These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: Introducing the new and improved Crimewatch

First post First post First post
Author
Anders Brulner
Yaki Cartel
#1261 - 2012-12-04 14:05:43 UTC
"NPC – This pilot has used offensive modules against an NPC. If a pilot logs off while this flag is active, their ship will remain in space until the timer expires."

So, if my ******** internet service provider decides it's time for a disconnection while I'm running a mission/plex I'm screwed. This has to be the most useless feature of crimewatch.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1262 - 2012-12-04 14:27:53 UTC
Anders Brulner wrote:
"NPC – This pilot has used offensive modules against an NPC. If a pilot logs off while this flag is active, their ship will remain in space until the timer expires."

So, if my ******** internet service provider decides it's time for a disconnection while I'm running a mission/plex I'm screwed. This has to be the most useless feature of crimewatch.


No.....

If you dc while scrambled in a mission, then you're possibly screwed.
If you dc while PvE'ing, and someone is actually looking for you.... you're probably screwed...

But the two above cases aren't going to be the norm....
Kaleai
Children of the Atom
#1263 - 2012-12-04 17:02:29 UTC  |  Edited by: Kaleai
This may have been covered but I am wondering, Lets say I'm wanting to fight in hi sec (unlikely) and I want to fight a miner. If I take from their can and then put a new can out with their stuff they can take it back with out being flagged, however if I were to put a piece of ore in that can that wasn't theirs when they take "their" stuff back with mine I can legally shoot them?
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1264 - 2012-12-04 17:07:54 UTC
Kaleai wrote:
This may have been covered but I am wondering lets say I'm wanting to fight in hi sec (unlikely) and I want to fight a miner. If I take from their can and then put a new can out with their stuff they can take it back with out being flagged, however if i were to put a piece of ore in that can that wasn't theirs when they take "their" stuff back with mine I can legally shoot them?


No....

I might be wrong on this, but this is my current understanding (need to test it):

If you take their stuff, you become a suspect. At that point in time, your wreck and all your jet cans should turn blue, meaning they are salvageable and takeable by everyone. This is because Everyone can legally shoot you, and you are free to loot from anyone you can legally shoot!

Don't flip the miner... just steal his goods, go suspect, and hope he shoots you....

or alternatively...

Steal his stuff, jettison it, then with an alt, move it from your blue container to a fresh new container.... Then, if the miner tries to take his stuff back, he'll go suspect and can be shot by EVERYONE.... It would take a very ignorant miner to do this, and they would need to have their safety off to boot.

Aron Fox
Tranquillian Imperial Navy
#1265 - 2012-12-04 17:42:35 UTC
Gizznitt Malikite wrote:

Two things to keep in mind....

If LE's were transferred, we would end up with the chaining of aggression flags we have now... and CCP is changing crime watch SPECIFICALLY to eliminate said chains. This simplifies the system immensely.

While storyline wise it makes some sense for concord to want you to assist Pilot A who is attacking Suspect / Criminal / Outlaw... mechanic wise this would create a major issue. Essentially, the criminal / outlaw / suspect would NOT have rights to shoot your logistics ship, which is a very game-breaking situation. As such, it makes complete sense that you get flagged a suspect (making you a fee target for everyone) unless you declare to the ciminal / outlaw / suspect that you're joining the fight against him. To declare such a thing, it simply requires you to aggress the criminal before you repair the vigilante. This is fair and balanced...

To give a real world example, this is sort of like a plain-clothed police officer pulling out his badge before drawing a gun and joining in apprehending criminals. If they don't, the other officers on the scene could easily mistake them for a criminal. And while I realize there is a difference between repping an ally and shooting an opponent, from a gameplay perspective both actions significantly alter the outcome of the fight against the "opponent", and both scenarios NEED to make you a legal target for the Criminal / Suspect / etc..


I do think its fair for the target to be able to shoot back at the logistic but it could simply work that a LE is not a "A to B" type of a deal it could be that anyone who involves themself in any form in any way just simply enters the LE. so a LE will be defined as a a "engegement between players that have engaged a outlaw/criminal/suspect or provided assistance to the battle. Basicly repairing ect will invite you to the LE.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1266 - 2012-12-04 18:39:37 UTC  |  Edited by: Gizznitt Malikite
Aron Fox wrote:
Gizznitt Malikite wrote:

Two things to keep in mind....

If LE's were transferred, we would end up with the chaining of aggression flags we have now... and CCP is changing crime watch SPECIFICALLY to eliminate said chains. This simplifies the system immensely.

