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[Hyperion] Incursion changes on Sisi now

First post First post First post
Author
Goldiiee
Bureau of Astronomical Anomalies
#61 - 2014-08-12 02:21:33 UTC  |  Edited by: Goldiiee
First try;
3 Eos T2-XL ASB tank assigned sentry drones, never got into armour, but the spawns kept running away and I decided to scrap the idea and try a 5 ship fleet.

2nd try
3 Machs; 2x1400, 1x800
Huggin; webs no guns, (Yeah I know Arty Rapier might have been better)
Scimi; 4 t2 reps and 2 tracking links
(Never needed more than 3 reps running)
(only needed one T2 large Shield transfer from a Mach to keep Scimi alive with room aggro)

Don't judge it's what we had Big smile

Forward Recon 2nd spawn; 5 Arnons, two Antems, 2 Jels and an Orkashu (Didn't know these jammed, never seen one survive that long)

Distress beacon; 3rd spawn; 4 niarjas, 2 Arnons, 2 Maras and a pair of Eyesturs Another permajam wave.

Propaganda Cluster; took forever with 5 to 8 jamming rats per wave, actually had to swap scripts in the Mach because the Antems ran out past 140km.

I would say that's a whole lot of Ewar, so as my fleet member recommended, perfect site for a Vargur, or any other e-war immune Maurader.

Some ranges and spawns from screenshots, http://imgur.com/SHy3AKd

Edit; I would like to add it was 100% red bar, so I think the times and difficulty will drop considerably with full DPS and corrected resists.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

KanashiiKami
#62 - 2014-08-12 02:25:26 UTC  |  Edited by: KanashiiKami
i have some ideas for CCP

maybe all incursion sites no longer have a specific name tag to it. IE - no more OTA, NMC, NCN, TCRC, etc names. they are all now "vanguard" or "assault" etc

by scraping this naming convention, maybe CCP should fully re-organise what spawns inside of a site. instead of a straight warp in to what is expected, maybe CCP should have a base element of random-ness (manageable level of course) in every site, instead of a straight course of expectedness. IE -- mining mission sometimes give you security mission? 10%? (do they still?) it is a PVE element after all aint it?

maybe CCP should rethink a site broken into pockets and gated segments, and each pocket/gated part + parts are result of how fleets trigger the site. or CCP can choose to fully randomize the trigger.

so in all, all the basic sites we know as NMC, OTA, TCRC are re-org into spawn triggers. and every site has a starting standard spawn containing ALL the triggers for any of these pocket/gated variances.

therefore, a fleet comes in, they whack the triggers, and the variety of spawn goes a certain way wave - wave - wave and it becomes a TCRC. they whack the triggers another way, and the wave - wave - wave it becomes a NMC ... at the last pocket spawn.

by this method, the more "eager" fleets can choose to trigger ALL waves and complete all waves in 1 site sitting. for this respect, maybe CCP should relook at site payout with trigger bonus, IE -- base spawn complete 11m (eg VG), +1 bonus trigger +5m, + 2nd bonus trigger + 5m. i think CCP should seriously look into a single site mechanics, that could be expandable in itself via simple introduction of "pocket spawn mechanics".

the sansha spawn that greets any inc fleet IE -- pocket A, it could lead to trigger pocket B/C/D/E/F, which in turn to pockets G/H/I/J/K ... all the way to Z. a basic site clearance could be compulsory clearance of 3 pockets (A --> G --> Z maybe? A --> F --> Q?), and every additional is a bonus. and by slightly randomizing the way A-Z triggers, i think it could be quite abit of fun there. (so imagine, a really pimped fleet, going from A----Z, 1 base + 25 bonus)

so in terms of segregation, with this there could be a real seperation of clusters of players WHO REALLY run only bonused runs, and those just the usual 3 triggers.

