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Removing Local Forever - A Completely New Game Mechanic - Pls consider CCP

First post
Author
Lord Zim
Gallente Federation
#61 - 2012-11-04 17:43:56 UTC
Val'Dore wrote:
I made my arguments against local years ago.

Good for you, now make them again. I'm not going to go through years of your posting to find them, especially not when your current display of argumentative power has been nothing but slippery slope arguments.

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

RIP Vile Rat

Gussarde en Welle
Aliastra
Gallente Federation
#62 - 2012-11-04 17:55:15 UTC
Lord Zim wrote:
Gussarde en Welle wrote:
For crying out loud Zim, this is why the active radar! Pay attention!

The one which doesn't detect cloaks, which turns roaming in nullsec into nothing but cloaked ships?


I thought I made it clear that if a cloaked ship is within range of active radar, it would appear as a blip (probably scrambled)

I didn't think much further than that. Not sure if it should be targetable though. It wouldn't come up on overview.

You keep talking about roaming. Roaming is emergent content and really not that good of emergent content, to be honest. Maybe a lot of players would be disappointed if roaming went away. If CCP instituted these rules we're suggesting, what would end up happening is more large-scale war on installations. Sounds good to me.

Yes I meant sov, not POS. sorry.
Gussarde en Welle
Aliastra
Gallente Federation
#63 - 2012-11-04 18:13:06 UTC  |  Edited by: Gussarde en Welle
Lord Zim wrote:

Local tells you none of these things, all it tells you is that there's someone there.


Ok Zim, you win. How about this mod:

Make Local like WHLocal and add:

Improving Resolution Active Radar

This is a basically a simplification of Nikk's idea and an extension of the current probe mechanics.

There are at least two (but possibly three or more more) distance thresholds upon crossing which a detectable target appears as a blip. As the target gets closer to your ship, more information becomes available.

So for most ships (maybe not starter frigates) the max distance threshold might be huge. Like 2-5 AU. Something huge. But on the radar you can only see a sphere within which something might be.

As the target enters the next threshold (you are closer to it) maybe 15-30 km the sphere resolves to a much smaller radius, eventually refiining down to a targetable blip that appears on Overview. Bear

Cloaked ships do not appear at the outer threshold and appear as a large sphere as they get into your closer range thresholds.
They are still not targetable.



Does this sound better to you? Now you can just see that *something* is there, but you don't know who or where exactly.
Lord Zim
Gallente Federation
#64 - 2012-11-04 18:16:06 UTC  |  Edited by: Lord Zim
Gussarde en Welle wrote:
I thought I made it clear that if a cloaked ship is within range of active radar, it would appear as a blip (probably scrambled)

The problem with this isthat first of all you've just made WHs safer than it already is. And since WHs would be safer while hisec is unchanged and nullsec is more effort, why should I spend time in nullsec and not just move to WHs and reap the higher rewards of WHs?

Gussarde en Welle wrote:
You keep talking about roaming. Roaming is emergent content and really not that good of emergent content, to be honest. Maybe a lot of players would be disappointed if roaming went away.

You realize that the reason roaming is going away right now is because there's not enough people actually living in nullsec, right? Make these changes you keep talking about, and there'll be less. I want more people in nullsec, so there'll be more reason to roam and harass other alliances' space.

Gussarde en Welle wrote:
If CCP instituted these rules we're suggesting, what would end up happening is more large-scale war on installations. Sounds good to me.

If you're somehow equating "no local" to "more large-scale war on installations", then you've no idea what "large-scale war" is, nor the mechanics behind these "installations". The sov system is a completely different topic, and not even remotely linked to local in any way, shape or form.

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

RIP Vile Rat

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#65 - 2012-11-04 20:01:13 UTC  |  Edited by: Shepard Wong Ogeko
Lord Zim wrote:

You realize that the reason roaming is going away right now is because there's not enough people actually living in nullsec, right? Make these changes you keep talking about, and there'll be less. I want more people in nullsec, so there'll be more reason to roam and harass other alliances' space.



At this point, even if they realize it, I doubt they are going to care. These no-local guys are almost all lone wolf highsec dwellers. They want to grind out easy isk in highsec and still feel entitled to go into nullsec unimpeded and find a soft target with as little time and effort as possible. Some of them might be savvy enough to realize this would allow them to live anywhere in nullsec and essentially make sovereignty pointless.