While storyline wise it makes some sense for concord to want you to assist Pilot A who is attacking Suspect / Criminal / Outlaw... mechanic wise this would create a major issue. Essentially, the criminal / outlaw / suspect would NOT have rights to shoot your logistics ship, which is a very game-breaking situation. As such, it makes complete sense that you get flagged a suspect (making you a fee target for everyone) unless you declare to the ciminal / outlaw / suspect that you're joining the fight against him. To declare such a thing, it simply requires you to aggress the criminal before you repair the vigilante. This is fair and balanced...

To give a real world example, this is sort of like a plain-clothed police officer pulling out his badge before drawing a gun and joining in apprehending criminals. If they don't, the other officers on the scene could easily mistake them for a criminal. And while I realize there is a difference between repping an ally and shooting an opponent, from a gameplay perspective both actions significantly alter the outcome of the fight against the "opponent", and both scenarios NEED to make you a legal target for the Criminal / Suspect / etc..


I do think its fair for the target to be able to shoot back at the logistic but it could simply work that a LE is not a "A to B" type of a deal it could be that anyone who involves themself in any form in any way just simply enters the LE. so a LE will be defined as a a "engegement between players that have engaged a outlaw/criminal/suspect or provided assistance to the battle. Basicly repairing ect will invite you to the LE.


And when I repair both sides of the LE?
In truth, I find the use of logistics in highsec typically "dirty", as it's a very "risk adverse" method of fighting. Especially give the fact that you should only have ONE Suspect shooting you at a time. I think, given the majorly disadvantaged position Suspects enter the fight in, that making it harder on highsec logistics is very fair....

Earlier (30 pages back), I proposed adding a Samaritan Flag.... where anytime you shoot a Suspect or Criminal, you gain a Samaritan Flag, which enabled ALL Suspects and Criminals to Legally attack you. Then logi's could inherit the Samaritan Flag by repping a Samaritan, or could inherit the Suspect Flag by repping a Suspect... and by setting the order of precedence, as Criminal > Suspect > Samaritan, we have a system that makes a lot of sense, is completely based on global flags, and is evenly balanced between Suspects and Samaritans... However, the biggest downside of the above system, is that a well organized gang of Suspects will often gain the advantage and crush a smattering of Samaritans, even when outnumbered. This is because Samaritans typically consist of passer-by, unorganized pilots, and since people can go Suspect on a second's notice, it's not very clear to the Samaritans what they are taking on prior to the engagement. In the end, there would be lots of surprise, a new party, to most engagements, and generally the most organized groups with friends would come out on top. CCP doesn't want this....

CCP wants Suspects to be at a disadvantage in highsec.... and the current mechanics BLATANTLY flaunt that. In the current mechanics, there are basically no viable Gangs of Suspects.... only viable Individuals (with logi backup). This is because a gang of Suspects can only fire back at ships that shoot them ALL first.... and since a competent gang of Samaritans will generally focus fire on one target at a time, generally speaking only one member in the Suspect gang can retaliate at a time. Essentially, this allows the Samaritans to form cohesive fighting gangs, while suspects are restricted to "individuals" (perhaps with logi backup).
Harkin Tanith
Federal Defense Union
Gallente Federation
#1267 - 2012-12-04 23:36:53 UTC
well idk what to say i think its a bad move ppl play eve to be free an this is takn a hugh bite outta every1s fun
im not a pvp or a rat im as care bear as they come but these changes r over the top high sec needed to be somewhat open to pc ratters an gankers it was great the way it wuz but i guess the cry baby’s got more rules put in to protect them from there laziness an incompetence. this is going to make high sec a cluster F&ck off epic scale

CCP u wanna FIX somthing thats ruining or game?? stop the botters they r a hugh problem and there controling the market but in stead the "fix"
stuff that is fine to the xtrem

flagged 4 killn npc pirates??? wtf I always thought rats were bad now they got there own protection plan lol every1 n highsec will b flagged can u say flag chained? k 1 last question i fly by a person who is flaged he explodes and the flag gets stuck n my knee who gets flaged ?
Harkin Tanith
Federal Defense Union
Gallente Federation
#1268 - 2012-12-05 01:37:06 UTC
Anders Brulner wrote:
"NPC – This pilot has used offensive modules against an NPC. If a pilot logs off while this flag is active, their ship will remain in space until the timer expires."

So, if my ******** internet service provider decides it's time for a disconnection while I'm running a mission/plex I'm screwed. This has to be the most useless feature of crimewatch.

Aron Fox
Tranquillian Imperial Navy
#1269 - 2012-12-05 06:10:52 UTC
Harkin Tanith wrote:
Anders Brulner wrote:
"NPC – This pilot has used offensive modules against an NPC. If a pilot logs off while this flag is active, their ship will remain in space until the timer expires."