and to further add, instead of spawns coming to fleet, maybe CCP should consider fleet goto spawn and USE MORE nav skillset. we all know how people come in with fits to link for fleets, and some are just not it, while it is not the job of CCp to make the site a test to weed out badly skilled players (or badly fitted), it should be a more obvious show for the latter, or you know those shiny ships that only fire 1 gun? maybe CCP should re-think the AI of sansha, that they should target ships with lease DPS, the weaker ship instead of the strongest DPS (based on some kind of aggro?). i think this makes more sense, it would be pointless to attack a ship with highest DPS as it would seem that the player is higher skilled and is definately skilled to tank. so i feel that the AI should be reversed in this respect (although the first ship in is always AAA, no doubt is always getting primaried)

i also feel that more "passive threshold" should be in place to award higher skilled player fleets, IE -- maybe the MARA should really rep sansha ships at 1000% rate, so the fleet really really really need to focus fire and be of a certain DPS rate. or maybe there should be more niarjas on first easy spawns lesser damage, test of target locking? coordination?

also i think CCP should use incursions or structure it, so that it not ONLY use DPS/LOGI skillsets.
CCP can make a trigger that MUST be destroyed using a SB and the user must be level 5 (maybe a special pocket where the special bomber destroys something 100km off the fleet?)
or a pocket "WIN" situation, where a trigger MUST be a hacking level 5
a pocket spawn scenario where the fleet MUST burn 100km to it in order to trigger the next wave (logi get set to cap up the rear enders). and they must arrive together, else that lead ship get blapped badly? like full wave TCRC?
maybe there is a new trigger type, a factory, a player must do somekind of INDY to it to make the trigger work. create a pseudo ship at the factory in X seconds.
or even a factory, a player MUST duplicate a BPC, while at it, all sansha will keep on bombarding this fella until taken out? or BPC copy succeeds?
make spawns force fleets to diversify into various ship usages instead of ONLY NM, machs, etc. say maybe make that stupid MARA and a few more cruisers do 3k m/s all over the fleet, so the fleet MUST have long range webs like loki or even a bhaal?
OR instead of ONLY using tachyons, now the fleet will have to diversify into even HIGHER traversal weaponry, like PULSE? AUTOCANNON? MISSILES?
or introduce a new trigger that a sansha ship/structure needs to NEUTED continously to zero. OR continously ECMed? (similar to mechanics of MTAC? like a side show that makes the main trigger go boom eventually)

but on the other hand, everybody likes a 1 single standard fit that runs all kinds of sites. warp - blap - warp - blap - warp - blap ... the higher the DPS, the higher the "WIN" factor. im not sure if "warp - blap" is THE future of incursions in dev roadmap (burst damage is definately the way to go almost ANYWHERE IN EVE), but im thinking, incursions could be more colorful (except NCN). people take 20-40 jumps to a focus in a certain fit, generally, somebody needs to sit down and think what can they fit in more ... as a "generic" fit OR set of fits, or just bring a **** load of fittable mods, and then "yurt" up ...

"trigger - YURTswapmod - trigger - blap" instead of "warp - blap" (or in certain aspects, more roles to play per pocket because MORE varied triggers are in place)

hope any of the devs understand what i said lol (do press the LIKE if u LIKE all that up there)

WUT ???

Thatt Guy
Republic Military School
Minmatar Republic
#63 - 2014-08-12 02:32:12 UTC  |  Edited by: Thatt Guy
Ok.. 1500 dps tank runs most sites, but get hairy at spawns
5 marauders avg 10 min each site (paladins)
Rats range from 9km to 120km
Rats are fast, tracking is a problem with beams
Rats have solid tanks

Total Payout for 5 man gang: 17.5 mil isk 250 LP (not each, total)

**Note** I don't know kill orders to decrease incoming dps, or speed things up yet
Seems pretty balanced, but 5 sites isn't enough to make a good judgment.
I'm hoping the LP payout was simply overlooked, 500-750 seems appropriate.