They don't care if it breaks half the game because, not only are they not team players, they are not even social players. You can see this in how totally blind they are to the risk/reward of nullsec. Just doesn't cross their minds because they are incapable of factoring in why anyone would be doing anything in nullsec other then sitting patiently waiting to become their prey. Or maybe they'll admit reward should be bumped up, but only after increasing the risk to the point that they can get no effort kills.

It is a fundamental difference of view on what nullsec is suppose to be. We think it should be a region for player made empires, player driven content, and reward fitting the risks of living in what is often a state of constant war.

They see it as nothing more than an amateur PvP arena. Some place that can be entered and left at a whim and where the ability to get a kill should be guaranteed. They are so used to having reward handed to them on a plate, as mission agents handing out targets, that they can only see nullsec as a place where they can just jump in and shoot us when ever they feel like it. Like some how we will just spawn there are wait to die like the red crosses in all those mission sites.
Gussarde en Welle
Aliastra
Gallente Federation
#66 - 2012-11-04 20:22:05 UTC
Shepard Wong Ogeko wrote:

It is a fundamental difference of view on what nullsec is suppose to be. We think it should be a region for player made empires, player driven content, and reward fitting the risks of living in what is often a state of constant war.


This is hot air and a lot of flaming. Everyone I've ever heard of agrees with this idea of what nullsec is supposed to be. Both you and Zim should read my above mod to the radar idea.

Shepard Wong Ogeko wrote:

They see it as nothing more than an amateur PvP arena. Some place that can be entered and left at a whim and where the ability to get a kill should be guaranteed. They are so used to having reward handed to them on a plate, as mission agents handing out targets, that they can only see nullsec as a place where they can just jump in and shoot us when ever they feel like it. Like some how we will just spawn there are wait to die like the red crosses in all those mission sites


Garbage. The problem with people like you is that you think that there is some kind of rigid hierarchy and law that needs to be instituted into the game, that everyone needs to fit into this lifecycle:

1. Start game in highsec and specialize in PvP
2. Join a pirate corp.
3. Live in nullsec and prey on people living in highsec or exploring lowsec for more profit.
4. Progress to greater and greater heights of flying expensive ships and killing each other with them.
5. Complain that there's not enough non-combatants to kill and steal from.

There's a lot more to the game than just this one way of playing it. Player made content can include a lot more than just the corp vs. corp way of life. Maybe people just enjoy playing the game their own way. Have you ever thought of that?
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#67 - 2012-11-04 20:42:12 UTC
Increase low/nul sec population will come at a cost. The cost will be less freedom to grief other players.

Do you want more people in low/nul so that it is more robust? Or do you just want more hapless, helpless victoms to grief?

It is more often than not that pvpers in pvpve style games like EVE, despite what they say (because actions speak louder than words), simply get a sick kick out of ruining someelse's gameplay.

Nothing short of almost a complete overhaul will give low/nul the population that it was designed for, that high sec has.


Take myself. I haven't really done any pvp. A couple friendly fights with a corp mate, a "hydra" roam (which brought to light a major flaw), and a couple run ins in low where there was nothing I could do but sit back and watch (which brough to light another major flaw).


From what I've seen so far is....

Skills train > Modules/Ammo > Ship > Other (Eg. Implants)

Since skills is time based, and very very very lengthy, and this game has been out for what...8 years or more?
When you have more skills trained, more relavent skills trained (Missioner vs Miner), use higher meta modules and use T2 or better ships, then there isn't much a person can do but go get a drink. You'll be back in some station in your med clone by the time you get back at the latest.

Then there is what you can lose. I'm sorry but people say 'don't undock with what you can't afford to lose'. So not only will training a character take years but so should advancing through the ship types? Because to make isk faster (from a missioners point of view) you need to do higher level missions. To do the higher level missions, you need the appropriate ship which means a more expensive ship. Until you start doing the missions with the ship required to do them, your income will not be good enough to be able to afford losing the ship your flying to do the mission. Can you not see the flaw in that? Part of the problem here is the large jumps in the amount of isk that can be earned. Purhaps dividing the missions into 10 levels and have a more gradual increase to the isk that can be made.

Then there is if you try to do this in low/nul. A pve build is needed to earn isk at a decent rate when running missions. A pvp build means sacrficing something. Whether it be dps or tanking (the only two things you need to balance out when pve'ing). If someone comes by in a pvp build, the pve build will get locked down. Now if the pvp build can beat the pve build, the pve goes pop. If the pve build can beat the pvp build, the pvp build warps away since a pve build doesn't include a jammer.