So, if my ******** internet service provider decides it's time for a disconnection while I'm running a mission/plex I'm screwed. This has to be the most useless feature of crimewatch.


that is to avoid people exploiting. when people realizing they are about to die and log-off to save their ship. it does not protect the NPC its a mechanism to prevent log-off exploits.
Aron Fox
Tranquillian Imperial Navy
#1270 - 2012-12-05 06:24:39 UTC
Gizznitt Malikite wrote:
Aron Fox wrote:
Gizznitt Malikite wrote:

Two things to keep in mind....

If LE's were transferred, we would end up with the chaining of aggression flags we have now... and CCP is changing crime watch SPECIFICALLY to eliminate said chains. This simplifies the system immensely.

While storyline wise it makes some sense for concord to want you to assist Pilot A who is attacking Suspect / Criminal / Outlaw... mechanic wise this would create a major issue. Essentially, the criminal / outlaw / suspect would NOT have rights to shoot your logistics ship, which is a very game-breaking situation. As such, it makes complete sense that you get flagged a suspect (making you a fee target for everyone) unless you declare to the ciminal / outlaw / suspect that you're joining the fight against him. To declare such a thing, it simply requires you to aggress the criminal before you repair the vigilante. This is fair and balanced...

To give a real world example, this is sort of like a plain-clothed police officer pulling out his badge before drawing a gun and joining in apprehending criminals. If they don't, the other officers on the scene could easily mistake them for a criminal. And while I realize there is a difference between repping an ally and shooting an opponent, from a gameplay perspective both actions significantly alter the outcome of the fight against the "opponent", and both scenarios NEED to make you a legal target for the Criminal / Suspect / etc..


I do think its fair for the target to be able to shoot back at the logistic but it could simply work that a LE is not a "A to B" type of a deal it could be that anyone who involves themself in any form in any way just simply enters the LE. so a LE will be defined as a a "engegement between players that have engaged a outlaw/criminal/suspect or provided assistance to the battle. Basicly repairing ect will invite you to the LE.


And when I repair both sides of the LE?
In truth, I find the use of logistics in highsec typically "dirty", as it's a very "risk adverse" method of fighting. Especially give the fact that you should only have ONE Suspect shooting you at a time. I think, given the majorly disadvantaged position Suspects enter the fight in, that making it harder on highsec logistics is very fair....

Earlier (30 pages back), I proposed adding a Samaritan Flag.... where anytime you shoot a Suspect or Criminal, you gain a Samaritan Flag, which enabled ALL Suspects and Criminals to Legally attack you. Then logi's could inherit the Samaritan Flag by repping a Samaritan, or could inherit the Suspect Flag by repping a Suspect... and by setting the order of precedence, as Criminal > Suspect > Samaritan, we have a system that makes a lot of sense, is completely based on global flags, and is evenly balanced between Suspects and Samaritans... However, the biggest downside of the above system, is that a well organized gang of Suspects will often gain the advantage and crush a smattering of Samaritans, even when outnumbered. This is because Samaritans typically consist of passer-by, unorganized pilots, and since people can go Suspect on a second's notice, it's not very clear to the Samaritans what they are taking on prior to the engagement. In the end, there would be lots of surprise, a new party, to most engagements, and generally the most organized groups with friends would come out on top. CCP doesn't want this....

CCP wants Suspects to be at a disadvantage in highsec.... and the current mechanics BLATANTLY flaunt that. In the current mechanics, there are basically no viable Gangs of Suspects.... only viable Individuals (with logi backup). This is because a gang of Suspects can only fire back at ships that shoot them ALL first.... and since a competent gang of Samaritans will generally focus fire on one target at a time, generally speaking only one member in the Suspect gang can retaliate at a time. Essentially, this allows the Samaritans to form cohesive fighting gangs, while suspects are restricted to "individuals" (perhaps with logi backup).


I think that CCP dont intend to "balance" it beteen criminals. If you look at many MMORPGs they have multiple servers or instances where some of them allowing different level of PVP and such. many MMORPGs also offers the ability to download the server files to hos their own private servers.
This can not be done with EVE Online. the only reason why EVE is such a vast game is because of that they run the New Eden gameworld on tranquility, a cluster of servers. and if im not wrong they posess the largest cluster of computer hosting a virtual world on. If they were to allow PVP with the same criterias then they may loose a large part of their subscribers because some games dont like PVP and some do. CONCORD, Empire space, Crimewatch, Security status it all works to serve that purpous to facilitate the need for the absense of PVP aswell as the existence from PVP all in one world without loosing half of their player base.

