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W space little things.

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Author
Hatshepsut IV
Un.Reasonable
#321 - 2014-07-29 17:37:35 UTC
Andrew Jester wrote:
Hatshepsut IV wrote:
How about the ability to flag certain bookmarks/folders undeletable?


Truly a small thing because it's easily avoidable if you're not dumb, but it would be really nice to just be able to ctrl+a delete everything instead of having to be selective.



Exactly my thinking, would make it nice for newbros to just have them nuke the BMs when a chain gets rolled and not worry bout other stuff getting the axe.

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Andrew Jester
Collapsed Out
Pandemic Legion
#322 - 2014-07-29 17:39:22 UTC
Hatshepsut IV wrote:
Andrew Jester wrote:
Hatshepsut IV wrote:
How about the ability to flag certain bookmarks/folders undeletable?


Truly a small thing because it's easily avoidable if you're not dumb, but it would be really nice to just be able to ctrl+a delete everything instead of having to be selective.



Exactly my thinking, would make it nice for newbros to just have them nuke the BMs when a chain gets rolled and not worry bout other stuff getting the axe.


Giving newbros comm officer is frightening. You could make a "Chain" folder and then just nuke that.

If thuggin' was a category I'd win a Grammy

Bleedingthrough
#323 - 2014-07-29 17:44:57 UTC
The PoD express is something our prophet came up with. TBH escalations as conflict drivers makes not much sense to me. Enough free w-space. Boring for everyone involved. Rather fight over sites and expose a ratting fleet outside home fortress.


corbexx wrote:

please clarify that bit for me as the 22b you have is 27.5 sites worth of isk which is running 4 sites a day for a week.


Been a while since i have been in C6 space:

You get roughly 1 new site spawn per day.
You run all sites (including the newly spawned) for 4 days
Each time you run a site it pays you something like 800 mil
So all these factors stack multiplicative:

1*7*4*800mil = 28 capital escalations per week = 22.4 bil/week

Not sure if 800 mil is right but then you clear em on your 4th day for a slightly better payout.


corbexx
Sebiestor Tribe
Minmatar Republic
#324 - 2014-07-29 17:49:40 UTC  |  Edited by: corbexx
Bleedingthrough wrote:
The PoD express is something our prophet came up with. TBH escalations as conflict drivers makes not much sense to me. Enough free w-space. Boring for everyone involved. Rather fight over sites and expose a ratting fleet outside home fortress.


corbexx wrote:

please clarify that bit for me as the 22b you have is 27.5 sites worth of isk which is running 4 sites a day for a week.


Been a while since i have been in C6 space:

You get roughly 1 new site spawn per day.
You run all sites (including the newly spawned) for 4 days
Each time you run a site it pays you something like 800 mil
So all these factors stack multiplicative:

1*7*4*800mil = 28 capital escalations per week = 22.4 bil/week

Not sure if 800 mil is right but then you clear em on your 4th day for a slightly better payout.




its probably closer to 700m, but its much easier to say you run 4 sites on average a day

22b isnt much at all for a fire sized allaince espeically when the fleet to run the sites cost more than that.
Hatshepsut IV
Un.Reasonable
#325 - 2014-07-29 18:09:03 UTC
Nullsec gets moongoo income. We get escal income. Which doesn't even come close but it works we like it. Anyone suggesting to remove the escals for multiple days that benefits 2-3 farming corps more. They still get their payouts while alliances get their ability to fund fuel and srp and such slashed.

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Alundil
Rolled Out
#326 - 2014-07-29 18:25:10 UTC
Bleedingthrough wrote:
The PoD express is something our prophet came up with.


AS much as I would like to say that "Bob" created the Pod Express - I am relatively certain that 0.0 has been utilizing that long before apocrypha

I'm right behind you

Kynric
Sky Fighters
Rote Kapelle
#327 - 2014-07-29 18:27:39 UTC
corbexx wrote:
One of the main things of a invasion is to pod people out, Defender already has a huge advantage of loads of ships and capitals and more pos's etc etc.


I am not advocating the OP position, however, the statement that the defender is in general advantaged is not correct either. When thinking back through the history of system assaults which I have been involved with I can not think of a single one where the defender had the advantage. The nature of New Eden is that the attacker withholds pressing forward with the operation until he believes that he has not just a superior position but a vastly superior one.