To make decent isk, the pve would have to run the mission solo. If the pvp'er is paired up, then it becomes a numbers game. Two is stronger than one and even in the off chance the one is stronger, the pvp'ers can still warp out. If the pvp waits till the pve'er is in mission, then the pvp can add additional firepower

Then there is travel time. With all the precausions a person is forced to do in low/nul, they lose in the isk/time department when in high sec, I can just warp directly to gates and stations without worry. No need for bookmarks, d scanning gates, etc.


Dying means more in this game than in other games. Too much more IMO. So much so that it is yet another major deterent to going into low/nul. It also makes no difference whether your character has been around since the beginning or just created either. You could talk about the difference in cost between the two but you also need to look at the difference in income.

Is the 50mil med clone a greater loss than a 5 mil? Keeping in mind that the person who needs to pay 5 mil has to spend the same amount of game time playing and saving to cover the cost as the person who requires the 50mil?

The list as to the reasons why most prefer high sec is quite extensive and it would take a massive overhaul to change it all.

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Lord Zim
Gallente Federation
#68 - 2012-11-04 20:46:24 UTC
Gussarde en Welle wrote:
Shepard Wong Ogeko wrote:

It is a fundamental difference of view on what nullsec is suppose to be. We think it should be a region for player made empires, player driven content, and reward fitting the risks of living in what is often a state of constant war.


This is hot air and a lot of flaming. Everyone I've ever heard of agrees with this idea of what nullsec is supposed to be.

It's not hot air, nor is it flaming, and who are these "everyone"? The same "everyone" who are all "hurr durr remove local"?

Gussarde en Welle wrote:
Both you and Zim should read my above mod to the radar idea.

I did, and I responded to it. I figured you would be able to read it so I wouldn't have to retype the same response a second time, but here goes:

Lord Zim wrote:
The problem with this isthat first of all you've just made WHs safer than it already is. And since WHs would be safer while hisec is unchanged and nullsec is more effort, why should I spend time in nullsec and not just move to WHs and reap the higher rewards of WHs?


Gussarde en Welle wrote:
Garbage. The problem with people like you is that you think that there is some kind of rigid hierarchy and law that needs to be instituted into the game, that everyone needs to fit into this lifecycle:

1. Start game in highsec and specialize in PvP
2. Join a pirate corp.
3. Live in nullsec and prey on people living in highsec or exploring lowsec for more profit.
4. Progress to greater and greater heights of flying expensive ships and killing each other with them.
5. Complain that there's not enough non-combatants to kill and steal from.

There's a lot more to the game than just this one way of playing it. Player made content can include a lot more than just the corp vs. corp way of life. Maybe people just enjoy playing the game their own way. Have you ever thought of that?

I'd love to see where you got this impression from.

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

RIP Vile Rat

Gussarde en Welle
Aliastra
Gallente Federation
#69 - 2012-11-04 20:59:15 UTC  |  Edited by: Gussarde en Welle
Angeal MacNova wrote:
Increase low/nul sec population will come at a cost. The cost will be less freedom to grief other players.

Do you want more people in low/nul so that it is more robust? Or do you just want more hapless, helpless victoms to grief?

It is more often than not that pvpers in pvpve style games like EVE, despite what they say (because actions speak louder than words), simply get a sick kick out of ruining someelse's gameplay.

Nothing short of almost a complete overhaul will give low/nul the population that it was designed for, that high sec has.


Take myself. I haven't really done any pvp. A couple friendly fights with a corp mate, a "hydra" roam (which brought to light a major flaw), and a couple run ins in low where there was nothing I could do but sit back and watch (which brough to light another major flaw).



I've got it. Here's how to fix the problem. CCP just needs to fill low/null totally full with NPC noobs travelling, mining, hauling, trading and otherwise wandering around waiting to be shot. Then give the NPC a list of things to randomly message to players once it has been shot at:

1. Dude stop!
2. This ship costs so much, please stop!
3. What do you want me to pay you?
4. Shoot somebody else!
5. Mommy! Help me!

And a 1/30 chance of randomly warping in 10 fully fit hurricanes once attacked.

Problem solved.

