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NPC Fleets in Low-Sec

Author
Theia Matova
Dominance Theory
#21 - 2013-05-02 14:38:18 UTC
Schmata Bastanold wrote:
Lowsec is where empires stopped to care about space outside of their property which happen to be gates and stations. You wanna feel more secure you have an opportunity to fight for it. Just as gate campers have opportunity to camp gates and stations. "Only" difference between you and them is they don't expect NPCs to play the game for them.


Oh there are lot of things that separates me from such opportunist players.

1) I do not gank people with fleets bigger than the opponent
2) I do not gank PVE runners that are almost forced to buff certain resistance types. Leaving it very easy for you to knife in this cap
3) I do not gank industrials that are basically defenseless
4) I do not gank mining ships because they are almost defenseless

I enjoy fair fights where you actually have chance to win and lose. Actually if you do one of the 1-4 then you have really poor morals. Knifing any of the listed types actually mean you enjoy easy path of killing others. Making you a coward not being able to fight it fair. Yes its very coward style of play. In gate camping you can easily predict who is coming to you by placing scout in good spot. You know very well when you have to dodge and when not. If you want more people to shoot at to low sec then accept that there will be also defense for them. Because you have the edge anyway.
Theia Matova
Dominance Theory
#22 - 2013-05-02 14:41:27 UTC
Teckos Pech wrote:

Not really. There was nothing there to enhance low sec for the people who have spent the most time there. It is all for those who want to gank NPCs or traverse low sec with less chance of a gank.

Also, since CCP has been moving in precisely the opposite direction for low sec (e.g. the change to gate guns), I think this is basically a waste of time.


If that is the case then I am quite sure it will become more quiet for gate camps every day due to more and more people realize how low sec is. You can do same mistake few times but you won't do it repeatably many times. But I guess this will repair itself when large corps are forced to turn on each other. Sadly large corps can keep this on going since those systems that they control usually have good source for money and resources.
Schmata Bastanold
In Boobiez We Trust
#23 - 2013-05-02 14:53:59 UTC
Here we go again - ganking miners equals being RL scum.

Invalid signature format

Theia Matova
Dominance Theory
#24 - 2013-05-02 15:04:49 UTC
Schmata Bastanold wrote:
Here we go again - ganking miners equals being RL scum.


I did not speak a word of RL or being a scum. I said you were a coward. And also a troll because you cannot make constructive posts. Simply pulling and trying to avoid the discussion at hand.
Schmata Bastanold
In Boobiez We Trust
#25 - 2013-05-02 16:01:33 UTC
You wrote:
Quote:
Actually if you do one of the 1-4 then you have really poor morals


You had to be thinking about RL because pixel barbies have no morals, low or otherwise.

And as for your enjoyment of "fair" fight that's the beauty of Eve, you can be as honorable as you want as long as you won't force it on other players and their way of playing this game they pay for.

Invalid signature format

Loki Feiht
Warcrows
Sedition.
#26 - 2013-05-02 16:11:22 UTC  |  Edited by: Loki Feiht
Felsusguy wrote:
Something to turn Low-Sec into Low-Sec, and not just Null-Sec with some module limitations and some gate guns, and also to liven the place up. Awfully dreary in Low-Sec. These fleets become less common in certain systems depending on certain stimuli.

Mining Fleet
A mining fleet. Nothing special, just a group of miners and a protective escort. If you do criminal things near them, the security escort will engage you. Capsuleer miners can tag along for the security benefits. These fleets only appear in systems that have decent amounts of ore, and generally become less common as system security drops. These fleets also appear in the Outer Ring, regardless of a system's security status. If they come under attack, they will send a distress signal in local that capsuleers can either choose to ignore or choose to help. Helping them against raiders will provide a standings increase and possibly other benefits. Mining fleets occur less often in systems where mining fleets often come under attack. Barges in the fleet will often carry a few drones, though not enough to defend themselves very well. NPC miners will attempt to warp away from conflict if possible, and you must tackle them or they will get away.

Transport Convoys
Convoys carrying materials from Point A to Point B. They always have armed escorts. If they come under attack, they will send a distress signal in local that capsuleers can either choose to ignore or choose to help. Helping them against raiders will provide a standings increase and possibly other benefits.