Overall feels right, maybe a little too much tank, but ofc it was a system with full penalties in-place.

Haters gonna hate, Trolls gonna troll.

KanashiiKami
#64 - 2014-08-12 02:35:44 UTC  |  Edited by: KanashiiKami
as an addition

maybe CCP have special triggers for lowsec null focus, deployment of warp bubble to catch a sansha trigger?

a certain special smartbomb trigger?

a swarm of cruisers that go really fast?

those swarms of EWAR are OP

WUT ???

Plaid Rabbit
Enlightened Industries
Goonswarm Federation
#65 - 2014-08-12 02:47:23 UTC  |  Edited by: Plaid Rabbit
Fortorn Lonshanks wrote:

If you are speaking about the profitability of null/low incursions, you could have a point there HOWEVER High sec does not have 10/10 DED sites or the hardest most profitable scan sites/anoms so null sec still beats high sec for isk/hr generation as a whole.

In my previous post I pointed out that the overall isk faucet of null sec is far greater than high sec overall. I also pointed out that given the maximum number of incursions active at any one time, the average site times, number of sites, and max number of pilots per system type the overall number of pilots is FAR less than all of null sec by wide and far margins. When the null sec faucet gets nerfed then i could accept a high sec incursion isk nerf.


I'm not saying nurf hisec, I'm saying buff nullsec (sorry w-space guys). Another solution to this problem is to allow more people ongrid and still get max payout (change it from the current 10 to say 15), it'd let us get better site times, but not really screw with the per player isk/hr, but would let us bring more ongrid to get closer to better site times, but as we get faster fleets, we'd still be capped to 50% more then hisec. Hisec bling fleets are everyone takes an alpha shot, blap everything, wait for next spawn, warp to the next site. More people ongrid would let us get closer to that, with a little lower risk of what we have to bring ongrid to do it.
KanashiiKami
#66 - 2014-08-12 02:56:05 UTC
Plaid Rabbit wrote:
Fortorn Lonshanks wrote:

If you are speaking about the profitability of null/low incursions, you could have a point there HOWEVER High sec does not have 10/10 DED sites or the hardest most profitable scan sites/anoms so null sec still beats high sec for isk/hr generation as a whole.

In my previous post I pointed out that the overall isk faucet of null sec is far greater than high sec overall. I also pointed out that given the maximum number of incursions active at any one time, the average site times, number of sites, and max number of pilots per system type the overall number of pilots is FAR less than all of null sec by wide and far margins. When the null sec faucet gets nerfed then i could accept a high sec incursion isk nerf.


I'm not saying nurf hisec, I'm saying buff nullsec (sorry w-space guys). Another solution to this problem is to allow more people ongrid and still get max payout (change it from the current 10 to say 15), it'd let us get better site times, but not really screw with the per player isk/hr, but would let us bring more ongrid to get closer to better site times, but as we get faster fleets, we'd still be capped to 50% more then hisec. Hisec bling fleets are everyone takes an alpha shot, blap everything, wait for next spawn, warp to the next site. More people ongrid would let us get closer to that, with a little lower risk of what we have to bring ongrid to do it.


this is just more of the same ...

warp - blap - warp - blap - warp - blap - warp - blap -

WUT ???

WeaponsSt
#67 - 2014-08-12 03:10:15 UTC  |  Edited by: WeaponsSt
Sniper Smith wrote:
WeaponsSt wrote:
After playing around on sisi:

1. Marauders can tank scout sites no problem
2. Mara's have insane jams (drones completely jammed out throughout the site), but don't shoot.
3. More LP; 500 - 700 should be good.

I fully realize these sites are not balanced for one marauder to take on (nor should they be) but something has to be wrong with Maras.


Edit: I just realized that the system penalties are why Maras are difficult to kill.... The jams, however, should be looked at.

Mara's don't Jam.
Arnons Jam, Mara's are "Boosters" that increase shield resist in all Sansha ships while they are alive.


