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[Updated] How to repopulate nullsec - a question for highsec/WH players (and CCP)

First post
Author
Nicolo da'Vicenza
Viziam
Amarr Empire
#661 - 2011-12-13 17:57:33 UTC
Sharise Dragonstar wrote:
Warp scramblers should only be able to target capital ships in null sec (for high/low sec keep as is).

lol wut
Camios
Sebiestor Tribe
Minmatar Republic
#662 - 2011-12-13 18:50:21 UTC
Sharise Dragonstar wrote:
So my question to non-null sec players - What keeps you out of null, and what features would you like to see which might entice you to venture out here?


For me to bother with null sec

1) Remove bubbles, they make travel almost impossible.
2)Warp scramblers should only be able to target capital ships in null sec (for high/low sec keep as is). This would allow solo players to participate in null sec with a chance to be able to escape from unwanted attention.



Ignoring the warp scrambler bit, think of bubbles.

Why should you fear them? Only when you are outnumbered. In that case, this game gives you some tools to save your ass and travel almost safely.

First, the most lame tactic is to use a t3 with interdiction nullifier and covert reconfiguration. You are almost unstoppable with that fit.
If you can't afford a t3, you could use a t2 ship with covops cloak. If you can behave correctly it's really hard to catch you.
If you can't fit a covops cloak, then you have always the option to reapproach the gate; it's always doable with a frigate or cruiser (watch your session timer).

Moreover, consider that there are areas of 0.0 that are easier to travel into, and some that are much easier; moreover there are ships that are suitable to avoid gatecamps and ships that aren't. You just need knowledge of techniques and territory (dotlan and google are your friends).



Cybele Lanier
Viziam
Amarr Empire
#663 - 2011-12-13 19:00:50 UTC
Riley Moore wrote:

AOE torpedoes. Medium range (50-100km), 1000 damage to any ships in a 50km radius. Drop a 25man torpedo fleet ontop of a hostile support blob and watch them melt. If ccp is up to it they could add a cascade mechanic: the more ships getting hit the more damage it does. Torpedoes lose 90% damage on groups smaller then 10 for example.

I know the servers will hate it, at first, but large AOE damage is the only thing that'll solve blobs.


AOE doomsdays didn't work, people just changed to blobs of DD-tanked battleships. Numbers are just too much of an advantage, and as much as everyone hates "blobs", the fact is they work, and will continue to be used until there is an incentive not to. I don't have a plan for how, but the system needs to reward strategies other than "Everyone pile in one place and shoot one target, move onto next target."

To address the "you don't need high SP to go to null" argument, not you don't. But in my experience if you couldn't fly a battleship with T2 guns, you would probably be gate watching while the BS and dreadnoughts did the heavy lifting.

There's one reason that nobody seems to have posted yet, but I'd be surprised if it didn't factor for a lot of people: CAOD. In theory, it's the channel for diplomacy and a window into the wild world of 0.0. In practice, it's a cesspit filled with trolling and content-free catchphrases. If you challenged me, I couldn't come up with a worse advert for a playstyle.

"You don't need luck. You need theft things and run."

Camios
Sebiestor Tribe
Minmatar Republic
#664 - 2011-12-13 19:18:02 UTC
Cybele Lanier wrote:


To address the "you don't need high SP to go to null" argument, not you don't. But in my experience if you couldn't fly a battleship with T2 guns, you would probably be gate watching while the BS and dreadnoughts did the heavy lifting.



Well once you had to get sniper bs with t2 guns to be effective, now there are a lot of BC fleets around. A problem persists, that is the lack of objectives (and over all, ways to survive) for small entities.