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Time to Retire the Faction Navy

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RubyPorto
RubysRhymes
#21 - 2013-01-24 09:28:08 UTC
Herr Wilkus wrote:
or B) would they take a chance running ships larger than frigates through highsec just for a thrill?


http://eve-kill.net/?a=kill_detail&kll_id=15499014

We ran ~25 jumps through HS to get to the entrance WH (passed right through Amarr), and ~10 jumps back after our probing Bhaalgorn found us an exit.


Traveling through HS as an outlaw isn't a big deal in anything smaller than a battleship. Removing faction police would allow us to actually do interesting things in HS other than Suicide gank or travel.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Mara Tessidar
Perkone
Caldari State
#22 - 2013-01-24 09:28:08 UTC
Solstice Project wrote:
this is a post


thanks for posting
Conrad Makbure
Center for Advanced Studies
Gallente Federation
#23 - 2013-01-24 09:31:21 UTC
A lot of people have been asking to be deputized by Concord in some way and Crimewatch is what we got. Though I have no complaints with it, it wasn't what I was expecting. On a side note, removing, or in this case scaling back, the faction police is a bad idea.

A player-police force would need some balance to it, like maybe a system where the NPC cops could be distracted with a false incident at the opposite end of the (highsec) system, while the real incident happens somewhere else, in the same system. The core of the idea posted here and in the past is: a longer response time from the NPC cops by removing security from highsec.

There's also a clash with the PvE and PvP mindset. The player-police force would have to go on long combat patrols from gate to belt to gate for long periods of time. They would also need a way to call for backup on the fly, even if it is some NPC ship, to even the odds because really, the odds need to be tipped in favor of the law by ever so much.

This might be like thinking about it as a wardec that never ends. Don't mine under a wardec, don't run missions under a wardec, but forever.

Good idea, but tough to get right least CCP faces the wrath of the rage-quitters.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#24 - 2013-01-24 09:32:34 UTC
Quote:
Traveling through HS as an outlaw isn't a big deal in anything smaller than a battleship. Removing faction police would allow us to actually do interesting things in HS other than Suicide gank or travel.


You can easily do it in a battleship too.
If you have issues doing it, then it's your issue alone.

There is *no* need to make it even easier than it already is !

Get the **** out of my game !
RubyPorto
RubysRhymes
#25 - 2013-01-24 09:35:05 UTC
Solstice Project wrote:
Herr Wilkus wrote:
Game mechanics are such that they couldn't really do much to help each other, except give moral support.

Bullshit.


So, in what way would a fleet of outlaws be able to support each other in HS without faction police?

They can't focus fire (unless the opforce is stupid enough to individually attack each and every one), they can't protect any logi they bring (Interceptor swoops in and points a logi. Rest of the pirate "fleet" sits on their thumbs and watches the logi die), what support can they provide to each other?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Buhhdust Princess
Mind Games.
#26 - 2013-01-24 09:37:19 UTC
I'll help here.

We choose lowsec and low security status because it's more fun than anywhere else in game. Sure, removing the faction police would be good and would allow for us to actually look for people to engage us in high sec, but just removing faction police won't work, because repping a pirate gives you global flag = concord kills you.

As much as this would be a decent idea to give pirates more freedom, it wouldn't work, but tbh I didn't want that freedom anyway so.. yeah!

-Buhhd
Solstice Project
Sebiestor Tribe
Minmatar Republic
#27 - 2013-01-24 09:40:07 UTC  |  Edited by: Solstice Project
Quote:
They can't focus fire (unless the opforce is stupid enough to individually attack each and every one

Wrong.

Hell, look at what the **** you're doing !
You're like a carebear suggesting changes to combat mechanics,
using bullshit arguments he has no actual ground for !

Logis are irrelevant !
(edit: Hell, even if mechanics allowed RR, there's no issue in using them even with faction police !)
(You just don't know better!)

Get the **** out of my game !
RubyPorto
RubysRhymes
#28 - 2013-01-24 09:42:04 UTC
Buhhdust Princess wrote:
because repping a pirate gives you global flag = concord kills you.