It is not supose to be easy for people to PVP anyone they want in high-sec its designed that way. we player can ofcourse nudge CCP with CSM and the forum but in the end this is a component of EVE that if they didnt balance PVP vs No-PVP instead of balancing the PVP in areas PVP should be low, EVE would be as vast as it is. People seeking PVP can find in RvB or in Null, wormholes and lowsec or just war-dec people.
Despicable Rogue
#1271 - 2012-12-05 11:06:37 UTC
There are three general arguments that have made in favor of a neutral repper (Pilot C) becoming a global target after repping the non-Legality-flagged (neither Suspect nor Criminal) victim (Pilot B) of a gank attempt (by Pilot A) in high security space.

First, CCP Masterplan suggests in http://community.eveonline.com/devblog.asp?a=blog&nbid=73443 that:

"Assisting someone who is engaged in an LE will cause the assistor to receive a Suspect flag. This is to prevent neutral logistics interfering in ongoing combat without risk to themselves."

Thus, previously neutral repper (Pilot C) should assume risk for becoming involved.

Agreed, but the risk should be commensurate with the risk that would be assumed if he had used guns against the ganker (Pilot A). That is to say that the repper should acquire the PvP, Weapons, and Limited Engagement (LE) flags of the recipient of his repairs.

Second, Gizznitt Malikite suggests that:

"If LE's were transferred, we would end up with the chaining of aggression flags we have now... and CCP is changing crime watch SPECIFICALLY to eliminate said chains. This simplifies the system immensely."

It is not more difficult to code or execute a program (Eve Online) to any meaningful degree to check existing flag status for a party to a Limited Engagement (LE) (Pilot B) and create flags based on that for the 3rd party repper (Pilot C) than it is for that same program to check existing flag status for a Criminal ganker (Pilot B) and create flags based on that for the 3rd party (Pilot C) if he were to have attacked Pilot A instead of repping B. There is absolutely no extra chaining of aggression flags by implementing my suggestion.

Third, Gizznitt Malikite suggests that:

"Essentially, the criminal / outlaw / suspect would NOT have rights to shoot your logistics ship, which is a very game-breaking situation."

If, as I propose, the neutral repper (Pilot C) becomes part of a Limited Engagement (LE) with respect to the ganker (Pilot A), Pilot A's rights to defend against Pilot C are exactly the same as if Pilot C had directly attacked Pilot A.

The difference between what I propose and what CCP as implemented is whether or not Pilot C should become a global target and attackable by anyone without intervention instead of just the parties aggrieved by his actions. Somehow in the current state, repairing a victim is Suspect (really "criminal" in the application of making one attackable at will by all) is treated worse that shooting guns at assailant.

Imagine being at a neighborhood park and someone pulls a gun and shoots a child napping under the shade of a tree. You can shoot the shooter without any lawful interference from bystanders, but if instead you tend to the wounded, all the other folks standing there can legally shoot you. Oh wait, if you shoot the shooter first, then you can tend to the wounded child in relative safety from the other people.

One more point: Under Crimewatch 2, if Pilot B should send capacitor to Pilot C who's only "crime" is to repair B who was attacked unprovoked, then Pilot B suddenly becomes "Suspect" too. Is this really what we want?

Let's allow players to become involved in conflict with Criminals through logistics with only the same penalties and privleges that directly shooting such Criminals would bear.
Two step
Aperture Harmonics
#1272 - 2012-12-05 17:21:36 UTC
Harkin Tanith wrote:
well idk what to say i think its a bad move ppl play eve to be free an this is takn a hugh bite outta every1s fun
im not a pvp or a rat im as care bear as they come but these changes r over the top high sec needed to be somewhat open to pc ratters an gankers it was great the way it wuz but i guess the cry baby’s got more rules put in to protect them from there laziness an incompetence. this is going to make high sec a cluster F&ck off epic scale

CCP u wanna FIX somthing thats ruining or game?? stop the botters they r a hugh problem and there controling the market but in stead the "fix"
stuff that is fine to the xtrem

flagged 4 killn npc pirates??? wtf I always thought rats were bad now they got there own protection plan lol every1 n highsec will b flagged can u say flag chained? k 1 last question i fly by a person who is flaged he explodes and the flag gets stuck n my knee who gets flaged ?


Your keyboard seems to be missing some keys. Maybe you should fix that before posting?

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

Gizznitt Malikite
Agony Unleashed
Agony Empire
#1273 - 2012-12-05 17:56:32 UTC  |  Edited by: Gizznitt Malikite
Despicable Rogue wrote:
.... allow LE's to transfer via RR....


I think you are missing something here.... You view logistics as the doctor coming to aid the hurt child. And while there are a lot of parallels, this is war, not some playground shooting.