Right. Either way, Jams OP.
Mara Tessidar
Perkone
Caldari State
#68 - 2014-08-12 04:03:36 UTC
Fortorn Lonshanks wrote:
If you are speaking about the profitability of null/low incursions, you could have a point there HOWEVER High sec does not have 10/10 DED sites or the hardest most profitable scan sites/anoms so null sec still beats high sec for isk/hr generation as a whole.


Somebody please tell me where I can find all these 10/10 DED sites to continually run (and also don't give me OSE-only drops every time). Oh, wait, you made that up because you have no idea what you're talking about.

The income of your average pilot in nullsec is about 50 million ISK/hour running an AFKtar. CCP decided active ratting was something they didn't want to see in the game and nerfed anomalies considerably by adding more NPCs that are difficult to kill and have low bounties. Furthermore, with the ESS change, they nerfed systems without the ESS by 5% and systems with the ESS pay out up to 105% of the original bounty with 25% of that in the form of tags that can be stolen (and the 105% was based on LP calculations of 800 ISK/LP--which is about impossible to get for LP that any highsec pleb can also earn in near total safety--and is redeemable at conveniently and commonly placed Empire stations throughout nullsec.) If what I've just written gives you the impression that I think the person who came up with the ESS and forced it on everyone was dumb, you would be correct.

If I want to rat, I can be hotdropped, tackled and killed by roaming gangs, or killed on my way to and from the ratting system. This concept of "death" happens fairly frequently to players out in nullsec, which is why instead of flying billion+ ISK blinged out ratting ships, they use the cheapest ones they can get away with. Those ships die all the time. Highsec incursion blingships die just about never. Not only do nullsec players earn less, but they lose their ships on a routine basis. Sure seems balanced when it comes to the guiding principle of risk versus reward (versus effort, which CCP always forgets about. See also: Mackinaws versus Hulks).

Quote:
In my previous post I pointed out that the overall isk faucet of null sec is far greater than high sec overall.


This is completely irrelevant to the issue of ISK/hour for an individual pilot. Also, everybody in highsec gets paid in LP, not ISK, so that's a completely stupid comparison I would expect to be made by a chronically defective individual rather than an average poster on the Eve Online forums.

Quote:
I also pointed out that given the maximum number of incursions active at any one time, the average site times, number of sites, and max number of pilots per system type the overall number of pilots is FAR less than all of null sec by wide and far margins.


Apparently the concepts of "hostile space" and "I can't just take really expensive things anywhere in nullsec at any time" are completely foreign to you. This is starting to be a trend.

Quote:
When the null sec faucet gets nerfed then i could accept a high sec incursion isk nerf.


Nobody cares what you'll accept. You'll take what you're given from CCP, just like everyone in nullsec took repeated nerfs to income and suffered years of neglect and industrial imbalance.

The day incursion-affected systems become free fire zones is the day highsec incursions will have proportionate income.
Thatt Guy
Republic Military School
Minmatar Republic
#69 - 2014-08-12 04:06:10 UTC
Ok, having run a number of sites now, I have a good grasp of things.

Looks like these sites are balanced pretty darn well!

With nothing but T2 gear, and a 15 minute plan, we completed all sites in ~10 minutes with 5 marauders.

Good points: Feels balanced with vanguards for time, logistics, and dps.
This will allow newer player a chance to learn, and everyone else something to do while waiting for larger fleets to form.
As players are able via skills and experience, they will move up to vanguards/assaults/hqs, that pay better.

Meh points: That's ALOT of jams!
Maybe even too much? Given that marauders have a low sig strength to begin with, I still got jammed a few times before dropping into bastion.

Bad points: Payout - Needs to be 5 million isk + 1000LP
This will keep them roughly half of vanguard payouts, as the sites seem to be roughly half a vanguard in difficulty.

Overall, WELL DONE!

This is what scouts should have been all along.

Bump that payout a little and you've added a beginner level for incursions that will be great for the community!