According to the Crimewatch page, that's no longer true. Aiding an outlaw just gives you a Suspect flag. Only aiding a Criminal (Concord's on it's way) will give you a Criminal flag.

I haven't tested it, since there's no reason for me to be in HS beyond travelling or suicide ganking, but that's what it says.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Solstice Project
Sebiestor Tribe
Minmatar Republic
#29 - 2013-01-24 09:44:06 UTC
RubyPorto wrote:
Buhhdust Princess wrote:
because repping a pirate gives you global flag = concord kills you.


According to the Crimewatch page, that's no longer true. Aiding an outlaw just gives you a Suspect flag. Only aiding a Criminal (Concord's on it's way) will give you a Criminal flag.

I haven't tested it, since there's no reason for me to be in HS beyond travelling or suicide ganking, but that's what it says.

One can't RR, TD or remotely sebo outlaws in highsec.

You have no clue about the mechanics, but you believe you know it should be changed !
Stop acting like a carebear making stupid suggestions about things he no experience in !

Get the **** out of my game !
RubyPorto
RubysRhymes
#30 - 2013-01-24 09:46:55 UTC
Solstice Project wrote:
Quote:
They can't focus fire (unless the opforce is stupid enough to individually attack each and every one

Wrong.

Hell, look at what the **** you're doing !
You're like a carebear suggesting changes to combat mechanics,
using bullshit arguments he has no actual ground for !

Logis are irrelevant !

Get the **** out of my game !


Tell me exactly how an outlaw gang can focus fire in a fight (i.e. not a suicide gank) against a vigilante gang.

Vigilantes represented by V(number), Outlaws by O(number)
Vn points On => Each On can shoot their paired Vn and only that Vn.
V1 - Vn shoot O1 => Each On is shooting their paired Vn, and O1 can shoot all V, but he's dead now.
V1-Vn shoot O2 => etc.


Yes, Logis are irrelevant for Outlaws in HS right now. The OP is suggesting a mechanical change that could alter that.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Solstice Project
Sebiestor Tribe
Minmatar Republic
#31 - 2013-01-24 09:48:58 UTC
RubyPorto wrote:
Solstice Project wrote:
Quote:
They can't focus fire (unless the opforce is stupid enough to individually attack each and every one

Wrong.

Hell, look at what the **** you're doing !
You're like a carebear suggesting changes to combat mechanics,
using bullshit arguments he has no actual ground for !

Logis are irrelevant !

Get the **** out of my game !


Tell me exactly how an outlaw gang can focus fire in a fight (i.e. not a suicide gank) against a vigilante gang.

Vigilantes represented by V(number), Outlaws by O(number)
Vn points On => Each On can shoot their paired Vn and only that Vn.
V1 - Vn shoot O1 => Each On is shooting their paired Vn, and O1 can shoot all V, but he's dead now.
V1-Vn shoot O2 => etc.


Yes, Logis are irrelevant for Outlaws in HS right now. The OP is suggesting a mechanical change that could alter that.


No, noob, i won't tell you !
It took me weeks to make it work right !
Find out for yourself or get the **** out of my game !
RubyPorto
RubysRhymes
#32 - 2013-01-24 09:51:35 UTC
Solstice Project wrote:

No, noob, i won't tell you !
It took me weeks to make it work right !
Find out for yourself or get the **** out of my game !



So you're saying that, in HS, you have figured out a way to shoot those who have not shot(stole/etc) you first without being CONCORDed?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Solstice Project
Sebiestor Tribe
Minmatar Republic
#33 - 2013-01-24 09:54:09 UTC
RubyPorto wrote:
Solstice Project wrote:

No, noob, i won't tell you !
It took me weeks to make it work right !
Find out for yourself or get the **** out of my game !



So you're saying that, in HS, you have figured out a way to shoot those who have not shot(stole/etc) you first without being CONCORDed?

No, i haven't said that and that was not what i was responding to !
Reread your own post !