I do think that the difficulty of getting forces back in contributes to the unwillingness to fly ships that are already likely lost. As such when given the choice of logging valuables off or of fighting most pick logging their stuff out. Allowing the defenders or attackers re - entry via a clone jump might not be the best answer but that inability is central to why invasions are the way they are. Perhaps running the other side out of ships would be more interesting than the current lack of engagements. Instead of dismissing it based on the idea that it eliminates the current tactic of victory via the other side not having any pilots, perhaps we should look at the bigger picture of what would be more interesting gameplay.
HerrBert
Republic Military School
Minmatar Republic
#328 - 2014-07-29 18:39:50 UTC  |  Edited by: HerrBert
Kynric wrote:
corbexx wrote:
One of the main things of a invasion is to pod people out, Defender already has a huge advantage of loads of ships and capitals and more pos's etc etc.


I am not advocating the OP position, however, the statement that the defender is in general advantaged is not correct either. When thinking back through the history of system assaults which I have been involved with I can not think of a single one where the defender had the advantage. The nature of New Eden is that the attacker withholds pressing forward with the operation until he believes that he has not just a superior position but a vastly superior one.

I do think that the difficulty of getting forces back in contributes to the unwillingness to fly ships that are already likely lost. As such when given the choice of logging valuables off or of fighting most pick logging their stuff out. Allowing the defenders or attackers re - entry via a clone jump might not be the best answer but that inability is central to why invasions are the way they are. Perhaps running the other side out of ships would be more interesting than the current lack of engagements. Instead of dismissing it based on the idea that it eliminates the current tactic of victory via the other side not having any pilots, perhaps we should look at the bigger picture of what would be more interesting gameplay.



You Sir

And people think i m random...


But corbexx so you understand Kynrics point:

Wormhole Sieges 2012 to 2014


Almost 2 years and i only got better at editing xD

Community-Challenge: Make Jack Miton sing a Duett with me. http://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx

Rroff
Antagonistic Tendencies
#329 - 2014-07-29 19:04:05 UTC  |  Edited by: Rroff
Kynric wrote:

I am not advocating the OP position, however, the statement that the defender is in general advantaged is not correct either. When thinking back through the history of system assaults which I have been involved with I can not think of a single one where the defender had the advantage. The nature of New Eden is that the attacker withholds pressing forward with the operation until he believes that he has not just a superior position but a vastly superior one.

I do think that the difficulty of getting forces back in contributes to the unwillingness to fly ships that are already likely lost. As such when given the choice of logging valuables off or of fighting most pick logging their stuff out. Allowing the defenders or attackers re - entry via a clone jump might not be the best answer but that inability is central to why invasions are the way they are. Perhaps running the other side out of ships would be more interesting than the current lack of engagements. Instead of dismissing it based on the idea that it eliminates the current tactic of victory via the other side not having any pilots, perhaps we should look at the bigger picture of what would be more interesting gameplay.


Atleast as much as anything else I've generally seen people lose systems due to being unprepared, whether its naivety, hubris, a lack of foresight or just being sloppy - maybe with the mentality of "it happens to other people not me" then when someone does siege their system they are on the back foot even when they should have had the advantage.

Do agree though that most people don't attack unless they have a significant advantage when sieging a system - not always the case though.
Xuixien
Solar Winds Security Solutions
#330 - 2014-07-29 20:14:29 UTC
BayneNothos wrote:
Return Ore sites to Red Signature: Mining in W-Space is one of the most dangerous activities you can do. Back when they were Red Signatures you at least had protection in seeing probes on Dscan. As Green Anomalies that safety is gone and the miner is at the mercy of it's natural predators. Moving these back to Red Signatures would return the degree of safety back to miners, as well as making things interesting for those who hunt them as it used to be. This only needs to be a W-Space change, K Space can stay as it is. As an addition, making the Signature harder to scan down would also be nice.


I disagree. More ships exploding is better than less ships exploding. It's the risk you take if you want to reap the ABCM reward of mining in a WH. You can already mitigate the risk by a) not being afk b) watching dscan c) mining in cheap throwaway ships.

Epic Space Cat, Horsegirl, Philanthropist

Shilalasar
Dead Sky Inc.
#331 - 2014-07-29 20:44:51 UTC
Kynric wrote:
corbexx wrote:
One of the main things of a invasion is to pod people out, Defender already has a huge advantage of loads of ships and capitals and more pos's etc etc.


I am not advocating the OP position, however, the statement that the defender is in general advantaged is not correct either. When thinking back through the history of system assaults which I have been involved with I can not think of a single one where the defender had the advantage. The nature of New Eden is that the attacker withholds pressing forward with the operation until he believes that he has not just a superior position but a vastly superior one.

