These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Piracy - Seizing Ships

Author
Andrei Vassaliev
U.N. High Commissioner for Refugees
#1 - 2013-10-22 13:53:21 UTC  |  Edited by: Andrei Vassaliev
Hello capsulers,

One more idea about ships piracy & seizing.
Several interesting ideas have been proposed in last years to make possible the boarding of ships during a combat.

Another approach would be to give interest to a pilot to abandon his ship to an attacker. To make this method work , it is obvious that the victim needs something to gain in return. This gain could be the garantee to save his pod.

Indeed , imagine an engagement on a lonely ship where the pilot has the choice between fighting to the end, or abandon his ship.
In the first case, nothing change in the game mechanics: if the ship is destroyed the pilot is ejected in pod, and he risks being scrambled / bubbled / podded to cloning .

However, if the victim deliberately choose to abandon his ship , the pod would be automatically ejected in warp speed to 1M Km in a random direction ( as a logoff ) and insensitive to a possible bubble. Thus, the victim is 100% sure to save at least his pod. In return, a timer (say 3 minutes) would forbid the victim to board a new ship within the delay (to avoid any attempt to reboard the abandonned ship).

Thus, the attacker could capture the intact ship, and the victim can save a potentially expensive pod . A kind of win-win that would give an interest to piracy.

Thx for your attention :)
TehCloud
Guardians of the Dodixie
#2 - 2013-10-22 14:12:11 UTC
If you eject while being engaged and immediatly warp, there's no way you can be tackled (except for bubbles)

My Condor costs less than that module!

Andrei Vassaliev
U.N. High Commissioner for Refugees
#3 - 2013-10-22 14:18:31 UTC  |  Edited by: Andrei Vassaliev
TehCloud wrote:
If you eject while being engaged and immediatly warp, there's no way you can be tackled (except for bubbles)


So, the solution is quite simple:
- if you eject manually your pod in combat situation, it would be considered as a ship abandon.
- in non-combat situation the manual pod ejection remains unmodified.

There's of course some details to discuss about, but you see the whole point.
Tchulen
Trumpets and Bookmarks
#4 - 2013-10-22 14:26:30 UTC
Andrei Vassaliev wrote:
TehCloud wrote:
If you eject while being engaged and immediatly warp, there's no way you can be tackled (except for bubbles)


So, the solution is quite simple:
- if you eject manually your pod in combat situation, it would be considered as a ship abandon.
- in non-combat situation the manual pod ejection remains unmodified.

There's of course some details to discuss about, but you see the whole point.


If someone ejects from their ship and warps off they have, by definition, abandoned their ship. What you seem to be proposing is the ability for anyone to use very expensive implants whilst flying subcap ships without risk.

-1 to that. You get the rewards of the expensive implants for the risk of losing them. What you're proposing unbalances the risk/reward system.
Andrei Vassaliev
U.N. High Commissioner for Refugees
#5 - 2013-10-22 14:52:34 UTC  |  Edited by: Andrei Vassaliev
Tchulen wrote:

If someone ejects from their ship and warps off they have, by definition, abandoned their ship. What you seem to be proposing is the ability for anyone to use very expensive implants whilst flying subcap ships without risk.

-1 to that. You get the rewards of the expensive implants for the risk of losing them. What you're proposing unbalances the risk/reward system.


Don't get me wrong, the only way to save a pod (expensive ... or not) would be to abandon his ship to an attacker. In all other situations the risk remains. In fact, I prefer to board a full fitted intact ship, than trying to pod someone with random results.

But, if you're worried about people owning expensive implants and leaning heavily of this mechanic, we can imagine that ship abandon would be only possible if the attacker makes the demand to the victim (with a popup system like 'join fleet', 'convo', etc.). If the attacker makes no 'abandon ship' demand to the victim, this one would not be able to save his pod :)
Hopelesshobo
Hoboland
#6 - 2013-10-22 14:59:17 UTC  |  Edited by: Hopelesshobo
Tchulen wrote:


If someone ejects from their ship and warps off they have, by definition, abandoned their ship. What you seem to be proposing is the ability for anyone to use very expensive implants whilst flying subcap ships without risk.

-1 to that. You get the rewards of the expensive implants for the risk of losing them. What you're proposing unbalances the risk/reward system.


I'm split on that argument. Yes, it means that the people can fly around with much shinier implants, but the risk is still there that they can get alphad by some T3s so the risk isn't completely mitigated.

The main reason why I'm split is because it gives piracy more of a....pirate feeling about it. It would also pose basically a guarantee for ransoms by changing it where the pirate can dock the ship up and contract it back to the original owner if he felt like. Although I personally would just sell it for full price if it wasn't deep in lowsec.

I do like the concept of what the OP is getting at, but the actual application of it, I don't think would work with the current ship boarding mechanics.

There would need to be like a new module that would basically tractor an empty ship. This module would cause an empty ship to get pulled into warp with the primary ship as well as dock. Key balancing factors would have to be that you cannot jump through stargates or jump bridges with this module active, you can only warp. More balancing would be if a ceptor is pulling a battleship, the align time would need to be at LEAST as long as the battleships align time (if not worse), and the warp speed would need to be that of the battleship as well as well as capacitor use.

The ship probably shouldn't be able to dock either within the first 60 of activation either so that an alt just wouldn't undock in a battleship, and lock up the main ship while fighting on station, then just have the main eject out of the ship and the alt activate the module on the main ship and dock up immediately. THAT would be risk less station PVP.

Lowering the average to make you look better since 2012.

Maximus Aerelius
PROPHET OF ENIGMA
#7 - 2013-10-23 15:03:09 UTC
One thing I didn't see mentioned in these threads was:

Skills! Skills sometimes are the only thing holding the hull together! The extra HP you get for Structure can be the last saving grace between the coldness of space and the blazing glory or victory.

As soon as you eject from your ship that is in, for arguments sake, let's say 5% structure that 5% was coming from your Pod being plugged into the ship and your skills. Now you have ejected the ship has lost that 5% and so the ship would explode.

Something to bear in mind.
Nikk Narrel
Moonlit Bonsai
#8 - 2013-10-23 15:49:54 UTC
It sounds like the workaround equivalent of a parley.

Have an option to offer the opponent terms of your surrender, or demand a surrender from them.
This would be explicit in the survival of the pilot as a condition, or else it is pointless.

The winner here, is then bound by a timer, mutually agreed upon as a check box option for duration.
Should the loser be podded in system before it expires, or by an allied player anywhere before it expires, the deal maker would get a security hit, as well as a suspect flag.

Both security hit and suspect flag should be more severe, as this reflects a deal made and broken in short order.

For simplicity, the one who surrendered would be flagged as blue to the alliance / corp of the acceptor of the deal, for the duration of the timer on the overview and local chat.
Re-shipping by the losing party would be a voluntary ending of this timer, and ends it instantly.