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[Proposal] More granularity of security status for High and Low sec.

Author
Time Funnel
Just a side dish
Outspoken Alliance
#1 - 2011-12-14 00:06:56 UTC
In EVE there are several problems with the graduation from high sec to low sec. There is a HUGE difference between 0.5 and 0.4. My proposal is to smooth it out with an NPC response that is insta-death in 1.0 to a slow buildup of police in 0.1. With a smoother graduation the risk can increase a little more linearly giving 0.5 some danger and 0.4 some safety compared to what we have now.

My proposal is to have CONCORD be certain death with a response time (like we have now). The difference is that the faction police would take over the job for 0.5 and below. A ganker in 0.5 could live if they were quick enough. Below is the outline of the idea.

1) CONCORD and Faction Police are different forces. CONCORD are still unbeatable but the Faction Police are kill-able and escape-able. Introduce faction hits for committing any infraction that causes the faction police to show up. Bigger faction hits for actually killing Faction police. As the sec status goes down faction police response is lower and slower. In a 0.9 you might get a very large and instantaneous response. in a 0.1 it might take 2 minutes for the faction police to show up and they trickle in slowly as long as the pirate is criminally flagged or undesirable status. The drops on faction police would contribute to LP or tags or something FW, no ISK.

2) More granularity for security status. No more High/Low/0.0 splits with very little difference between them. Each step means a meaningful something. CONCORD and Faction police show up for things, but at different times. CONCORD are inescapable but the Faction police are more numbers based, and may have scrambling ships. 0.5 you might be able to escape from the Faction Police. Maybe. CONCORD shows up from 1.0 - 0.6. From 0.5 to 0.1 only faction police show up.

1.0 - No wardecs honoured. Instant CONCORD. No insurance. This is basically newbie friendly space. Highly reactive faction security forces. Islands of very safe space around every faction stronghold / newbie centre.

0.9 - CONCORD Delay (3 seconds)

0.8 - War declarations honoured. CONCORD Delay (6 seconds)

0.7 - CONCORD Delay (9 seconds)

0.6 - Longer CONCORD delay (15 seconds)

0.5 - No CONCORD, Faction police only. A response time of 12 seconds and a strong response. Possible to escape. It will chase pilots around and contain warp scrambling ships. Good AI and an escalation every minute to ensure that they are not chained or takable for long periods of time. It would be possible for criminals to run away and jump out of system or dock. If you gank in this space you should die half the time.

0.4 - Faction Police only. Response time of 20 seconds. The initial force in would not scramble. The faction forces get reinforced every 1 minute, introducing scrambling ships and escalating until the criminals are no longer in system.

0.3 - Faction Response 40 seconds. Approximately half the response of 0.4 systems.

0.2 - Faction Response 1 minute. Approximately half the response of 0.3 systems.

0.1 - Faction Response 2 minutes. Approximately half the response of 0.2 systems.

0.0 - As it is now.
Velicitia
XS Tech
#2 - 2011-12-14 00:49:46 UTC
I'm ambivalent on the wardecs thing being limited to 0.8 on down, if only for the simple fact that it turns hiding in stations into hiding in 1.0 space.

Here's a rough idea I came up with for some other thread:

1.0 --> no changes from current
0.9 --> rats introduced
0.8 - 0.7 --> no changes changes from current
0.6 - 0.5 --> remove CONCORD, replace with navies (navies can be avoided, system rules otherwise unchanged)
0.4 --> no navy, welcome to supercaps online
0.3 - 0.1 --> no changes
0.0 --> no changes
in 0.9 - 0.0, reduce the respawn timers on rocks (no more of this once/day stuff).

Now, slow down CONCORD in 0.9 - 0.7 systems, essentially to what happens in 0.5 or 0.6 now (20-30 sec or so). Have the navies work in waves, with the waves showing up in the same timelines as CONCORD (20-30 sec)

first wave -- normal navy ships (IIRC, no scrams)
second wave -- scrams brought in
third wave -- enough DPS to concordokken you if you're still alive.

With that then, you can choose to sit around through the first wave and GTFO just as the second is coming in (so about a minute). If you run from the navy, you have 15 minutes to bounce around the system before the gates/stations let you pass. Now, since you're running from the Navy, they won't bother with the "waves" as you're running around. You'll have 20 sec or less to re-enter warp after you've landed at a celestial or safespot before the CONCORDOKKEN fleet arrives. For those of you thinking "hey, i'll just safe up and cloak" -- the navy will cheat in this regard (i.e. see right through your cloak).


One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Goose99
#3 - 2011-12-14 01:17:30 UTC
Concord used to be tankable. Then they had to be made wtfpwn because people were tanking them.Lol