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Deadspace Mining/Industry pockets

Author
Mike Voidstar
Voidstar Free Flight Foundation
#1 - 2014-03-24 00:35:54 UTC
Missions use the format all the time. You can't warp into a given area of space, you must instead use the acceleration gate... but the acceleration gate is locked so long as enemy ships are active on grid.

This should be a player usable mechanic used as a conflict driver.

Allow us to set up Acceleration gates which are easily scanned down, these lead to a Deadspace pocket, where additional Gates can be deployed. More importantly, Fleets should be able to register to a gate as a Defender, and the FC has to grant permission for a ship to use a gate, or else drive the defenders from the field.

The inner deadspace areas should be expensive to develop, and valuable to exploit. To leave the area would require another gate, it should not be someplace you can just warp or jump out of, and the exit would be scannable and vulnerable to camping.

This would have a couple of effects. First and most importantly, it provides a reason to engage even in a losing fight, to provide time to evacuate the inner pocket. It also provides tactical options, gates could be made like mission gates that restrict certain sizes (but this would also restrict the size of industrial and defensive ships used to exploit the pocket as well), automatic defenses could be used, camping the entrance and exits become valuable, etc...
Daichi Yamato
Jabbersnarks and Wonderglass
#2 - 2014-03-24 02:29:27 UTC
a way to create a deadspace room to give miners even more time to detect incoming baddies?

or a way to erect a POS and then restrict the only ships that can reach it to medium size?

or a way to make space that is impossible to reach by having FC assigned as 'gate keeper' (lol) and then cloak up?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Mike Voidstar
Voidstar Free Flight Foundation
#3 - 2014-03-24 03:25:06 UTC
Yep, they see you coming, but are stuck there. The layout of the pocket can balance that easily. Industrial ships are not all that fast.

If you erect gates that only pass medium ships then that restricts the assets you can set up too. That is easily balanced.

I have often said cloaking that cannot be balanced is fatally flawed, but even so, at least you are on grid and can sweep for them. The pockets could disallow that too, if it was an issue.

Try considering the idea instead of kneejerking against it because it does not support your predator/prey playstyle.
Daichi Yamato
Jabbersnarks and Wonderglass
#4 - 2014-03-24 04:05:13 UTC  |  Edited by: Daichi Yamato
indeed, pointing out the glaringly obvious flaws in this idea was a biased reaction because of my griefing attitude. oh wait...im a miner.

Mike Voidstar wrote:
Yep, they see you coming, but are stuck there. The layout of the pocket can balance that easily. Industrial ships are not all that fast.


no they arent that fast. and thats a good thing and balanced. but why do u need even more time to see ur enemy in local or d-scan?

if i cant slow boat it to the accel gate in time, why dnt i just log off in space? or slow boat into the POS?

Mike Voidstar wrote:

If you erect gates that only pass medium ships then that restricts the assets you can set up too. That is easily balanced.


if u expect this to create medium vs medium fights, u'd be wrong. whats to stop the owners erecting a POS and then building battleships then restricting the gates to small ships only?

do u know how long it takes to siege a POS in battleships? how long do u suppose it takes in frigates and dessies? and defenders can bring larger ships and logi than u?

where this kind of thing happens in WH's, where the lowest restriction is BC sized and defenders can build larger ships with the POS, u can build a force in a WH over a matter of days quite covertly. how do u expect ppl to do this, not only while appearing in local, but also on grid!?

edit- and as i understand it, even in a C1, u can still get connections from other WH systems that will allow the largest of ships through. This would not be the case with ur accel gates

Mike Voidstar wrote:

Try considering the idea instead of kneejerking against it because it does not support your predator/prey playstyle.


i did consider ur idea. did u?

cause i seem to see problems u didnt.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Mike Voidstar
Voidstar Free Flight Foundation
#5 - 2014-03-24 04:17:17 UTC
There would not be a POS as is erected in regular space. There would be structures unique to developing the deadspace pockets.

The idea isnt to hunt miners. The idea is to fight over resources. You can keep the resources in the pocket, keeping the owners from getting them out. The reward is great, but so is the risk... These would be expensive, easy to find and lucrative to maintain--- potentially ruinous to lose.