...Except it isn't, is it? The chief complaint of the nullbears is not that they want more competent people with high skills filling up nullsec, it's that they want new players with young characters who don't know what they're doing to be filling nullsec and providing them with soft targets to take out their sociopathy on. It's the mental attitude of a bored playground bully who's mad at his victims because they have learned to avoid him.

I am in a nullsec corp and except for the sov that I'm allowed into, I hate nullsec. It's highly dangerous, and way overclaimed. There's nothing that isn't being patrolled by groups of older players looking for easy kills. There's nothing new to discover that hasn't already been claimed and dominated by vast alliances. That's why CCP added WH space. It's a place that doesn't suffer from the tyranny of nullsec.
Lord Zim
Gallente Federation
#70 - 2012-11-04 21:30:50 UTC
Angeal MacNova wrote:
Since skills is time based, and very very very lengthy, and this game has been out for what...8 years or more?
When you have more skills trained, more relavent skills trained (Missioner vs Miner), use higher meta modules and use T2 or better ships, then there isn't much a person can do but go get a drink. You'll be back in some station in your med clone by the time you get back at the latest.

I don't know what you're trying to get at here, if you're saying that bigger, more expensive ships automatically win, then you're wrong.

https://www.youtube.com/watch?v=6so9AT4UydQ

Angeal MacNova wrote:
Dying means more in this game than in other games. Too much more IMO.

I don't agree, except for when you get to supercarriers and titans, those ships are so expensive and annoying to get that whole alliances would rather lose whole regions than use them offensively if there's a risk of losing them, but other than that I'm going to just go with "you're wrong".

In most large fleet battles today there's always room for newbies who fly small frigates to tackle ships with. You don't have to fly a BS, T3 etc to be effective (in fact more often than not fleets depend on at least a certain number of people not being in the mainline offensive ship to be an effective fleet; it's all about fleet compositions.

If you're in a position where you have to be in a certain ship that's skill-intensive etc, then chances are you've gotten yourself into a corp/alliance which is ~elite PVP~, and not exactly the kind of place where newbies or casuals will be likely to enjoy themselves.

Gussarde en Welle wrote:
The chief complaint of the nullbears is not that they want more competent people with high skills filling up nullsec, it's that they want new players with young characters who don't know what they're doing to be filling nullsec and providing them with soft targets to take out their sociopathy on. It's the mental attitude of a bored playground bully who's mad at his victims because they have learned to avoid him.

Oh really? So what you've gotten out of all I've written has been "I want dumb fucktards I can shoot at"? Gee, it's almost like I haven't said that I would've preferred it if nullsec was somewhere I would prefer to live, rather than hisec. It's almost like I haven't been harping on and on and on about making industry in nullsec worth it, so I could move my main manufacturing alt back to nullsec, instead of making all my **** in hisec and shipping it to nullsec.

Also holy ****, you actually went for the "people who blow up other people's ships are sociopaths" line. That's special right there.

Gussarde en Welle wrote:
I am in a nullsec corp and except for the sov that I'm allowed into, I hate nullsec. It's highly dangerous, and way overclaimed. There's nothing that isn't being patrolled by groups of older players looking for easy kills. There's nothing new to discover that hasn't already been claimed and dominated by vast alliances. That's why CCP added WH space. It's a place that doesn't suffer from the tyranny of nullsec.

So you're a renter's pet. That explains a lot.

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

RIP Vile Rat

Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#71 - 2012-11-04 21:50:07 UTC
Lord Zim wrote:

I don't know what you're trying to get at here, if you're saying that bigger, more expensive ships automatically win, then you're wrong.


I'm not saying anything so simple. In fact I believe I already said...

'Skills Trained > Modules > Ship > Other

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Alexila Quant
Versatility Production Corporation' LLC
#72 - 2012-11-04 22:18:47 UTC
I think the idea behind local in known space is that when you jump through a stargate the operators of the stargate broadcast the name of the pilot who has jumped through. How this applies to Cynos I don't know but I think we can all agree that delayed local for cyno entrees only would be... well... overpowered.
Lord Zim
Gallente Federation
#73 - 2012-11-04 22:31:11 UTC
Angeal MacNova wrote:
Lord Zim wrote:

I don't know what you're trying to get at here, if you're saying that bigger, more expensive ships automatically win, then you're wrong.


I'm not saying anything so simple. In fact I believe I already said...

