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Player Features and Ideas Discussion

 
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Opening Up Low/Null Sec Quickly - and Open up Eve to All

Author
Strike Severasse
#1 - 2011-10-21 18:37:05 UTC  |  Edited by: Strike Severasse
I think all sides win by fixing the gates between high and low/null sec.

Null is fun, sure it has risks, yet it need not be suicide to try it and gate camps, especially with bubbles, are suicide pills to Carebears.

My proposal and please comment is;

The QUICK FIX
1) CHANGE the variable for popping out a gate from 15k to 150k FROM GATE
Make gate camping a challenge and not stupidly easy

The CALCULATED FIX
2) GATE ALERT BEACONS!!! of ships parking on the other side, say a counter of ships withing 150k???
Now all see the risk, and take their chances!! Blind chance is stupid, informed chance is calculated.

NULL to quiet?? then get commenting here.. ideas, simple ones that are quick to implement!!!

[edit from teamwork comment] ... and gate exits at 150k require teamwork and alert minds from the campers, active players.

.

Goose99
#2 - 2011-10-21 18:48:17 UTC
Strike Severasse wrote:
I think all sides win by fixing the gates between high and low/null sec.

Null is fun, sure it has risks, yet it need not be suicide to try it and gate camps, especially with bubbles, are suicide pills to Carebears.

My proposal and please comment is;

The QUICK FIX
1) CHANGE the variable for popping out a gate from 15k to 150k FROM GATE
Make gate camping a challenge and not stupidly easy

The CALCULATED FIX
2) GATE ALERT BEACONS!!! of ships parking on the other side, say a counter of ships withing 150k???
Now all see the risk, and take their chances!! Blind chance is stupid, informed chance is calculated.

NULL to quiet?? then get commenting here.. ideas, simple ones that are quick to implement!!!


Supporting #1. +1
GTN
BALKAN EXPRESS
Shadow Cartel
#3 - 2011-10-21 18:53:21 UTC
EVE = teamwork/alts (= more money for CCP)
Gizznitt Malikite
Agony Unleashed
Agony Empire
#4 - 2011-10-21 19:46:02 UTC

Traveling in Null is fairly simple. There are NOT a lot of gate camps, and there are tons of ships that can avoid getting caught at gate camps.

1.) Fast ships (inties) can often burn away or back to gate to get safe.
2.) Cloaky warpers can cloak, power out of bubbles, and warp off to safety.
3.) Interdiction Nullified t3's can straight up warp out of bubbles... if they are cloak too, they are very difficult to catch.

Flying your BS or BC around is much more dangerous, but if you have someone to scout you, its not difficult at all.

Additionally, gates come in different sizes. Gates connecting two constellations are fairly large, and gates connecting different regions are very large. Ships still spawn 12 km's from the gate, but can easily be 30+ km's from some inty on gate.

Ships spawning 150 km's from a gate is ridiculous, and has too many flaws to count. Just think how this would alter two 100 man gangs on different sides of a gate that want to fight each other... Which ever gang goes through the gate would be too spread out for effective logistics, effective focus fire, and a plethora of other tactical problems. Hell, any size gang faces the same problems!!!

Warning indicators of gate camps already exist. Use your star map and look for ship and pod kills. Its not real-time, but is a fair indicator.

Truthfully, though... solo traveling through nullsec is not supposed to be safe, use a scout or go back to hisec.
Quaaid
Phoenix Foundry
#5 - 2011-10-21 20:02:13 UTC
I have never really liked how gates spawn you near an exit gate at all. I would support something that simply made gates dump you out at a random point within your destination galaxy. That way there is no camping, and no travel is safe travel for any system (high, low or null).

Your traveling to a system should be a commitment to do so, and only your immediate entry should be free of certain death. Getting out, getting to the next system, should be on you.


There is no reason to spawn on an exit gate.
Strike Severasse
#6 - 2011-10-21 20:02:51 UTC
Gizznitt Malikite wrote:

.....
Ships spawning 150 km's from a gate is ridiculous, and has too many flaws to count. Just think how this would alter two 100 man gangs on different sides of a gate that want to fight each other... Which ever gang goes through the gate would be too spread out for effective logistics, effective focus fire, and a plethora of other tactical problems. Hell, any size gang faces the same problems!!!
...


re. Spawning at 150 from gates

Tactics change in war, fleets can organize and form up on either side of gates, yes it costs time, wheres the problem? In fact, the organization time lag from popping in at 150k should cause a better fight to both sides, surprise is one thing, a few minutes to organize just makes for better battles.

For those that want null/low sec to be better utilized,and that's almost everyone for those that have not heard, change has to come!!

Make the change without nerfing either side, this works. Course they could always just put in 10,000 more gates and keep it the same old old antiquated way. Not.

