flustered newb. On the other, you are a skill-less griefer exploiting a broken mechanic for a risk free kill.


Wait, so preying on people who are too new at the game to figure out how to warp given a full minute is "Pr0," but multiboxing effectively in PvP to eject, board, reacquire lock while bumping the target for the 20+s it takes to do so is "skill-less"? Wow.

It still doesn't deal with the problem that the Suspect Flag reduces the mission runner's incentive to be in a corp even further (If anyone can help you without consequence, why bother making friends ahead of time?).

EvE: Everyone vs Everyone

-RubyPorto

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#839 - 2012-10-08 03:14:12 UTC
Raigir wrote:
So given the information from the ever so pretty charts: Low Sec gate guns won't engage you if you start attacking someone?
I ask: Do you get a criminal after destroying your target or are you still just a suspect? Else is the criminal timer only for pods (speaking low sec)?

Given what I deduced, unless we pod kill, pirates no longer have anything to fear from gate guns. (which I won't exactly complain about to be honest Twisted)


If you attack someone who is not a legal target for you, you take a sec hit.

If gate guns see you take a sec hit, they'll engage.


In high sec, you'll get a criminal flag, and get concorded.

In lowsec you'll get a suspect flag (unless it's a pod. then it's a criminal flag).

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#840 - 2012-10-08 03:14:43 UTC
McDarila wrote:
My big question is are wreaks containers? If so the next burn jita event will be truely epic. Not from the concord responce but from the players as they all start turning killable with out concord responce.


Yes.

Woo! CSM XI!

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