If people logging out before you can kill them bothers you, I cant help you and all ships you dont like should just explode when you enter the system.
Daichi Yamato
Jabbersnarks and Wonderglass
#6 - 2014-03-24 04:39:57 UTC
even if the idea is not to hunt miners, they should still be hunted if ppl want to hunt them.

u say this drives conflict, but it allows miners to avoid conflict more easily. Not only do they have more time to react to an enemy presence because they have to go through accel gates, i can delay them with alts sitting in cheap heavily tanked ships like punishers and Mallers, and i can restrict the size of the ships they use to make sure they take as long as possible getting past the noob fleet.

fat chance of any suicide ganker getting in there, so i can just max yield fit my covetors/hulks and just send a miasmos in and out. completely removing the meaningful choice made by the barge rebalance.

so the miners are meant to compete with eachother for the resources? but competitors cant warp to it unless they declare war and clear the defending fleet. thats not really competition, thats first come first serve.

making deadspace pockets for player use is fine. the point at which the idea crumbles is when ur stuff inside is not vulnerable 24/7 (otherwise whats the point in the extra defense and warning time), and u can restrict the ships other players can take and prevent them warping in until the destruction of a guardian fleet.

if u truly want to drive conflict and have miners fight eachother for resources, make entering such sites, and ore sites as well, cause u to go suspect. allow any ship of any size in at any time, regardless of defending fleet.

Mike Voidstar wrote:

If people logging out before you can kill them bothers you, I cant help you and all ships you dont like should just explode when you enter the system.


moronic statements like this arent going to help u make any kind of point. if someone logs off before i get there, shucks. no biggy.

if someone is afforded more time to see me and react to my presence because of some half baked idea, then its a problem. why do u think ppl should have even more time to react to the presence of a bad guy?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Mike Voidstar
Voidstar Free Flight Foundation
#7 - 2014-03-24 04:51:31 UTC
It. Is. Not. About. Hunting. Miners.

Not every ship needs to explode. You keep focusing on ganking and engaging industry ships.... Indeed, this idea is intended to make that difficult to do. It also leaves extremely valuable, immobile equipment vunerable to your guns when you get through, potentially with storehouses of unmoved goods for the looting that does not explode because you popped a hauler.

It is about getting combat ships facing combat ships over something worth defending and even dying for. It is about providing an environment for PvP with a goal other than harrasment, hassle, and tears.

It really does not matter if the miner gets away... The value isnt in something that can dock or pos up as soon as you arrive. You dont have to tackle it. Simply forcing defense off the field means you win and get the profit. It does mean your opponent has an incintive to stay and fight you for it.
Daichi Yamato
Jabbersnarks and Wonderglass
#8 - 2014-03-24 05:08:34 UTC
attacking ppls industry is a thing.

in world wars do they say 'dnt blow up the factories making their tanks and planes'? or do they say 'dnt attack that convoy crossing the atlantic?' no. quite the opposite.

every ship must be vulnerable as long as its undocked/uncloaked. yes, this is that type of game. and thats why i focus on it. why do u focus so much on making safe areas in a game that deliberately makes sure there are no safe areas (look at my sig). This game is driven by conflict, centred around ships blowing up, glorified as a HTFU-adapt or die-surivial of the fittest mad max style universe. why do u keep wanting to dumb it down where there is no risk for ppl, to where they dnt have to watch over themselves, protect themselves, to learn to survive?

if ur idea was implemented, a hoard of max yield miners would be 100% safe. this is a horrible thought. Suicide ganking is a thing, it has always been a thing, it should always be a thing. Never at any second in this game should u be able to relax under the certainty that u will not be attacked at any moment.

There is already space where factions can struggle to hold assets and territory worth defending. Null sec! WH's! go mine there and have ur buddies defend u there.

all ur creating here is an extra-advanced warning system, exclusivity for mining belts and 100% safe space to mine in.

to which the answer is: hell no.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Mike Voidstar
Voidstar Free Flight Foundation
#9 - 2014-03-24 05:36:42 UTC
Does it bother you that badly that you might have to actually engage in combat rather than just engaging ships that cannot mount guns?

It does not dumb the game down nor provide space that does not have to be defended. Quite the opposite... This space would be valuable in its own right, extremely obvious and easily scannable. It would require at the least a defense fleet to be of practical value and worth spending the ISK to develop in the first place. It does provide a layer of security to industry with the trade that they cannot just warp off or safe up... You can camp the exit which they will have to keep clear in open space. It improves the tactical landscape of the game by providing options currently lacking.