I do think that the difficulty of getting forces back in contributes to the unwillingness to fly ships that are already likely lost. As such when given the choice of logging valuables off or of fighting most pick logging their stuff out. Allowing the defenders or attackers re - entry via a clone jump might not be the best answer but that inability is central to why invasions are the way they are. Perhaps running the other side out of ships would be more interesting than the current lack of engagements. Instead of dismissing it based on the idea that it eliminates the current tactic of victory via the other side not having any pilots, perhaps we should look at the bigger picture of what would be more interesting gameplay.


A lot of the advantage goes away because of armor T3s or gtfo. You can´t just look at what the attackers bring and then use the counterships from your SMAs. Also the brawling nature means you are almost always bubbled when your ship goes poof. I remember fighting the starbridge Tengus or some macharielfleets where your pod wasn´t forfeit when you tried fighting against the odds.
The other advantages are POSdefenses, normally countered by just bringing enough people, and moar capital in system. But by now capseeding beforehand or with holecontrol has become pretty easy, with pilots having more funds for spare caps, higher SP levels and better knowledge.
The ability for recloning back inside the hole would probably just lead to defenders throwing welpcanes or alphanados at the other party until they run out of caps or ships. Ofc that could be fun too Twisted
Xuixien
Solar Winds Security Solutions
#332 - 2014-07-29 20:54:47 UTC
@ People suggesting stations in WH's - Station games are terrible. The only way I can see stations working in WH's is -


  1. They had to be anchored at a POS. This removes station games and replaces it with "forcefield games" which I've never heard of.
  2. They could only be built in an unshielded structure anchored at a moon and appear on Overview.
  3. Their fittings were such that you anchor them at a Large POS and you only have room for rudimentary defenses on that tower.
  4. They had limited storage space (like an XLSMA)
  5. You could not dock capitals into them
  6. Only a limited number of players can dock at them
  7. Docking makes you appear in Local until you undock
  8. I'm undecided regarding clones - if multiple people died and respawned to the station it could be exploitable to put more people in station than it could hold
  9. Undecided about science and indy slots.
  10. Can be stolen if they take the POS down, with everything inside.

Epic Space Cat, Horsegirl, Philanthropist

Rroff
Antagonistic Tendencies
#333 - 2014-07-29 20:59:25 UTC  |  Edited by: Rroff
I suspect station games in w-space would see w-space become barren rather quickly, while that could be argued over whether it would be a good thing or not ultimately it would bring a good amount of what is wrong with nullsec to w-space.


While I'm not in favor of being able to clone jump into w-space in any shape and form if it was implemented then at the very least it would have to be 1 shot i.e. you need to physically bring the clone in initially to be able to jump back into it and jumping into the wormhole in that manner wouldn't let you install another clone to repeatedly do that with.
Alundil
Rolled Out
#334 - 2014-07-29 22:11:55 UTC  |  Edited by: Alundil
I would argue against clone jumping into/out of wspace. Even in the suggestion I made related to this a long while back I only advocated swapping clones in a POS Clone Vat or Rorq. Not jumping into or out of the system. In wspace warfare, if eviction is the desire podding the residents out is the only way to ensure that you slowly gain system control (barring diplomatic talks of surrender and graceful exit, etc).

I'm right behind you

Kynric
Sky Fighters
Rote Kapelle
#335 - 2014-07-29 22:35:23 UTC  |  Edited by: Kynric
Alundil wrote:
In wspace warfare, if eviction is the desire podding them residents out is the only way to ensure that you slowly gain system control (barring diplomatic talks of surrender and graceful exit, etc).


I disagree. If clone jumping were possible system control would be established and held the same way it is everywhere else in New Eden, by removing offensive ships and structures. Whether this is a good change or not is not clear. But what is clear is that the existing siege mechanic where one side hopes for rescue from outside while preserving their ability to log out one ship is terribly dull and not very much fun for either side. It is strange that we cling so fiercely to maintain a pretty terrible status quo where both the attacker and defender have a dreadful weekend.
Kynric
Sky Fighters
Rote Kapelle
#336 - 2014-07-29 22:44:13 UTC
Rroff wrote:

Atleast as much as anything else I've generally seen people lose systems due to being unprepared, whether its naivety, hubris, a lack of foresight or just being sloppy - maybe with the mentality of "it happens to other people not me" then when someone does siege their system they are on the back foot even when they should have had the advantage.