.. and yes some of the old die-hards will have to adjust their same-old same-old strategies, yet another bonus i'd say.

As for safety jumping, sure it can be done, just not worth the risk to the majority, so dead null looses, we all loose.
Do we all not want more in null? Integration takes incentive.

Evolve or die.. in EvE its even more so.

.

Taint
Deep Core Mining Inc.
Caldari State
#7 - 2011-10-21 20:10:50 UTC
No you want to go to 0.0 it should be with the risk that you get wtfpowned when you jumpe a gate
Caldain Morrow
Native Freshfood
Minmatar Republic
#8 - 2011-10-21 20:16:47 UTC
Strike Severasse wrote:
Gizznitt Malikite wrote:

.....
Ships spawning 150 km's from a gate is ridiculous, and has too many flaws to count. Just think how this would alter two 100 man gangs on different sides of a gate that want to fight each other... Which ever gang goes through the gate would be too spread out for effective logistics, effective focus fire, and a plethora of other tactical problems. Hell, any size gang faces the same problems!!!
...


re. Spawning at 150 from gates

Tactics change in war, fleets can organize and form up on either side of gates, yes it costs time, wheres the problem? In fact, the organization time lag from popping in at 150k should cause a better fight to both sides, surprise is one thing, a few minutes to organize just makes for better battles.

For those that want null/low sec to be better utilized,and that's almost everyone for those that have not heard, change has to come!!

Make the change without nerfing either side, this works. Course they could always just put in 10,000 more gates and keep it the same old old antiquated way. Not.

.. and yes some of the old die-hards will have to adjust their same-old same-old strategies, yet another bonus i'd say.

As for safety jumping, sure it can be done, just not worth the risk to the majority, so dead null looses, we all loose.
Do we all not want more in null? Integration takes incentive.

Evolve or die.. in EvE its even more so.



maybe this would make black ops more useful. Short jumps to bypass the gate camp and flank? I'm now expert but isn't the main issue with blackops the distance they can jump? They still are a cloaking BS though. Get dropped 150k out, recloak, burn away from the gate under cloak. once everyone is through jump through a recon/cov ops ship and position them, syncronized warp to member and boom battle. With a spread out gate camp indivual members become easier targets for picking off.

just some thoughts.
Strike Severasse
#9 - 2011-10-21 20:24:37 UTC
Taint wrote:
No you want to go to 0.0 it should be with the risk that you get wtfpowned when you jumpe a gate


Not about me going to Null, it about High going to Null

no point playing in empty space and gate camping is just a boring waste of time comparable to mining. See rock/ship aim mining laser/weapon, shot, take.... dull, go back to sleep

Null is way to quiet for me. I've done long long roams and hardly seen a soul. Make null enticing like candy to a baby, and those babies will grow up to play along side us.

.

Rhinanna
Brutor Tribe
Minmatar Republic
#10 - 2011-10-21 22:14:29 UTC
WORST IDEA EVER!

Makes gate defences impossible to break.

Sit 30-40 1400mm maels on a gate, any fleet trying to break through to engage them gets alpha'ed one by one. You could hold a gate against a larger fleet with very little effort as they can't co-ordinate defences or RR since they are up to 300km from each other.

Just makes alpha fleets completely OP.

-The sword is only as sharp as the one who wields it! Other names: Drenzul (WoT, WoW, Lineage 2, WarH, BloodBowl, BSG, SC2 and lots more) 

Strike Severasse
#11 - 2011-10-21 22:59:21 UTC
Rhinanna wrote:
WORST IDEA EVER!

Makes gate defences impossible to break.

Sit 30-40 1400mm maels on a gate, any fleet trying to break through to engage them gets alpha'ed one by one. You could hold a gate against a larger fleet with very little effort as they can't co-ordinate defences or RR since they are up to 300km from each other.

Just makes alpha fleets completely OP.


BEST IDEA EVER for EvE,and not for the gate camping killmail miners

Definition of a Miner: "Doing the same stupid thing over and over expecting to have fun the next time"

Carebear Campers, your days may be numbered, and thank you for our freeing you from the mind numbing dullness of camping.

Your Welcome ;)

.

Danika Princip
GoonWaffe
Goonswarm Federation
#12 - 2011-10-21 23:33:47 UTC
Wouldn't this make it pretty well impossible to actually camp a gate? So, actually defending your space becomes much harder, as people can just fly straight in and odds are will be well away from anyone trying to defend? not to mention what others have said about fights.

This idea is bad.
Strike Severasse
#13 - 2011-10-24 13:24:04 UTC
In the end, yeah a bad idea.

Entrenched groups cant guard there space from wannabes. Got it.