Bounty Hunter Fleet
A group of bounty hunters. They hunt down players with a high bounty. They mostly spawn in systems that are frequently visited by those with large bounties, and as such could be considered to be actively hunting their targets. They sometimes refrain from attacking if your security status is high enough, but only in systems with a higher security status. In 0.4, for example, they might not attack you if your security status is positive, whereas in 0.1 they will actively attack anyone with a decent bounty. If they succeed in destroying your vessel, part of the bounty goes to them, though slightly less than what a player would get. Many of them have tackling capabilities.

DED Strike Team
DED strike teams are small CONCORD squadrons that actively hunt down those with poor security status. Along with your security status, two other variables are taken into account. The security status of the system you are in, and how often you occupy that particular area. "Area" being either a system, constellation or region. The smaller the area, the more likely they are to find you. If you stay on the run and take to very low security space, DED strike teams will likely never catch up to you. If you squander around a single 0.4 system, however, they are very likely to reach you. They are dangerous, but manageable, similar to factional police in high-sec. If you escape them successfully, they will use smaller, faster ships. If you defend against them successfully but stay in one place, they use slower, more powerful ships. All of them have tackling capabilities. After being destroyed by a DED strike team, no more DED strike teams will target you until you commit another criminal act (mercy for pirates, not that they need it), though your security status remains the same.

Police Patrols
Factional police patrols in low-sec. They certainly aren't as strong as those in high-sec, but they shouldn't be ignored, either. They patrol their own faction's low-sec space, and will attack those recently involved in criminal acts, those with very low security status, and those with very low standings towards that particular faction. If a DED Strike Team, Mining Fleet or another Police Patrol sends out a distress call, they will answer. They are far more likely to patrol systems that directly border high-sec, regardless of security status, but higher system security translates into a larger fleet. They are also more likely to patrol systems that often have criminal acts occurring in them. If a capsuleer commits a criminal act against another capsuleer in low-sec, police patrols may intervene (and warp to the conflict if necessary) depending on the standings and security status of those involved. Some of them have tackling capabilities. A message is transmitted in local when they enter or leave the system, and you can detect them on your on-board scanner. If you want an easy kill, try to strike when police patrols are either gone or pathetic enough to deal with easily, or you can get a high standing with that faction's navy (military corruption... it's such a beautiful thing).

What this does is make low-sec midway between high-sec and null-sec, not a null-sec with a few restrictions and some gate guns. You can still plunder and pillage and avoid the law, but you have to be more careful when going about that. It also provides some opportunity for players who otherwise would be too discouraged to go. So long as you keep your wits about you, you can stay (relatively) safe while not being forced to cloak or hide in station or be good at PVP. If you wander around like it is high-sec? Well, then, eventually you are going to slip up and the pirates will have their way with you in a dark, unguarded metaphorical alley. And if you wander around like it is null-sec? Well, eventually you will be caught in a bad situation, and you will be dragged to your judgement.


+1 but hey, you know I support this :) not sure about actively hunting players but definitely patrols, they could easily be on a sliding scale so in 0.2 or under you'd never see them, as for the faction patrols definitely make things more interesting and only in the space where the militias live, to reflect whos in control (more things to kill to gain lp as well eh)

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

Commander Ted
Caldari Provisions
Caldari State
#27 - 2013-05-02 16:14:59 UTC
I think some high EHP freighter NPCs floating around would be cool as they would attract people to blow it up.
However I think the reason that this idea is attractive is that there is little reason to cross pirate territory giving pirates something to kill.

Implement the idea in the thread in my signature and you wouldn't need this

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Commander Ted
Caldari Provisions
Caldari State
#28 - 2013-05-02 16:15:50 UTC
Loki Feiht wrote:
Felsusguy wrote:
Redundant quote


+1 but hey, you know I support this :) not sure about actively hunting players but definitely patrols, they could easily be on a sliding scale so in 0.2 or under you'd never see them, as for the faction patrols definitely make things more interesting and only in the space where the militias live, to reflect whos in control (more things to kill to gain lp as well eh)


Do you seriously need to quote his entire 1 page post?

FFS have some courtesy.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Loki Feiht
Warcrows
Sedition.
#29 - 2013-05-02 16:27:48 UTC
Commander Ted wrote:
Loki Feiht wrote:
Felsusguy wrote:
Redundant quote


+1 but hey, you know I support this :) not sure about actively hunting players but definitely patrols, they could easily be on a sliding scale so in 0.2 or under you'd never see them, as for the faction patrols definitely make things more interesting and only in the space where the militias live, to reflect whos in control (more things to kill to gain lp as well eh)


Do you seriously need to quote his entire 1 page post?

FFS have some courtesy.


