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Pirate Coves: Deep 0.0 NPC stations

Author
Manas
Aliastra
Gallente Federation
#1 - 2014-10-17 03:56:12 UTC
Concept:
During the Age of Piracy there existed small ports and hidden coves which were too small for the nation's ships-of-the-line to navigate, but allowed a safe harbor for pirates and smugglers. Eve could benefit from a similar danger added to 0.0, and create a new brand of pirate play style.

Purpose:
- Repurpose the NPC Station proposal in the "Null deal"
- Remove force projection workarounds, and instead add a new way to prey on rental empires.

Method:
Create a special class of pirate NPC station and seed in deep 0.0 space. It should
- Allow no Capship docking, including no Freighter, Jump freighters, and rorquels.
- Allow no clone jumping in or out (just med clones).
- (Optionally) Have mid-value Pirate NPC missions.

Motivation:
The original proposal in the "Null deal" suggested seeding NPC stations in deep 0.0 space. However, if done without restriction, this left open the possibility that the major powers could use these stations to work around the force projection nerfs.

Pirate Coves will leave an avenue for small pirate corporations to take up shop in deep 0.0 space. No jump cloning, thus they cannot be "week-end warriors" from the major blocks. Therefore there is a commitment to piracy involved. No easy coalition logistics either, so pirate corps will need to be clever with blockade runners, WHs, etc..

Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2014-10-17 09:55:52 UTC
So all you need to do is camp the station, and these guys (who already cannot resupply themselves with anything bigger than cruisers, which can only come in one at a time, barring DST titan bridge shenanigans) are literally unable to play the game?

Why would anyone want to live in a station that was objectively worse than using a POS, or even a hobo carrier?
Wulfy Johnson
NorCorp Security
#3 - 2014-10-17 10:30:10 UTC
They are already there, you find them hidden in some of the anomalys around 0.0, thought this was common knowledge..
Manas
Aliastra
Gallente Federation
#4 - 2014-10-17 13:58:52 UTC
Having an unconquerable base with all the basic services is key if you wish to have a sustained small corp piracy in deep 0.0.

Camping stations is however hard ccp lets it be.. ex hobojaming nerf. CCP can make camping pirate cove unviable by special bubble rules or station radius if necessary. NPC stations live with camp threats all the time and still manage.

Logistics should be hard, otherwise they become another tool in SOV fights. No freightors means no advantage to a coalition's industrial scale logistics chains.

Life would be mostly gangs no bigger than HACs, BLOPs and pirate missions. Smuggling stuff in will take some innovation but I can think of many tricks. PvP would and should mostly be wolves eating sheep with lower losses. The goal is to have parasites living there, not landlords.