Currently no one stays to defend much except in null because there is no point to it. One rat is just like another, one rock is just like the others... Etc. Even with a POS when someone arrives with overwhelming force you just run and hide because there is no point in delaying tactics because time buys nothing of value. Thus everyone requires hard tackle to win a fight because no one has any reason to stay, and the only sensible fight is the overwhelming ambush where defeat is never risked.

EVE PvP needs something worth dying over to give it a point.

Mike Voidstar
Voidstar Free Flight Foundation
#10 - 2014-03-24 05:46:04 UTC
Also... With the way it is set up, who cares how safe a horde of max yeild miners are, if they cannot move the minerals?

If you use gates that can handle freighters, they can also handle other capitals, which means you can attack with essentially anything you want. If you restrict traffic to smaller hulls, then its smaller ships doing the hauling too, and they still have to pass the exit gate to an easily scannable and camped point in open space. Either way, the industry isnt safe, but the bulk of combat has been channeled to combat craft.

It creates actual fights instead of leaving all of the initiative and advantage to hunters and all the risk on prey.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#11 - 2014-03-24 06:35:01 UTC  |  Edited by: Corraidhin Farsaidh
I like the idea of being able to use player created deadspace but I'm not sure how...my problem with this idea would be that these resource rich areas would effectively be owned by the camping force. Any area of resources should be open to all with the returns from accessing the area governed by the ship type and fleet support you can/will risk in the effort. In this idea large chunks of resource are effectively handed to the first big corp/alliance fleet that finds it.
Daichi Yamato
Jabbersnarks and Wonderglass
#12 - 2014-03-24 13:27:56 UTC
Mike Voidstar wrote:
Does it bother you that badly that you might have to actually engage in combat rather than just engaging ships that cannot mount guns?


no what bothers me is that u can gather resources with no risk. where is the risk/reward? or even the work/reward? where is the competition?

spell it out for me. where is the risk these miners are taking to get such a reward? what work are they putting into it, in detail, that affords them such safety?

why cant i just put a maller or two on the gate to prevent other miners coming in, and suicide gankers coming in so that, if i am not war decced, i can happily mine in complete safety with max yield hulks and pull ore out with a stabbed-miasmos or freighter? And even if i am war decced, i get such an advanced warning that the new changes to interceptors is meaningless to me. u say the exit may be camped, but how? how do u find the exit? And whats stopping ppl from using neutral alts to haul ore out during a dec? Whats stopping using neutral alts from being the guardians protecting the gate so they cannot be attacked during a dec?

why do u think its ok to make an area of ore for urself that no one else can have access to? why do u think first come first serve is ok? why shouldnt other miners come in and start mining the rocks as well, or muscle u out in some way? thats the competition and conflict.

u have this agenda, to make hi-sec so safe that ppl dnt have to watch their backs in case of gankers. To make this area of space urs without having to work for it, all u need to do is be the first one there. u keep saying the way to drive conflict is to make something worth while defending, but ur wrong. If u dec the miners that own these areas, they will dock up all the same. the defending fleets will not be formed up of guardians protecting the miners, they will be alts in big fat tanks designed to delay intruders for as long as possible so that ppl can safely log off or bail out.

this idea will not go down the way u think it will.

Mike Voidstar wrote:

Currently no one stays to defend much except in null because there is no point to it. One rat is just like another, one rock is just like the others... Etc. Even with a POS when someone arrives with overwhelming force you just run and hide because there is no point in delaying tactics because time buys nothing of value. Thus everyone requires hard tackle to win a fight because no one has any reason to stay, and the only sensible fight is the overwhelming ambush where defeat is never risked.

EVE PvP needs something worth dying over to give it a point.



fine, make everyone inside a suspect, or at the very least, shooting ppl inside it incurs only a suspect flag. assets are fought over whether theres a dec or not. Drop the restrictions to gates so it doesnt become yet another 'who brings the most T3's wins' meta. ppl who really want it can try to defend it. this way u get what u want and no one enjoys effortless 100% risk free mining.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Mike Voidstar
Voidstar Free Flight Foundation
#13 - 2014-03-24 13:58:04 UTC
It isnt necessarily large chunks, just valuable.