Yes, yes I do. Also, manners cost nothing

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

Xavier Thorm
Caldari Provisions
Caldari State
#30 - 2013-05-02 17:15:17 UTC
Vaju Enki wrote:
Another confused themeparker post....

EvE Online is an sandbox mmo-rpg game, not a kindergarten themepark game. In EvE, players are the content. It makes no sense to spend CCP precious time making worthless themepark stuff, things like NPC shouldn't exist in EvE and hopefully will be removed from the game in a near future. Players are the "NPC's".


Okay, for once I'm actually going to take the time to address this, because it's really frustrating to see this kind of post over and over again despite the glaring problems with it.

1). A sandbox without NPC content is a sandbox without sand. If you truly want NPCs to be removed from the game, how do you expect it to function?

2). Players cannot be the NPCs because there are not enough of us. You can pass through many many systems in EVE without seeing a single other player, and with the already low amount of NPCs we have in the game, these systems feel entirely dead. This works for some of the lawless boundaries of explored space, but when I pass through a empire controlled hisec system without seeing another capsuleer in local or a single NPC convoy, patrol, shuttle, freighter, scout, courier, etc. it really breaks the immersion of the game.

3). Adding NPC content does not have to take away anything from players. Yes, if done wrong it could, and yes it costs development time, but I'm not asking for NPC services that replace player services, and I'm not asking for CCP to drop everything they're working on to make tons of new NPCs. I'm asking for better NPC content overall, as a part of the continuing goal of making the EVE universe seem more alive and immersive.
Teckos Pech
Hogyoku
Goonswarm Federation
#31 - 2013-05-02 19:36:55 UTC
Xavier Thorm wrote:


1). A sandbox without NPC content is a sandbox without sand. If you truly want NPCs to be removed from the game, how do you expect it to function?


Nobody is saying remove all NPCs, but that the NPC experience is not a big part of the Eve experience.

Quote:
2). Players cannot be the NPCs because there are not enough of us. You can pass through many many systems in EVE without seeing a single other player, and with the already low amount of NPCs we have in the game, these systems feel entirely dead. This works for some of the lawless boundaries of explored space, but when I pass through a empire controlled hisec system without seeing another capsuleer in local or a single NPC convoy, patrol, shuttle, freighter, scout, courier, etc. it really breaks the immersion of the game.


Dude...space is big, hence the name. I think an argument can be made that you should find empty systems.

Quote:
3). Adding NPC content does not have to take away anything from players. Yes, if done wrong it could, and yes it costs development time, but I'm not asking for NPC services that replace player services, and I'm not asking for CCP to drop everything they're working on to make tons of new NPCs. I'm asking for better NPC content overall, as a part of the continuing goal of making the EVE universe seem more alive and immersive.


It takes resources from fixing things that are clearly broken and allocates them to something of dubious value.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#32 - 2013-05-02 19:37:43 UTC
Commander Ted wrote:


Do you seriously need to quote his entire 1 page post?

FFS have some courtesy.


You owe me a new irony meter. Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Ristlin Wakefield
Viziam
Amarr Empire
#33 - 2013-05-02 20:33:06 UTC
I was excited until I understood what OP meant by NPC fleet : / I thought this was some automatic standing fleet system that allowed players to fleet up and work together with pilots toward similar goals (mining, finding PVP by protecting miners, etc.) -- encouraging more low-sec ventures.

Instead its barges flown by NPCs... : /

I have a lover, her name is EVE. I see her every night and all she asks in return is that I have a pilot's license.

Theia Matova
Dominance Theory
#34 - 2013-05-02 20:40:50 UTC
Teckos Pech wrote:

1) Nobody is saying remove all NPCs, but that the NPC experience is not a big part of the Eve experience.

2) Dude...space is big, hence the name. I think an argument can be made that you should find empty systems.

3) It takes resources from fixing things that are clearly broken and allocates them to something of dubious value.


1) you are not the only person to play eve, even null seccers say that they sometimes enjoy missioning epic arcs..

2) Low sec is populated space, there should be life deal with it.

3) Immersion is not wasted value not by far. Wake up to this decade.
Ristlin Wakefield
Viziam
Amarr Empire
#35 - 2013-05-02 21:23:49 UTC
Theia Matova wrote:
Teckos Pech wrote:

1) Nobody is saying remove all NPCs, but that the NPC experience is not a big part of the Eve experience.

2) Dude...space is big, hence the name. I think an argument can be made that you should find empty systems.

3) It takes resources from fixing things that are clearly broken and allocates them to something of dubious value.