Assisting someone with logistics is not playing the 'good old boy' doctor that just wants to save lives.

Germany and the U.K. are at war, how do you think Germany would review the U.S. if they ship military hardware to the U.K.?
How do you think they would view the U.S. if they prevented the destruction of a U.K. weapon system that is causing major damage to Berlin? Germany has every right, and should, view the U.S.'s actions here as an act of war...

Moreover, since the U.S. is doing it in an underhanded fashion, where they don't legally proclaim themselves to be hostile to Germany prior to assisting the U.K., Concord SHOULD, and does, declare the U.S. as violating the law, and flags them as Suspect.

This seems completely fair and legit!

Furthermore, let's provide an example of the complexity that is created with transferable LE's.

Imagine Five Pilots, A, B, C, D, E.

Pilot A is has a Suspect Flag.
Pilot B is a Vigilante that shoots Pilot A which creates a LE between the two of them.
Pilot A escapes the Vigilante B.... but Vigilante B gives chase...

3 Minutes later, Pilot A's Suspect Flag expires... so he'll hence be known as Bad Guy A.
Soon thereafter, Vigilante B catches up to Bad Guy A, who is still a LEGAL target because their LE hasn't expired.
Vigilante B, knowing he has logi backup, engages Bad Guy A.
Bad Guy A, knowing his Suspect Flag has expired, doesn't fear bystander interference attacks back.

Pilot C is you in a logistics ship, and you repair Vigilante B.
My questions to you:
If repairing Vigilante B just extends the LE to you (rather than flagging you as suspect), how is this ANY different then the neutral logistics pilots interfering in Highsec activities that have plagued highsec combat for years? Why would you think this is a good idea?

Now, lets add Pilot D, your confused corp mate in a Logistics Ship. He first reps Vigilante B and extends the LE to him. Then, in an attempt to km whore with the gun on his logistics ship, he accidentally reps Bad Guy A rather than shoots him. Suddenly, Pilot D is on BOTH sides of the LE. Then, he starts taking damage so you rep him, and suddenly you are a legal target for both sides of the LE.... Here are the dilemmas:

How does the LE timer run down for each player? Essentially, the only fair way to implement it, is LE needs to become it's own entity, not attached to any key player.... Then, each individual player's actions would assign them to the LE for 5 minute intervals... This may not be as simple as you imagine...

How will this be used to AWOX? Since you are a part of both sides of the LE... how about I have you join an incursion fleet. As soon as a logi pilot reps you, they become a target for all parties in the LE.... They don't get any warnings and their interface doesn't inhibit them when they rep you, because such action won't impart a "Suspect Flag". So, without warning, they become flagged LE, and suddenly your buddies warp in and gank them.
Despicable Rogue
#1274 - 2012-12-06 02:31:19 UTC
Grizznitt Malikite,

It seems that you continue to miss one key element of the proposed mechanism. That is, when Pilot C provides logistics support to Pilot B, he would acquire flags for Weapons, PVP, and LE, just like he would if he had instead fired upon Pilot A. Thus, Pilot C has made exactly the same "declaration" as you put it in either case. In no event is "C" providing such logistics support to "B" any more or less sneaky or underhanded than "C" shooting "A."

With respect to your Five Pilot example, just replace any repairing of Pilot B (Vigilante) by Pilot C with Pilot C instead attacking Pilot A (Bad Guy) directly. Thus, if "A" is no longer a "Suspect" or "Criminal" and Pilot C has no current LE with respect to Pilot A at that moment, then Pilot C could neither attack "A" nor repair "B" without becoming "Suspect" himself.
Each logistics pilot could be given a warning (if the safety is not off) that he is about to enter into a new LE with a party when repairing the counterparty to an LE. Thus repairing the other side of an engagement would provide a new warning. If the second logi pilot ("D") ignores it, and acquires a second LE, the first logi pilot ("C") would then also get a warning when he started repairing the second logi pilot.

All LE timers would run down for logistics the same as they run down for shooters. I expect each pairing of cross-shooters in a small gang vs. small gang consisting of only shooters would have to track timers for each exchange. It should be no more burdensome to track this for logistics PVPers.