'Skills Trained > Modules > Ship > Other

Player skill often trump character skill, modules and ships, even though those things do factor in. A complete idiot in the blingest of bling faction BS or T3 with nothing but faction modules and the strongest drugs can (and often will) still die to a competent player flying in what can often be argued is a much worse ship.

https://www.youtube.com/watch?v=6so9AT4UydQ

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

RIP Vile Rat

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#74 - 2012-11-04 23:05:56 UTC
Gussarde en Welle wrote:


...Except it isn't, is it? The chief complaint of the nullbears is not that they want more competent people with high skills filling up nullsec, it's that they want new players with young characters who don't know what they're doing to be filling nullsec and providing them with soft targets to take out their sociopathy on. It's the mental attitude of a bored playground bully who's mad at his victims because they have learned to avoid him.



Yet another reason why the goons are awesome and everyone should be praising us.

I was in nullsec bridging off titans as a stupid newbee about a week after I downloaded the Eve client. Goons suckered me into playing this game and I provided a dumb target for all the ~elite~ day-tripping nullsec PvP'ers to shoot at. I was hauling salvage and planet goo around in nullsec, and still do to this day.

We actively seek new players just to dump them in nullsec as soon as they finish the tutorial mission and do what we can to encourage them to live and play in nullsec. Not only do we tell them they will get blown up by any random pubbie that comes by, but that they should get used to it.


Back on topic, nothing about removing local will change the fact that most of nullsec is already...

Quote:

...highly dangerous, and way overclaimed. There's nothing that isn't being patrolled by groups of older players looking for easy kills. There's nothing new to discover that hasn't already been claimed and dominated by vast alliances.


If anything, it will only make it more so.
Jackal Datapaw
Doomheim
#75 - 2012-11-04 23:53:48 UTC
here an idea, make null sec all worm hole space, that can connect to each other, oh and make corp build stargates so that people can warp between owned wormhole spaces and don't have to constantly search for those damn random spawning holes, but oh, you still have to find them and defend them to keep other corp's/alliances from back dooring you and kicking your ass while your pants are down. That way all of null sec and have wormhole based local Roll
Gussarde en Welle
Aliastra
Gallente Federation
#76 - 2012-11-05 02:31:18 UTC
Shepard Wong Ogeko wrote:


Yet another reason why the goons are awesome and everyone should be praising us.

I was in nullsec bridging off titans as a stupid newbee about a week after I downloaded the Eve client. Goons suckered me into playing this game and I provided a dumb target for all the ~elite~ day-tripping nullsec PvP'ers to shoot at. I was hauling salvage and planet goo around in nullsec, and still do to this day.

We actively seek new players just to dump them in nullsec as soon as they finish the tutorial mission and do what we can to encourage them to live and play in nullsec. Not only do we tell them they will get blown up by any random pubbie that comes by, but that they should get used to it.



...I agree. The Goons have a complete philosophy of gameplay and raising characters. I have said this time and again. It's also why Goonswarm is the strongest alliance. By the time people come through that hellish confusion and are accepted into the ranks of the elite, they develop an enormous loyalty to the system that has been built. Goons have raised a large number of highly competent PvP pilots, without a doubt.

But....it's a gang mentality and it discourages new players from developing other ways to design corporations and take advantage of other elements of the game. Not everyone wants to live the Goon way of life. Hence the population of hisec, whom I do not think take advantage of everything the game has to offer either, due to reliance on missions.
Gussarde en Welle
Aliastra
Gallente Federation
#77 - 2012-11-05 02:39:07 UTC  |  Edited by: Gussarde en Welle
Lord Zim wrote:
It's almost like I haven't been harping on and on and on about making industry in nullsec worth it, so I could move my main manufacturing alt back to nullsec, instead of making all my **** in hisec and shipping it to nullsec.


I have been an advocate on making nullsec industry and exploration 3-5 times more lucrative than it is now, since I first started researching the issues being discussed here. It's way too difficult to do nullsec fulltime and make a good living.
[/quote]


Lord Zim wrote:

Also holy ****, you actually went for the "people who blow up other people's ships are sociopaths" line. That's special right there.


No. People who want to take their 1337 skills to defenseless trainees are acting sociopathically. HTFU and attack your equals if you're bored. That's what the Goons do, and I support them. I just don't want a galaxy of Goons.

Lord Zim wrote:

So you're a renter's pet. That explains a lot.