You just believe in bullshit without knowing better.
Stop coming up with **** like a carebear talking about combat mechanics,
when you don't have any clue how to do it right !


Get the **** out of my game !
Turelus
Utassi Security
#34 - 2013-01-24 10:02:18 UTC  |  Edited by: Turelus
You could always stop ganking hulks go steal from a cargo container and fly around in your battleship looking for good fights?

*edit*

I mean basically what you're asking for is to have outlaws function the same as suspects in HighSec, you want to be flagged to everyone but not be attacked by the NPC Navy.
That option is in the game and quite easy to get flagged for, you said you have a highsec alt have him follow you around in a hauler with t1 ammo drop one unit and loot every 15mins.

You're now under threat from everyone in EVE without the NPC Navy shooting you!

What you're asking for is making there even less hassle for suicide gankers, people who want to gank hulks can now just dock get a new ship once their GCC runs out and fly off again without having to worry about fittings to make the ship faster to avoid the Navy.

Turelus CEO Utassi Security

RubyPorto
RubysRhymes
#35 - 2013-01-24 10:02:33 UTC
Solstice Project wrote:
RubyPorto wrote:
Solstice Project wrote:

No, noob, i won't tell you !
It took me weeks to make it work right !
Find out for yourself or get the **** out of my game !



So you're saying that, in HS, you have figured out a way to shoot those who have not shot(stole/etc) you first without being CONCORDed?

No, i haven't said that and that was not what i was responding to !
Reread your own post !

You just believe in bullshit without knowing better.
Stop coming up with **** like a carebear talking about combat mechanics,
when you don't have any clue how to do it right !


Get the **** out of my game !


I did re-read my post. There is only one question in it, and thus only one question that your 2 useful lines could be responding to.

Two Outlaw ships. Two Vigilante ships.
Both Vigilante ships are shooting Outlaw 1.

You're telling me that you've figured out how to let Outlaw 2 shoot either Vigilante? Because that was the question: " how an outlaw gang can focus fire in a fight (i.e. not a suicide gank) against a vigilante gang"

Or are you just being unpleasant to cover for an inability to make coherent and legible arguments?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Herr Wilkus
Aggressive Salvage Services LLC
#36 - 2013-01-24 10:04:24 UTC
Solstice Project wrote:
Quote:
Traveling through HS as an outlaw isn't a big deal in anything smaller than a battleship. Removing faction police would allow us to actually do interesting things in HS other than Suicide gank or travel.


You can easily do it in a battleship too.
If you have issues doing it, then it's your issue alone.

There is *no* need to make it even easier than it already is !

Get the **** out of my game !


No, my main isn't -10, but I am aware of how Faction Police and Concord work - and, to a degree, how to evade them.

As I usually work solo, I don't use RR frequently, but my understanding is that RRing an outlaw = GCC and Concord death.
Which is a significant disadvantage for being an outlaw in highsec, as it means that pirates would not be able to assist each other in any meaningful way, beyond scouting and providing warp-in points.

Outlaws cannot (legally) shoot a vigilante unless engaged first. They cannot RR their gangmates (unless this was changed in Crimwatch 2.0, ofc) An equivalent gang of vigilantes could easily take down a rival gang of outlaws - simply by focusing fire (and using RR if available).

As far as Solstice is concerned:

Lots of abuse here, very few concrete arguments. I think you need to back it up with more than a few assertions to the contrary.

Your killboard doesn't really say a whole lot.

Congratulations, you are a smalltime dessie ganker that doesn't bother turning a profit, because you don't scan your targets first. Your victims, often as not probably don't even care that you blew up their ship ......because they were mostly empty.
You nab a nice pod once in awhile, but we all can do that.
If you think that makes you a 'terrorist' as opposed to a random ganker, great. whatever.

My priority always was making targets lose as much as ISK as possible, not just blapping random frigates.
But I also know that some people enjoy to have more traditional fights. I don't really see why it can't occur between outlaws and 'self-selecting' vigilantes in highsec without NPC police getting involved.