When I fly Logistics for public incursion fleets, before entering the combat zone, I like to test rep each logi ship as a minimum and, for smaller fleets each member as well. Prior to entering combat is a good time to sort out how the fleet wants to deal with unannounced war targets and criminals. The same would apply for LEs under the proposed scheme. Many incursion fleets will not rep unannounced war targets, to protect against AWOXing similar to what you mention. The same could apply for LEs. If at the very least Logis have test repaired each other and key pilots such as an anchor, then the risks are mitigated.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1275 - 2012-12-06 03:00:35 UTC
Despicable Rogue wrote:
Grizznitt Malikite,

It seems that you continue to miss one key element of the proposed mechanism. That is, when Pilot C provides logistics support to Pilot B, he would acquire flags for Weapons, PVP, and LE, just like he would if he had instead fired upon Pilot A. Thus, Pilot C has made exactly the same "declaration" as you put it in either case. In no event is "C" providing such logistics support to "B" any more or less sneaky or underhanded than "C" shooting "A."


Here's an idea... .how about instead of these crazy transferable LE schemes, we allow you to click on a Pilot and select "Enter Limited Engagement" with them.
If they are a Suspect or Criminal, you enter it automatically. If they are NOT a Suspect or Criminal, they get a popup asking them if they wish to accept the LE. This would:
A.) Allow you to declare to a Suspect that you are entering a fight against them, thereby enabling you to rep his opponents without fear of going suspect.
B.) Allows you to create 1v1 engagements in highsec without fear of 3rd party interference.

You no longer need a aggression tool on your logi, and we have highsec 1v1s.... It's win, win!

Despicable Rogue wrote:

With respect to your Five Pilot example, just replace any repairing of Pilot B (Vigilante) by Pilot C with Pilot C instead attacking Pilot A (Bad Guy) directly. Thus, if "A" is no longer a "Suspect" or "Criminal" and Pilot C has no current LE with respect to Pilot A at that moment, then Pilot C could neither attack "A" nor repair "B" without becoming "Suspect" himself.
Each logistics pilot could be given a warning (if the safety is not off) that he is about to enter into a new LE with a party when repairing the counterparty to an LE. Thus repairing the other side of an engagement would provide a new warning. If the second logi pilot ("D") ignores it, and acquires a second LE, the first logi pilot ("C") would then also get a warning when he started repairing the second logi pilot.


So, then we are back to the "are you sure" popups, and crazy aggression graphs where limited engagements that take on a life of their own because players can join them, leave them, rejoin them, and even exist as targets for both sides of them. Isn't this EXACTLY what CCP is trying to avoid....

Despicable Rogue wrote:

All LE timers would run down for logistics the same as they run down for shooters. I expect each pairing of cross-shooters in a small gang vs. small gang consisting of only shooters would have to track timers for each exchange. It should be no more burdensome to track this for logistics PVPers.


I'm not sure you understand the complexity of an LE.... The last act of aggression, by anyone, starts the 5 minute LE expiration countdown. However, an LE can easily be extended for long periods of time by continued aggression by ANY party... You certainly don't want all parties trapped in the LE until it expires (exploitable), so each party must have the ability to leave the LE individually, 5 minutes after the last player aggressed them. Then, they can also then come back into the LE by assisting someone within the LE, and further complicate the situation by repping the opposite side. This is a very awkward and complex system.

Despicable Rogue wrote:

When I fly Logistics for public incursion fleets, before entering the combat zone, I like to test rep each logi ship as a minimum and, for smaller fleets each member as well. Prior to entering combat is a good time to sort out how the fleet wants to deal with unannounced war targets and criminals. The same would apply for LEs under the proposed scheme. Many incursion fleets will not rep unannounced war targets, to protect against AWOXing similar to what you mention. The same could apply for LEs. If at the very least Logis have test repaired each other and key pilots such as an anchor, then the risks are mitigated.


In the current system, the "safe" setting and Non-transferable LE's mean your logistics ship CANNOT be coerced into an LE, or coerced to become a suspect. But your changes open up potentially exploitable loopholes or annoying popups in an effort to allow you to rep up a neutral that's being attacked by a NEUTRAL third party...

I don't see the point in changing it.
Dimitryy
Silent Knights.
LinkNet
#1276 - 2012-12-06 13:57:03 UTC
Jarin Arenos wrote:
So far I've seen no commentary on the effect this will have on mission runners. I know that this playstyle is low on your list of priorities (especially highsec missions), but this is a huge functional nerf. As it stands currently, if you're in a mission, and the network between you and CCP craps its pants, you warp out within 60 seconds, saving your ship from the whims of fate.

Post-change, your ship sits there like a lump and - if you're not heavy-tanked cap-stable - dies. So the new rule is "Cap Stable Overtank or GTFO"? No more blitzing missions in my AF unless I live next-door to CCP? This can't be the intention of this change...