I have left the nature of the resources that can be developed in these pockets vague for that reason... I dont know that the resources found in them should be the minerals found elsewhere. I also intended there be options, for various PvE functions. There could be development for any playstyle available. One thought I have is expanded research and industrial options for creating meta-level modules other than 0 or 5. All those deadspace modules are coming from somewhere, PC deadspace seems like a good place to look into that.

To alleviate the concerns of hunters perhaps the deadspace could be actually seperate, similar to wormholes so that those operating in the pocket do not have local as a warning unless the defending fleet warns them. It should require effort and attention to both defend the space and work within it. I did not immediately suggest it because there is a strong bias against instancing in the playerbase... But if there are limited ways in or out and you cannot just safe up from inside it may not be a problem, especially as the items of interest are processed in structures within the pocket--- if you run you forfeit the gains.

Repeatedly there are complaints that it is difficult to find targets because the risk adverse wont go into more dangerous areas of space. This would help allieviate that as the space is defensible. It does not guarantee total safety, the defending fleet could be mercs, and subject to bribery or other emergent tactics.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#14 - 2014-03-24 14:10:35 UTC
This doesn't answer the problem of creating large amounts (in volume or value) of resource that oinly large corps/alliances will be able to farm.. I thought people already disliked ares of null for this reason? These deadspace areas would just be mini versions.to create more combat you need to draw people in to combat oriented regions and reward them for coming in (if they succeed at whatever task they are trying to accomplish).

These areas will be locked down to anyone other than larger corps/alliances.

My baseline for an idea such as this is whether everybody has access (albeit at more risk). With this idea I can't see that being the case.
Mike Voidstar
Voidstar Free Flight Foundation
#15 - 2014-03-24 14:16:13 UTC
Daichi Yamato wrote:
Mike Voidstar wrote:
Does it bother you that badly that you might have to actually engage in combat rather than just engaging ships that cannot mount guns?


no what bothers me is that u can gather resources with no risk. where is the risk/reward? or even the work/reward? where is the competition?

spell it out for me. where is the risk these miners are taking to get such a reward? what work are they putting into it, in detail, that affords them such safety?

why cant i just put a maller or two on the gate to prevent other miners coming in, and suicide gankers coming in so that, if i am not war decced, i can happily mine in complete safety with max yield hulks and pull ore out with a stabbed-miasmos or freighter? And even if i am war decced, i get such an advanced warning that the new changes to interceptors is meaningless to me. u say the exit may be camped, but how? how do u find the exit? And whats stopping ppl from using neutral alts to haul ore out during a dec? Whats stopping using neutral alts from being the guardians protecting the gate so they cannot be attacked during a dec?

why do u think its ok to make an area of ore for urself that no one else can have access to? why do u think first come first serve is ok? why shouldnt other miners come in and start mining the rocks as well, or muscle u out in some way? thats the competition and conflict.

u have this agenda, to make hi-sec so safe that ppl dnt have to watch their backs in case of gankers. To make this area of space urs without having to work for it, all u need to do is be the first one there. u keep saying the way to drive conflict is to make something worth while defending, but ur wrong. If u dec the miners that own these areas, they will dock up all the same. the defending fleets will not be formed up of guardians protecting the miners, they will be alts in big fat tanks designed to delay intruders for as long as possible so that ppl can safely log off or bail out.

this idea will not go down the way u think it will.

Mike Voidstar wrote:

Currently no one stays to defend much except in null because there is no point to it. One rat is just like another, one rock is just like the others... Etc. Even with a POS when someone arrives with overwhelming force you just run and hide because there is no point in delaying tactics because time buys nothing of value. Thus everyone requires hard tackle to win a fight because no one has any reason to stay, and the only sensible fight is the overwhelming ambush where defeat is never risked.

EVE PvP needs something worth dying over to give it a point.



fine, make everyone inside a suspect, or at the very least, shooting ppl inside it incurs only a suspect flag. assets are fought over whether theres a dec or not. Drop the restrictions to gates so it doesnt become yet another 'who brings the most T3's wins' meta. ppl who really want it can try to defend it. this way u get what u want and no one enjoys effortless 100% risk free mining.