I enjoy PvP but also other aspects of the game and I enjoy working on those in peace. My corp appreciates my presence. Call me all the names you want, I don't care.
Dan Carter Murray
#78 - 2012-11-05 02:45:58 UTC
Gussarde en Welle wrote:
Many nullbears have been saying they want to end Local.

I'm beginning to agree, actually, on the basis that Local is not realistic and is abused by everyone.

A compromise:

1. Remove Local completely and forever. OR Nerf all Local to be like wormhole Local. You are only known to be in the system if you're broadcasting.

2. Add a pinnable applet window for short range active radar/lidar/whathaveyou. This displays a simple 2-d map with polar coordinates and gives range to detected objects. The window can be collapsed into the sidebar.

3. You can turn active radar on or off.

4. If active radar is on, it emits a large signature radius of the detection type and makes it MUCH easier to detect the ship using D-Scan or probes. Even if the ship is cloaked.

5. Active radar will also be MUCH easier to detect with other active radar.


Options:

1. Active radar can paint detected objects/ships with a standings/war flag
2. Range of radar can be a function of ship type/modules added/skills
3. Skill level in Active Radar detection increases speed with which ships are painted/detected
4. Active radar emits a warning signal when something is detected (turns on and off)
5. Active radar can be linked to overview.
6. Different racial detection types radar/lidar/gravitometry/etc use different skills and so on and/or require different modules
7. Fancier modules/better skills/covops ships reduce radar signature

Although overview already gives the much of the same information, making a tool like the one I've described above makes it so that people who are not PvPing don't have to keep an eye on overview and fiddle with the settings to determine what objects are relevant. It gives a simple, intuitive way to keep an eye on your surroundings and if you need more you can go to the overview to get more information.

Technically, you can do "active radar" yourself by zooming way out, and spinning the camera all around the ship, and watching Overview obsessively. Active radar allows players who are not approaching a goal or actively looking for crosses to keep an eye out behind, above and below themselves and it makes the play much more strategic and realistic.


move to a wormhole and quit asking for this stupid idea

http://mfi.re/?j7ldoco 50GB free space @ MediaFire.com

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#79 - 2012-11-05 03:42:16 UTC
Gussarde en Welle wrote:

...I agree. The Goons have a complete philosophy of gameplay and raising characters. I have said this time and again. It's also why Goonswarm is the strongest alliance. By the time people come through that hellish confusion and are accepted into the ranks of the elite, they develop an enormous loyalty to the system that has been built. Goons have raised a large number of highly competent PvP pilots, without a doubt.

But....it's a gang mentality and it discourages new players from developing other ways to design corporations and take advantage of other elements of the game. Not everyone wants to live the Goon way of life. Hence the population of hisec, whom I do not think take advantage of everything the game has to offer either, due to reliance on missions.



Well, there are way more non-goons in the game, so there is still plenty of opportunity for other players to do there own thing.
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#80 - 2012-11-05 04:15:23 UTC
Lord Zim wrote:
Angeal MacNova wrote:
Lord Zim wrote:

I don't know what you're trying to get at here, if you're saying that bigger, more expensive ships automatically win, then you're wrong.


I'm not saying anything so simple. In fact I believe I already said...

'Skills Trained > Modules > Ship > Other

Player skill often trump character skill, modules and ships, even though those things do factor in. A complete idiot in the blingest of bling faction BS or T3 with nothing but faction modules and the strongest drugs can (and often will) still die to a competent player flying in what can often be argued is a much worse ship.

https://www.youtube.com/watch?v=6so9AT4UydQ


Of course, I was simplly speaking game side and leaving the human aspect out.

Jackal Datapaw wrote:

here an idea, make null sec all worm hole space, that can connect to each other, oh and make corp build stargates so that people can warp between owned wormhole spaces and don't have to constantly search for those damn random spawning holes, but oh, you still have to find them and defend them to keep other corp's/alliances from back dooring you and kicking your ass while your pants are down. That way all of null sec and have wormhole based local


I've been thinking about an idea that had to do with wormholes...

You send a ship through with a high slot module. With a ship on either side, each with this high slot module, both ships lock on to the wormhole and use this module on it. It keeps the worm hole open allowing a greater number of ships to pass through. If the combined mass was enough to make the wormhole collapse, then it will collapse as soon as either ship stops using the module on it (which means that last ship to cross has to be one that is keeping it stable and the ship would have to use the wormhole while the module is running). So basically the modules simply delays the destabilizing effect until deactivated.

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

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