AND I'm talking about outlaws and vigilantes having more sustained contact that just hit and run volley ganks. As in, longer than 30 seconds.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#37 - 2013-01-24 10:11:41 UTC  |  Edited by: Solstice Project
RubyPorto wrote:
I did re-read my post. There is only one question in it, and thus only one question that your 2 useful lines could be responding to.

Two Outlaw ships. Two Vigilante ships.
Both Vigilante ships are shooting Outlaw 1.

You're telling me that you've figured out how to let Outlaw 2 shoot either Vigilante? Because that was the question: " how an outlaw gang can focus fire in a fight (i.e. not a suicide gank) against a vigilante gang"

Or are you just being unpleasant to cover for an inability to make coherent and legible arguments?


It's irrelevant ! We are GANKERS !
We make people run away, dock up or pop !

You have NO experience in this and come up with bullshit
like a carebear suggesting changes towards combat mechanics !

Learn how to play the game before you start suggesting changes !

Herr Wilkus wrote:
words

Actually, i'm one of the most well known -10 sonofabitches around !

Removing the faction police would remove ALL the fun that's there !
They are mostly irrelevant already !


I don't need arguments against people who have no actual knowledge about how it is to play like this !
First get some of your own experience, noobs !
Then we can have a talk !


Get the **** out of my game !
Whitehound
#38 - 2013-01-24 10:22:01 UTC
I have a better idea. Post in the right forum! FID

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Solstice Project
Sebiestor Tribe
Minmatar Republic
#39 - 2013-01-24 10:24:37 UTC  |  Edited by: Solstice Project
Whitehound wrote:
Inappropriate signature removed. - The Pope, BBC, CIA and CCP, but not Chuck Norris!

Hey ... what was your signature ?
Curious. ^_^
Herr Wilkus
Aggressive Salvage Services LLC
#40 - 2013-01-24 10:30:37 UTC
Turelus wrote:
You could always stop ganking hulks go steal from a cargo container and fly around in your battleship looking for good fights?

*edit*

I mean basically what you're asking for is to have outlaws function the same as suspects in HighSec, you want to be flagged to everyone but not be attacked by the NPC Navy.
That option is in the game and quite easy to get flagged for, you said you have a highsec alt have him follow you around in a hauler with t1 ammo drop one unit and loot every 15mins.

You're now under threat from everyone in EVE without the NPC Navy shooting you!

What you're asking for is making there even less hassle for suicide gankers, people who want to gank hulks can now just dock get a new ship once their GCC runs out and fly off again without having to worry about fittings to make the ship faster to avoid the Navy.


Essentially, Outlaws would be a 'permanent' suspect status, that doesn't time out after 15 minutes.

.....WITH the additional (and significant) disadvantage of not being legal RR/Sebo/etc targets. Its an important distinction.

Even IF Faction Police were removed - the odds would be heavily stacked against outlaws in highsec, to the point where I'm not sure if many WOULD run around in highsec for lulz.


The hassle you talk about for suicide ganking? It just doesn't exist. I'll explain why:

A) undock Instas....they get you past vigilantes as well as Faction Police. Undock, insta out, warp to target, kill.
B) Orcas can hold a Tornado AND three Catalysts in its Maintenence Bay simultaneously. Pop one out and gank, no fancy fitting required, you are gone long before the Police even appear on grid.

Like Solstice know-it-all said - even battleships can evade Faction Police. I've done it in a Bombing Typhoon plenty of times.
And destroyers carry most of the ganking load these days anyway - even the slowest fattest dessie can evade faction police indefinitely. Ganking just isn't really affected significantly by Faction police, one way or the other.

What Faction police do interefere with, is a -10 pirate entering highsec in, say, a Hurricane, getting scrammed by vigilante Harbinger...and then having a 'real' fight. NPCs jump in and ****-punch the 'Cane.

Result: The 'cane won't put itself in a position to have that kind of fight in the first place.

And if nobody wants to fight the outlaw? Well, so what? Doesn't affect anyone else, other than having to see red skulls in local.


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