Do agree though that most people don't attack unless they have a significant advantage when sieging a system - not always the case though.


In my experience the successful defenses have been when a third party rolled in to save the defenders. Preparation other than maintaining good diplomacy mattered little. In all other cases that I can think of the defender lost terribly. The attacker has the advantage because he has a good idea what to expect from the defender and will simply bring more than enough. In other words losing at a siege is most likely either an unforseen third party arriving or a complete failure on the attackers part.
Kynric
Sky Fighters
Rote Kapelle
#337 - 2014-07-29 22:45:57 UTC
Shilalasar wrote:

The ability for recloning back inside the hole would probably just lead to defenders throwing welpcanes or alphanados at the other party until they run out of caps or ships. Ofc that could be fun too Twisted


That sounds like a lot more fun than any siege I can remember.
Kynric
Sky Fighters
Rote Kapelle
#338 - 2014-07-29 23:15:29 UTC  |  Edited by: Kynric
Xuixien wrote:
@ People suggesting stations in WH's - Station games are terrible. The only way I can see stations working in WH's is -


  1. They had to be anchored at a POS. This removes station games and replaces it with "forcefield games" which I've never heard of.
  2. They could only be built in an unshielded structure anchored at a moon and appear on Overview.
  3. Their fittings were such that you anchor them at a Large POS and you only have room for rudimentary defenses on that tower.
  4. They had limited storage space (like an XLSMA)
  5. You could not dock capitals into them
  6. Only a limited number of players can dock at them
  7. Docking makes you appear in Local until you undock
  8. I'm undecided regarding clones - if multiple people died and respawned to the station it could be exploitable to put more people in station than it could hold
  9. Undecided about science and indy slots.
  10. Can be stolen if they take the POS down, with everything inside.


That seems way too complicated. Why not just park the ships of everyone inside the station in a little invulnerable clump right next to the station. That way they show on overview and dscan just like they do now. Add in some pos defenses and for most practical purposes you won't have games. What games you do have would be essentially identical to the nose outside the forcefield games you have now. Then adjust the reinforcement timer to be more or less like a pos and whatever differences remain probably don't matter. I'm not really for it as it doesn't add anything that I don't have now but if framed in this way I wouldn't be against it either as it is pretty much what I have now.

The only advantage I see is it sidesteps the issues we have with the terrible pos experience that persisted for so long because the rest of eve lives in a different way. That experience is much better now than it was but we still have silliness like fetching things from containers in a CHA or the really long pause after doing a stack all in a CHA. The more mainstream our home the more likely t he code will be clean and maintained and little annoying things repaired.
BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#339 - 2014-07-30 05:39:57 UTC
Xuixien wrote:
BayneNothos wrote:
Return Ore sites to Red Signature: Mining in W-Space is one of the most dangerous activities you can do. Back when they were Red Signatures you at least had protection in seeing probes on Dscan. As Green Anomalies that safety is gone and the miner is at the mercy of it's natural predators. Moving these back to Red Signatures would return the degree of safety back to miners, as well as making things interesting for those who hunt them as it used to be. This only needs to be a W-Space change, K Space can stay as it is. As an addition, making the Signature harder to scan down would also be nice.


I disagree. More ships exploding is better than less ships exploding. It's the risk you take if you want to reap the ABCM reward of mining in a WH. You can already mitigate the risk by a) not being afk b) watching dscan c) mining in cheap throwaway ships.


That's exactly why I want this to go back to a red. Being a green is just way too dangerous as such very few people mine unless they do as you indicated, in which case they're back in POS before I even jump the WH. A a red, it gives that extra layer of security. That extra layer breeds complacency, don't need to watch the Fail Scanner when you can watch Dscan for probes etc. Complacency is what allows a hunter to catch it's prey out here.
BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#340 - 2014-07-30 05:46:46 UTC
Alundil wrote:
I would argue against clone jumping into/out of wspace. Even in the suggestion I made related to this a long while back I only advocated swapping clones in a POS Clone Vat or Rorq. Not jumping into or out of the system. In wspace warfare, if eviction is the desire podding the residents out is the only way to ensure that you slowly gain system control (barring diplomatic talks of surrender and graceful exit, etc).


Personally I'd like to see a POS module with CPU (So it turns off under siege) that allows you a jump back in. Can always make it an expensive jump to make but having something that'd allow me to reship quick from a podding and get back out in the fight again would be nice.

Would be extra nice if we had to build the clones that go in it too. Maybe off corpses Shocked