The risk is the time and material outlay to develop the pocket. That cannot be made safe because it is immobile and in the pocket. It must be defended. You can log off your miner, assuming it takes a miner to exploit, but the pocket and its rewards remain vunerable to either being destroyed or outright taken.

The whole point is that others can come muscle me out. In fact in setting up the pocket you lay out a welcome mat and invite them in. Other miners (or whatever) want in, they can negotiate whatever fee you like. Combat corps could set these up and charge for the protection. However, it moves part of the initiative to the owner of the pocket, it creates a scenario other than the pure predator/prey dichotomy currently found in EVE.

Yes.. it makes ganking harder. To do it you will have to scan down the exit and be vunerable to organized opposition coming to defend their assets when they are ready to move them, or else bring a fleet to fight the defense of the pocket itself. That is the point of movng the initiative from the predator to his prey. I see no reason to provide special combat rules with flags, though obviously the pockets that can be set up in lo and null would be far more valuable than what is possible in high sec space. Everything I have suggested so far already exists in game other than the development of the pockets themselves, no combat rules need to be altered.

Mike Voidstar
Voidstar Free Flight Foundation
#16 - 2014-03-24 14:35:04 UTC
Corraidhin Farsaidh wrote:
This doesn't answer the problem of creating large amounts (in volume or value) of resource that oinly large corps/alliances will be able to farm.. I thought people already disliked ares of null for this reason? These deadspace areas would just be mini versions.to create more combat you need to draw people in to combat oriented regions and reward them for coming in (if they succeed at whatever task they are trying to accomplish).

These areas will be locked down to anyone other than larger corps/alliances.

My baseline for an idea such as this is whether everybody has access (albeit at more risk). With this idea I can't see that being the case.



I am not sure I understand your base for concern. The effect of defensive fleets locking down areas of space already exists, as you point out. On that level all this does is provide a focal point that isnt a gate or station to fight in. The larger the group, the less important any given individual source of income becomes, and the less locked down a given site will be in favor of defending the open space it is found in.

In that scenario, the only thing keeping you out of the valuable area of the pocket is the fleet left to defend it. Kill it, the gate unlocks and you are free to move on and inflict damage, steal resources or even set up your own defense of the pocket for the incoming response as you choose. For a large alliance this would actually be harder to defend than open space as they would have to bridge in system and still get their fleet to and through the gate you already crashed, unless it was important enough for them to leave more than a token defense inside as a defensive fleet in the first place.... Which means that they are not elsewhere ready to bridge out on a moments notice and can be pinned and fought in place or delayed while action is taken elsewhere by bubbling the exit.
Daichi Yamato
Jabbersnarks and Wonderglass
#17 - 2014-03-24 14:49:18 UTC
seems that the only ppl who can muscle u out are those that war dec u. Not ur everyday miner.

until that time, u have an exclusive belt which i dont like, and its not just harder to gank u, its almost impossible because the gate guardian/s must first be dealt with. u can quite safely can mine with a covetor/hulk and not even worry about getting flipped.

this ownership of a belt does the opposite of driving conflict. it promotes u to find a quieter system, and lock others out. Rather than fight over resources, ppl are driven to make their own so they can mine in safety. i understand that ur trying to make them stay in the complex, but with the only threat being war decs, they have 24 hours notice to evacuate the massive amounts of resources they've been able to gather with max yield hulks and no risk of suicide gank.

Make a complex that u can call home, do research, and make ur ships, thats cool. the 24 hour notice of a war dec means losing all that progress and evacuating or staying and fighting a meaningful choice.

but no mining, no PvE. no farming. nothing u can wrap up in a matter of mere hours. nothing where day to day activities get such and advanced warning they carry no risk. nothing where the threat of a ganker is so insignificant the vigilant no longer have an advantage over the oblivious.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#18 - 2014-03-24 14:59:29 UTC
Mike Voidstar wrote:
Corraidhin Farsaidh wrote:
This doesn't answer the problem of creating large amounts (in volume or value) of resource that oinly large corps/alliances will be able to farm.. I thought people already disliked ares of null for this reason? These deadspace areas would just be mini versions.to create more combat you need to draw people in to combat oriented regions and reward them for coming in (if they succeed at whatever task they are trying to accomplish).

These areas will be locked down to anyone other than larger corps/alliances.