CCP still needs a fix else nerf to the gates by creating viable routes into Null. If you don't think so, then you'd better read their latest posts about using Null more effectively.

Any ideas that don't just cater to the entrenched null carebears??

- Many more gates?
- Auto gate sensor alerts?
- Static wormholes that pop into null in random places, like they do now but a moving target?? yeah then the stagnant groups in null would have to actively defend their space with many daily scans for those wh opeings? yes yes

Ideas

.

X Gallentius
Black Eagle1
#14 - 2011-10-24 13:32:05 UTC
Gizznitt Malikite wrote:


2.) Cloaky warpers can cloak, power out of bubbles, and warp off to safety.
3.) Interdiction Nullified t3's can straight up warp out of bubbles... if they are cloak too, they are very difficult to catch.


It's good to see CCP gives veteran players a nice way to avoid gate camps while still letting gate campers feed on new players. +1
Taint
Deep Core Mining Inc.
Caldari State
#15 - 2011-10-24 13:44:28 UTC
Why don't we just make 0.0 to 0.9 sec instead and put concord all over. The benefits of the old 0.0 should still be there, sanctums, havens, 10-10, big bounty rats for every one.
Foul play that only the big alliances who fight for this space gets the benefit.
And now we are at it, let people buy all the SP they want, who cares about all the old players anyway.
Strike Severasse
#16 - 2011-10-24 21:33:39 UTC
Taint wrote:

.... who cares about all the old players anyway.


Its the mechanics of the game that trap, smart is making use of what you have been given.

Change is in the wind.... old alone means death to an MMO,

....so the decision is how to handle new blood, instead of complaining

you want null to be fun, get the new into it, get the not so new into it too. Make this more a pvp game by incentive....


as for buying SP?? wt... typical old rant complaining.... rather SP should be earned by actions, all would get a reason to act.

I know, SP over time has reasons, they just dont encourage players to engage.

.

Tanya Powers
Doomheim
#17 - 2011-10-24 21:46:50 UTC
Initially I was about to say just "no", then I started thinking about my null sec and low sec experience and...

the conclusion is very simple, in low chances you get caught in some gate camp are high, very high since is where I've seen the best ceptor pilots ever but you don't have bubbles on top of that so your chances are related to your ability to over smart your opponent.

In null it's pretty simple, bubble and wait. Unless you're in some nullified stuff with stabs you just can't get away from that fracking gate 99% of the time.
Now some will come here and say they can do it 70% of their time, I'll say "great, come to where the stuff happens, where the big wars are right to the front and try the same even with a simple reccon, then we might talk"

while in certain zones where there's not that much aggression, or at least a lot of fights, this options could make even more disgusting the gate camp for hours and then "pouf" nothing because the guy appeared 150km from gate, check local: "haha you suck "

I don't know if there could be some serious way to implement this kind of stuff with some kind of "progressive" pop distance?

The base idea finally is not bad, just gives some more work than just drag bubbles and wait on the other hand could set some other zones clearly not interesting at all and make them even more empty than they already are.
Joe Risalo
State War Academy
Caldari State
#18 - 2011-10-25 00:03:13 UTC
I would like to add that gates shouldn't have an incoming indicator.

What i mean by this is the gate you're jumping to gives a jump visual and audio indicator the same way the gate you're jumping from does.

So basically this makes it seem that the gate you're jumping to is more or less a catchers mitt.

However, if this were the case we would spawn directly next to the gate.

I say do away with the audio and visual jump indicator on the receiving end, as well as pushing out the distance to anywhere within 150 km.

This gives the gate campers the advantage of being coordinated and grouped at the gate, but requires them to have someone on the opposite side of the gate, or they won't know if someone is coming.

It gives the incoming parties the element of suprise by not indicating to the campers that they're coming.
Then the benefit of coming in at 150km, so it's a bit easier to get away from the gate camp.

The disadvantages for the incoming party is that they will have to attempt getting through the gate and assembling somewhere else in system as quickly as possible, while also having to assault a grouped and coordinated party.

So both teams would have their advantages and disadvantages.

With the current system, the team guarding the gate has the benefit of audio and visual indicator of when someone is coming in without having someone on the other side, as well as having their opponents appear within range of guns, bubble, scrambles, jams, whatever.
So assaulting through a gate with the current system is very one sided in the defenders favor. All the attackers know is that they're going to be somewhere within 15km of the gate and there's probably people on the other side.

With the no audio or visual indicator, and the 150km range, means both parties will have to coordinate their attack because there will be a fight for both parties, but at least it will be a fair fight with two organized teams.

2 methods of pvp i dont' agree with, gate camps and high sec war dec griefing.

Both require little to no risks, little isk, and are very one sided.

Both should be fixed.