Haters gonna hate, Trolls gonna troll.

Maenth
The Thirteen Provinces
#70 - 2014-08-12 05:12:58 UTC
Max Kupaptakov wrote:
CCP FoxFour wrote:

  • The re-spawn time between an incursion ending and it re-spawning has been lowered.
  • .


    Oh, thanks you guys. Now I will have to move 70jumps a day, in order to make ISK in two different incursion sites if "Comunity drama" strikes again. Now you gonna gave us only more MOMs to pop and more jump to make.


    You are just encouraging ppl to rage popping more. Then ppl will spend more time on route then "enjoying the content".
    Better would be to extend time between grinding the influence and poping the mom.


    They're not encouraging anything, they're permitting more incursions to be done. If you want to go making several dozen more jumps to squeeze a few more incursions into your day (to reap additional gains) then that's entirely your choice. [u]They are not taking away the choice[u] for incursion fleets to just carry on business as they do already.

    Drones. Drones are a means to an end. An end to the ruthless Caldari 'progress' machines. An end to the barbaric 'redemption' proposed by the Amarr. What they see as chaos shall be my perfect order, merely beyond their comprehension.

    Tragot Gomndor
    Three Sword Inc
    #71 - 2014-08-12 06:12:07 UTC
    Incursions are fine, but i once was able to do 120-150m isk per hour in 0sec with a Talos, before they nerfed the Forsaken Hubs, and thats much easier and stressless then incursion farming with people that did not even have your own language... all you have to do is sell your soul to sov ^^

    NONONONONONO TO CAPS IN HIGHSEC NO

    CCP FoxFour
    C C P
    C C P Alliance
    #72 - 2014-08-12 10:36:40 UTC
    Hey guys,

    Thank you so much for all the feedback so far. Really do appreciate it.

    We will continue to monitor the thread for a bit longer before we react to anything, so please continue to run the sites and offer feedback.

    I have set the Incursion in Wyllequet to 0% (all blue) to help with testing.

    I also have a plan to adjust the LP, it was supposed to be on Sisi but I messed up. When all is said and done you should be getting 400 LP from Scout sites per person. That may change, but it's what I had in mind for now.

    Keep up the awesome! :D

    @CCP_FoxFour // Technical Designer // Team Tech Co

    Third-party developer? Check out the official developers site for dev blogs, resources, and more.

    Rain6637
    GoonWaffe
    Goonswarm Federation
    #73 - 2014-08-12 11:14:54 UTC  |  Edited by: Rain6637
    I don't feel like playing socket closed games right now. i'll try again later.

    I will head out in both shield and armor comps. my curiosity is piqued with scout sites, and it's time I got a feel for vanguards again
    Nevyn Auscent
    Broke Sauce
    #74 - 2014-08-12 11:31:56 UTC
    Plaid Rabbit wrote:


    I'm not saying nurf hisec, I'm saying buff nullsec (sorry w-space guys). Another solution to this problem is to allow more people ongrid and still get max payout (change it from the current 10 to say 15), it'd let us get better site times, but not really screw with the per player isk/hr, but would let us bring more ongrid to get closer to better site times, but as we get faster fleets, we'd still be capped to 50% more then hisec. Hisec bling fleets are everyone takes an alpha shot, blap everything, wait for next spawn, warp to the next site. More people ongrid would let us get closer to that, with a little lower risk of what we have to bring ongrid to do it.

    More on grid in higher risk incursion space is actually a very nice idea to scale them, and it allows for more people to make livings in null without inflating the income for a single person, so that's actually a nice idea.
    As a long term incursion runner myself (alt account) I can say that there is plenty of PvP risk in High sec already though, with ganks even coming inside the sites occasionally, and certainly at the gates of the site and any travelling between sites, I almost always hear of someone loosing their ship when incursions change focus. So no need to nerf.