You still ewarp with new changes, you just don't vanish.
Dimitryy
Silent Knights.
LinkNet
#1277 - 2012-12-06 14:00:06 UTC
Harkin Tanith wrote:
well idk what to say i think its a bad move ppl play eve to be free an this is takn a hugh bite outta every1s fun
im not a pvp or a rat im as care bear as they come but these changes r over the top high sec needed to be somewhat open to pc ratters an gankers it was great the way it wuz but i guess the cry baby’s got more rules put in to protect them from there laziness an incompetence. this is going to make high sec a cluster F&ck off epic scale

CCP u wanna FIX somthing thats ruining or game?? stop the botters they r a hugh problem and there controling the market but in stead the "fix"
stuff that is fine to the xtrem

flagged 4 killn npc pirates??? wtf I always thought rats were bad now they got there own protection plan lol every1 n highsec will b flagged can u say flag chained? k 1 last question i fly by a person who is flaged he explodes and the flag gets stuck n my knee who gets flaged ?


Harkin Tanith for CSM
C11de
Dusk till Dusk
#1278 - 2012-12-06 16:37:29 UTC  |  Edited by: C11de
Can't wait to fry some uncooked bacon. Cool
Despicable Rogue
#1279 - 2012-12-07 13:19:59 UTC
Gizznitt Malikite wrote:

Here's an idea... .how about instead of these crazy transferable LE schemes, we allow you to click on a Pilot and select "Enter Limited Engagement" with them.
If they are a Suspect or Criminal, you enter it automatically. If they are NOT a Suspect or Criminal, they get a popup asking them if they wish to accept the LE. This would:
A.) Allow you to declare to a Suspect that you are entering a fight against them, thereby enabling you to rep his opponents without fear of going suspect.
B.) Allows you to create 1v1 engagements in highsec without fear of 3rd party interference.
You no longer need a aggression tool on your logi, and we have highsec 1v1s.... It's win, win!


Let's suppose that a dozen ships attempt to suicide gank an orca in high security space. A pair of logis from a currently neutral corporation(s) see this and decided to transfer sheilds to the Orca pilot. It is unyieldy for those pilots to attack each of the 12 "Criminals" first (perhaps with their drones) then get to transfer shields to the Orca without becoming "Suspect". Instead, it would be better if the logis (assuming all safeties are on) get asked do you want to enter LEs with 12 pilots vs. being asked do you want to be Suspect and become a valid target for every pilot in Eve. Of course the Logis could just have the safety regarding LEs off.

I am not opposed to having another way to enter an LE such as you suggest.

Gizznitt Malikite wrote:

So, then we are back to the "are you sure" popups, and crazy aggression graphs where limited engagements that take on a life of their own because players can join them, leave them, rejoin them, and even exist as targets for both sides of them. Isn't this EXACTLY what CCP is trying to avoid....

I'm not sure you understand the complexity of an LE.... The last act of aggression, by anyone, starts the 5 minute LE expiration countdown. However, an LE can easily be extended for long periods of time by continued aggression by ANY party... You certainly don't want all parties trapped in the LE until it expires (exploitable), so each party must have the ability to leave the LE individually, 5 minutes after the last player aggressed them. Then, they can also then come back into the LE by assisting someone within the LE, and further complicate the situation by repping the opposite side. This is a very awkward and complex system.


The only burden of any popups (if safety is on) is on the Logi pilot. If LE safety is off, there is no additional burden. Again, it would be better if the logis (assuming all safeties are on) get asked do you want to enter LEs with 12 pilots vs. being asked do you want to be Suspect and become a valid target for every pilot in Eve.

Gizznitt Malikite wrote:

In the current system, the "safe" setting and Non-transferable LE's mean your logistics ship CANNOT be coerced into an LE, or coerced to become a suspect. But your changes open up potentially exploitable loopholes or annoying popups in an effort to allow you to rep up a neutral that's being attacked by a NEUTRAL third party...


The proposed system would provide the same protections to the logi pilots and the extra popups can be turned off if desired and the logi is no worse off. You mention coersion or exploitable loopholes, but all the examples you mentioned were logically refuted at some length. If you feel I missed one, let's chat about it. I'm covering thwarting "Criminals" by using logistics instead of guns. "Criminals" are not neutral. They are the public enemies.

Gizznitt Malikite wrote:

I don't see the point in changing it.


I would expect a lot of suicide gankers would agree with you. But think of the sweet tears.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1280 - 2012-12-07 14:20:40 UTC
Despicable Rogue wrote:
Gizznitt Malikite wrote:

Here's an idea... .how about instead of these crazy transferable LE schemes, we allow you to click on a Pilot and select "Enter Limited Engagement" with them.
If they are a Suspect or Criminal, you enter it automatically. If they are NOT a Suspect or Criminal, they get a popup asking them if they wish to accept the LE. This would:
A.) Allow you to declare to a Suspect that you are entering a fight against them, thereby enabling you to rep his opponents without fear of going suspect.
B.) Allows you to create 1v1 engagements in highsec without fear of 3rd party interference.
You no longer need a aggression tool on your logi, and we have highsec 1v1s.... It's win, win!