My baseline for an idea such as this is whether everybody has access (albeit at more risk). With this idea I can't see that being the case.



I am not sure I understand your base for concern. The effect of defensive fleets locking down areas of space already exists, as you point out. On that level all this does is provide a focal point that isnt a gate or station to fight in. The larger the group, the less important any given individual source of income becomes, and the less locked down a given site will be in favor of defending the open space it is found in.

In that scenario, the only thing keeping you out of the valuable area of the pocket is the fleet left to defend it. Kill it, the gate unlocks and you are free to move on and inflict damage, steal resources or even set up your own defense of the pocket for the incoming response as you choose. For a large alliance this would actually be harder to defend than open space as they would have to bridge in system and still get their fleet to and through the gate you already crashed, unless it was important enough for them to leave more than a token defense inside as a defensive fleet in the first place.... Which means that they are not elsewhere ready to bridge out on a moments notice and can be pinned and fought in place or delayed while action is taken elsewhere by bubbling the exit.


My point is that in any area of resource an individual in a correctly fitted ship can gather resources if they use their head...hopping WH's in a venture into null and refitting through a mobile depot for mining, cloaking up if anyone happens by for instance. With this idea anyone wishing to exploit the area must defeat the fleet defending it. There is no way to slip by and ninja gather the resources. In a sense you may as well grab an area of losec, set up your pos's and defend that with your fleet. At least then everyone has a chance to gather the resources, but with increasing risk the fewer of you there are.

Also if such complexes are in systems where bubbles (interdiction spheres I assume this is?) can be used doesn't this mean the defending fleet can cyno in reserves as needed?

My understanding of losec/null fleet and combat mechanics is limited so please feel free to correct me :)
Mike Voidstar
Voidstar Free Flight Foundation
#19 - 2014-03-24 15:03:06 UTC
Lock others out with what?

Active defense. A pilot in a ship guarding that space that must be dealt with.

No... You probably cannot do it all by your self. Neither are the people exploiting the pocket.

In high sec they get the 24 hour notice to break down and move out, assuming you dont suicide their defense. Again, probably not on your own... But how much defense does this theoretical indy corp have available? Its someone you are trying to hunt solo, so it cant be much. And if they fire in their own defense when it becomes clear you will come back over and over again? Now we have a fight.

Or you set up at the exit, and pop anything with a cargohold big enough to carry more than ammo.

Nope, you dont get to roll prepared defenders and organized groups of bears because you logged in and entered the system... They will be worth more, be losing more, and require more effort and risk on your part to hunt than just forming a cheap gank squad and popping a lone sleeping bear in a belt somewhere.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#20 - 2014-03-24 15:14:10 UTC
Mike Voidstar wrote:
Lock others out with what?

Active defense. A pilot in a ship guarding that space that must be dealt with.

No... You probably cannot do it all by your self. Neither are the people exploiting the pocket.

In high sec they get the 24 hour notice to break down and move out, assuming you dont suicide their defense. Again, probably not on your own... But how much defense does this theoretical indy corp have available? Its someone you are trying to hunt solo, so it cant be much. And if they fire in their own defense when it becomes clear you will come back over and over again? Now we have a fight.

Or you set up at the exit, and pop anything with a cargohold big enough to carry more than ammo.

Nope, you dont get to roll prepared defenders and organized groups of bears because you logged in and entered the system... They will be worth more, be losing more, and require more effort and risk on your part to hunt than just forming a cheap gank squad and popping a lone sleeping bear in a belt somewhere.


OK, These complexes would be analogous with combat sites I guess? The gate does not allow you to pass until the defending fleet is dead. So I have an interceptor with nanos, MWD etc etc assigned as defender and nobody can catch it...gate remains locked and the 'owning' miners are at nil risk.

The locked gate thing only works on combat anoms since anyone can go into a given room once the gate is unlocked, therefore competition remains...with this proposal an attacking fleet gets tied at the gate for however long whilst the miners eat the extra valuable ore inside. If it is high volume lower isk goods in the complex this makes it more likely to be blockaded by large corps, if low volume hi value then this means you don't need to blockade the gate for very long to reap massive rewards.

Personally I prefer the Dinsdale Phenomena idea or the comet/ring mining ideas. With those everybody gets a shot at them at all times.
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