    Onto the scout site redesign, it disappoints me that the ideal seems to be designed all around marauders, and not around smaller ship classes. Haven't personally tried them yet, but I can't see how smaller ship classes will be effective except possibly an Ishtar drone assist doctrine where they assist drones to anyone not jammed to keep firing. But that is more a mark of Ishtars being OP than HAC's in general being viable
    NotTheSmartestCookie
    Shooting Blues Everyday
    Gimme Da Loot
    #75 - 2014-08-12 11:42:14 UTC
    It would be a pity if the key to playing these new scout sites is marauders in bastion mode. There is very little space in incursion fleets for newbies in their T1 battleships and Drakes. It would be nice if at least a subset of the scout sites can be completed by scrub fleets. Of course, anything that can be completed by a scrub fleet can be completed by a bling fleet much faster. This can be countered by including timers ("wait until the evacuation ship is ready to leave") to keep ISK/hour within a reasonable range.

    Making New Eden a better place 8 rounds of Void at a time.

    Funny, smartest, pretty and relevant. Pick 3.

    Proud shareholder in Halaima MinerBumping

    Carniflex
    StarHunt
    Mordus Angels
    #76 - 2014-08-12 12:01:17 UTC
    NotTheSmartestCookie wrote:
    It would be a pity if the key to playing these new scout sites is marauders in bastion mode. There is very little space in incursion fleets for newbies in their T1 battleships and Drakes. It would be nice if at least a subset of the scout sites can be completed by scrub fleets. Of course, anything that can be completed by a scrub fleet can be completed by a bling fleet much faster. This can be countered by including timers ("wait until the evacuation ship is ready to leave") to keep ISK/hour within a reasonable range.


    Timers are very boring thing. A while ago I believe there was a lev 4 mission where you had to wait a while for a next spawn to trigger (if you were fast killer). On the other hand lower SP players were often overwhelmed by a timed, not triggered, spawns.

    Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

    Rain6637
    GoonWaffe
    Goonswarm Federation
    #77 - 2014-08-12 12:07:08 UTC
    if marauders were in closer reach, scout sites would be a logical place for newbies to start. one of the logical places. the biggest pity is that 90 day time requirement of the minimums.

    this is a thread I started about why skill requirements could stand to not be so 'level V' up front.

    basic idea is a marauder that takes about a week to fly, with minimum skills. a lot less capable than a fully skilled marauder, but enough to clear the difficulty of lower level PVE like scout sites.
    Sniper Smith
    Center for Advanced Studies
    Gallente Federation
    #78 - 2014-08-12 14:28:21 UTC
    CCP FoxFour wrote:
    ...

    Can you adress my question eariler about spawn times?

    --

    I'd like a clarification..
    Ending re-spawn time, and it re-spawning has been lowered, contradict eachother..

    Either it has no re-spawn time, in which case as soon as one dies, a new one spawns.. OR you've just lowered the re-spawn time to less than the current 24-48hr window.

    Which is it?
    colera deldios
    #79 - 2014-08-12 14:30:55 UTC
    Why are you giving these people more easy ISK at absolutely no risk at all. By what logic does a HS Incursion make more ISK/h than 0.0 Anomalies.

    Taken from Reddit:

    Quote:
    Lets see the two downsides to HS Incursions income:
    1) You can get ganked while moving or landing on complex. (Which can be avoided) but in the large sense 1 member of the fleet is lost and replaced within a minute.

    2) You can loose your ship because of an incompetent fleet mate which can be avoided by simply making a timer how long someone can be in fleet (3-4h) or simply by taking breaks every 2h..