Let's suppose that a dozen ships attempt to suicide gank an orca in high security space. A pair of logis from a currently neutral corporation(s) see this and decided to transfer sheilds to the Orca pilot. It is unyieldy for those pilots to attack each of the 12 "Criminals" first (perhaps with their drones) then get to transfer shields to the Orca without becoming "Suspect". Instead, it would be better if the logis (assuming all safeties are on) get asked do you want to enter LEs with 12 pilots vs. being asked do you want to be Suspect and become a valid target for every pilot in Eve. Of course the Logis could just have the safety regarding LEs off.

I am not opposed to having another way to enter an LE such as you suggest.



In the situation you described above: A neutral corp of logi pilots attempt to save an Orca or Freighter from a suicide gank by repping the targeted ship.... Those logi pilots will NOT go suspect unless either that Orca/Freighter is a Legal Target for the gankers, or unless that Ocra/Freighter enter's a Limited Engagement with the suicide gankers. Since a Freighter doesn't have weapons, nor the ability to lock, a Freighter can NEVER enter an LE. The Orca, unless it attacks back, will also NOT be a member of an LE. As such, your logistics are completely safe while repairing that Orca/Freighter until the Orca stupidly shoots back. Then, if those logi's have their safeties set to green, when the inevitably dumb Orca Pilot does shoot back, those reps end and your logies are still safe.

Really, you want it easier for logies to Rep a COMBAT ship without going suspect, not industrials. A combat ship will return fire on the suspect, creating the LE, and thereby causing your logies to "go Suspect" if they repair that combat ship while it fights the Suspect.

Despicable Rogue wrote:
Gizznitt Malikite wrote:

In the current system, the "safe" setting and Non-transferable LE's mean your logistics ship CANNOT be coerced into an LE, or coerced to become a suspect. But your changes open up potentially exploitable loopholes or annoying popups in an effort to allow you to rep up a neutral that's being attacked by a NEUTRAL third party...


The proposed system would provide the same protections to the logi pilots and the extra popups can be turned off if desired and the logi is no worse off. You mention coersion or exploitable loopholes, but all the examples you mentioned were logically refuted at some length. If you feel I missed one, let's chat about it. I'm covering thwarting "Criminals" by using logistics instead of guns. "Criminals" are not neutral. They are the public enemies.


I can abuse your system of Transferable LE's. Imagine you are a corp of Neutral Logi's that like to help out Industrials traveling through Niarja. I have an Itty V come through the gate, and attempt to warp off. Suddenly a Suspect lands on Grid, and opens fire on the Itteron, and gets "criminally" flagged. You attempt to apply reps to the Itteron, and a popup asks if you are willing to have the LE extended to you.

A.) You Accept... Suddenly, you gain a Weapons and LE timer from repping the Itteron. Additionally, a Bhaalgorn and 2x Vindicators that were on the other side of the gate enter system, lock up your logistics ships, and destroy them. You can't escape through the gate because you have a Weapons timer from repping the Orca. Why did this happen?
--- Because the Iteron Pilot Twisted your transferable LE's to end up on BOTH sides of the LE, while carefully avoiding the Suspect Flag (as outlined in earlier posts). Once you repaired the Itteron, you gained the LE from BOTH sides, so when the two BS's enter system, they activate Remote Sensor boosting modules on the Itteron, inheriting both sides of the LE, and gaining the ability to Legally shoot your logistics. This is a loophole in your system... and I'm sure there are other creative ways to exploit it.

B.) You decline... If you're going to decline anyway, why are we having this discussion? The current discussion is on allowing LE to transfer to logis.

In short... enough of the lets repair Industrial Ships like a good old boy... That's not relevant because Industrial Ships shouldn't be in an LE in the first place... and if they are, something fishy is going on!!!

What I really think you are asking for, is a method to allow your logistics ships in to repair your buddy that's engaging a Suspect.
A.) This already exists. Just shoot the suspect first.
B.) What is the point in you bringing in logistics rather than +1 DPS?
-- To give the Suspect an embarrassing loss mail? Noobship destroys Tornado (even though it had logi reps).
-- To prevent all your losses? A single ship has a VERY hard time destroying an opponent through logi reps... and it's not like the bait ship will be a target for a bunch of suspects... they will be the target of ONE suspect. Furthermore, since EVERYONE can shoot them, I see no NEED to further imbalance the stakes against the suspect.
C.) Bring a Falcon Instead....