1) you are not the only person to play eve, even null seccers say that they sometimes enjoy missioning epic arcs..

2) Low sec is populated space, there should be life deal with it.

3) Immersion is not wasted value not by far. Wake up to this decade.


Anything to add immersion is nice, as long as it doesn't greatly affect our ability to PVP in low-sec you can throw in as much as you want :D

I have a lover, her name is EVE. I see her every night and all she asks in return is that I have a pilot's license.

Teckos Pech
Hogyoku
Goonswarm Federation
#36 - 2013-05-02 22:04:36 UTC
Theia Matova wrote:
Teckos Pech wrote:

1) Nobody is saying remove all NPCs, but that the NPC experience is not a big part of the Eve experience.

2) Dude...space is big, hence the name. I think an argument can be made that you should find empty systems.

3) It takes resources from fixing things that are clearly broken and allocates them to something of dubious value.


1) you are not the only person to play eve, even null seccers say that they sometimes enjoy missioning epic arcs..

2) Low sec is populated space, there should be life deal with it.

3) Immersion is not wasted value not by far. Wake up to this decade.


WTF?

Did I say that null sec players never engage rats/NPCs? Hell, even one of my money making alts still farms datacores from agents I had back in my invention days. So even I engage NPCs. But it is at the absolute bottom of the list for the reasons I like the game. I'm pretty sure that is it is very low on the list of most null sec players.

I never said low sec should be empty but that coming across empty systems should not break one's immersion.

Your last response is completely incoherent. There are many things in this game that are clearly borken--e.g. technetium. CCP is going to try and fix that with a re-balancing of resources. That will likely require considerable resources. I'm not saying if you want to "immerse yourself in the game, yore stoopid". What I am saying is that leaving something horribly broken for the sake of making a marginal tweak to the immersion experience is probably not wise.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Felsusguy
Panopticon Engineering
#37 - 2013-05-02 22:10:38 UTC
Danika Princip wrote:
We already have hauler spawns to cover your first and second points

No to the first, yes to the second, but only barely.

Danika Princip wrote:
and as for the rest, why would CONCORD in lowsec be a good thing?

For fun, obviously. I'm not asking for the full might of CONCORD here, just a small, survivable squadron that would hunt down criminals in low-sec and you could either avoid by going on the run or defend against by using all your combat prowess. After all, low-sec implies it still has some security. If I was a notorious criminal, I would want to be chased by the DED. Then, I could taunt them when they fail. Furthermore, the appearance of increased security might bring more industrialists into low-sec, giving the pirates hard enough to pursue them extra prey.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Theia Matova
Dominance Theory
#38 - 2013-05-02 22:17:07 UTC
Teckos Pech wrote:
There are many things in this game that are clearly borken--e.g. technetium. CCP is going to try and fix that with a re-balancing of resources. That will likely require considerable resources. I'm not saying if you want to "immerse yourself in the game, yore stoopid". What I am saying is that leaving something horribly broken for the sake of making a marginal tweak to the immersion experience is probably not wise.


CCP is addressing many issues in Odyssey. T2 mats get their tweaks. It remains to be seen if the changes they make are enough. Lot of love is coming in Odyssey. Almost everyone get their piece. WH, Null, Low, High. They deal many important issues in this expansion.

Immersion is important deal in games today. Its one of the things that have to be kept up to date or the game will receive less and less new players. Immersion as whole graphics, sounds the whole experience. I was actually really happy to see the EVE keynote that even VR has been looked into. There was lot of good things coming for both fixing imbalances and adding to immersion and happily I can say that CCP is going right direction in both. So thank you CCP.
El Geo
Warcrows
Sedition.
#39 - 2013-05-02 22:40:57 UTC
I have to admit I love the way some of these players keep banging on about pvp and how pve isn't important, I just have to wonder how do they make their isk exactly?

Anything that makes NPC content more interesting is a bonus, if it happens to provide more PvE content great but to me the OPs ideas look like it could instigate a lot of PvP between players?

Anything that could break the pure monotony of Eve's core gameplay (killing red squares, believe it or not this is what most players do unless they are told to form up) is a bonus to everyone.
Felsusguy
Panopticon Engineering
#40 - 2013-05-02 22:41:34 UTC
On a side note, I don't understand why so many people are against NPCs. I think they could be a major part of EVE if they were made more dynamic. I understand many of you want players to control everything, and they should for the most part, but NPCs still have a role to play.

The Caldari put business before pleasure. The Gallente put business in pleasure.