    Oh no the two downsides are so horrible lets see what others have to deal with:
  • Your income is not interrupted by cloacky campers
  • Your income is not dependant on system security level
  • Your income is not dependant on having system upgrades
  • Your income can sustain massive players base 1 system can sustain about 5 people
  • Your income is not reduced if you do not have ESS module
  • You do not have to expose your and your friends ISK in a ESS module available for everyone to steal
  • You do not have to fight for your assets & space
  • None can take your outpost and in turn take massive number of assets from you
  • You don't have to mount home defence fleets
  • When a gang/hostile comes into your system it only interupts you if they gank one of your members and that is only for a minute or two until another player takes his place in 0.0 this shuts down entire constellation/region
  • You don't fly ships that are not commitment ships like a carrier or a maurader
  • You can be semi-afk in a BS and still make same ISK go smi-afk in a carrier/maurader you will end up dead incredibly fast.
  • You do not have to worry that when you warp out the enemy know where your pos/outpost is and dropped the bubble there.
  • You don't have to worry about black ops gangs
  • You aren't in deadspace but gated rooms having a buffer/extra protection
  • You don't have to worry about random WHs appearing
  • You don't have to worry about hostiles when collapsing a WH
  • You don't have to worry about your WH going EOL while you are farming the static
  • You don't have to deal with 15k Incoming DPS from L5s included with respawning neuting towers and massive ewar in extremely hostile environment
  • You don't have to maintain POS or 2-3 accounts of L5 mission pulling characters
  • You don't have to deal with local pirates
  • You don't have to deal with spies in your alliance/corp relaying information to your enemies
  • You don't have to pay sov bill
  • You don't have to pay for sov upgrades
  • You don't have to build and maintain military, industry or strategic index
  • You don't have to pay corp tax since you can be in a solo corp with 0% tax
  • You don't have to pay rent
  • Brunt of your income is instant while L5 missions is delayed income
  • You don't have to maintain massive industry and logistics
  • You don't have to go 45j to pick up missions than 30j to do them and then 45j to close them.
  • Your LP market is not as volatile as Faction/FW LP Market
  • You don't have to expose all of your income in a logistic ship to move it to the market like WH residents have to.
  • You have visible local at all times with notifications if -sec person jumps in
  • You are close to market hubs, no worries about resupplying Fighters or mods
  • You don't have to worry about getting caught in bubbles while moving between systems like NPC L4 runners have to.
  • You don't have to worry weather that neutral in the system is waiting for you in Relic/Data/DED site
  • You don't have to travel 40j farming Relic/Data sites to make 100-200m
  • You can't be pointed by players because they will get CONCORDED
  • You don't have to maintain a Intel channel and hope people report gangs
  • That just few I can go on for 50 more. So why on earth should you be making more than 0.0/WH/LS residents.

  • I FC'd Incursion fleets and they are not that hard to FC as the incursion runners clinging to their max income no risk Income are claiming...

    Why on earth are HS Incursions so easy to do and pay so much more than 0.0 anomalies, LS/NS L4s or WH Combat sites.. If you have the ability to use a maxed out Carrier meaning Carrier 5 and Fighters 5 field 14 Fighters you can do about 40m/20min and that is with ESS at 5% and 0% corp tax running Forsaken Hubs as fast as possible..

    This ends up being about 120m/h and about 90m/h for other ships. Which by the way was a fine Income until CCP decided to nerf the Drone regions and L4 mission loot spew. When Dominix was 40m this kind of income was acceptable but now ******* Dominix is 180m ship and that's a useless fleet ship the **** am I going do with a Dominix.

    You marketed 0.0 to be this lucrative high risk environment for players but apart from 0.0 anoms and few lucky DED sites there is not much for grunts and what there is there is a better alternative in HS wow.
    isshassia
    Ministry of War
    Amarr Empire
    #80 - 2014-08-12 14:33:25 UTC
    i know you guys are talking mostly about scout sites and the ncn wall Nerf on assault i think you should also Nerf the tcrc wall in hq's and make all site spawning more balanced across incursions so there are no walls of just one site balancing it out would be better for incursions as a whole & also some make sense to move the spawning of the mom so it only shows up once the incursions goes mobile and it spawn in the staging area instead of the hq system i feel that would make a lot more sense then the current system