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Changes to increase pvp interactions in high sec

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Author
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#1 - 2015-01-12 00:38:17 UTC  |  Edited by: BeBopAReBop RhubarbPie
Before suggesting changes it is best for me to explain the problem being addressed, and why the eve community should care about it. I like to think I am a fairly well known (if incompetent) high sec ganker, griefer and low sec/w-space carebear and pvper. At this point I have a combined total of one-hundred thirty freighters and jump freighters killed in high security space, most of which were killed with other players on grid actively trying to prevent our fleet's success. Unfortunately for them, it is nearly impossible to prevent a ship from dying unless the ship's pilot is willing to plan ahead and take steps to ensure his safety. I also have participated in multiple anti-ganking fleets and know how boring it can be waiting for the gank fleet to undock, while trying to follow the poor intel provided about the locations of multiple scouts.

Feyd already has an excellent article on his blog for how players should be able to function as concord, and there have been other suggestions for bubbles that only affect low security status players. Both of these ideas are intriguing, but have significant issues with the current way that security status, limited engagements, and criminal timers work in high sec.

I would like to propose a series of simple changes that I believe would increase the extent of interactions between gankers or other low security status players, and players that group up to stop them.

Premises:
1. If your fleet includes players that are below -5 security status, faction police makes it nearly impossible to gank a tanked, escorted and alert target in high security space.
2. In a similar note, it is extremely difficult to save a target from a gank because doing so requires knowledge of where the gank will be, and the ability to kill many small ships prior to them unloading a significant amount of dps. Virtually the only ships capable of pulling this off are smartbombing ships that will have to go criminal during the attempt.
3. Being a white knight is obscenely boring because of the 15 minute cooldowns between ganks, and the fact that your action is completely dependant on the gank fleet.
4. Having a security status low enough to be shot at freely by other players means that faction police will already be chasing you. There is no point in a low security status player being in high sec in a normal combat capable ship.

Suggestions:
1. Swap the security status penalties to the following:

Above -2.0 - no penalties
Below -2.0 - Any player may shoot at you in high security space.
Below -2.5 - Shot at by faction police in 1.0 space.
Below -3.0 - Shot at by faction police in 0.9 space.
Below -3.5 - Shot at by faction police in 0.8 space.
Below -4.0 - Shot at by faction police in 0.7 space.
Below -4.5 - Shot at by faction police in 0.6 space.
Below -5.0 - Shot at by faction police in 0.5 space.

Also, when doing this, consider dropping faction police to lower sec statuses, perhaps drop the starting point from -2.5 to -5, or slow the decay to every 1 sec status instead of every 0.5. This is to allow for more fights in high sec between would be enforcers of the law and criminals.

2. Shorten criminal timers.

Yes, I know, I know, this sounds like its just a buff to ganking. I really do feel that if criminal timers were shorter, more players would turn up to fight against gank fleets though. Having been in fleets that were attempting to stop ganks, the wait period is obscenely boring. This is also in conjunction with the following change.

3. Lengthen limited engagement timers to be longer than criminal timers.

These three changes combined would allow low but not -10 sec status players to fight against white knights and similar in real combat. I am routinely told by targets, "Come fight like a real man" or something similar. The reality is that game mechanics currently prevent me from doing so without spending significant amounts of money on criminal tags. Similarly, wardecs against us are a joke as even gankers that are above -5 sec status often have to stay docked up to avoid faction police. We cannot provide a fight to the people that want it, and instead are forced to use some stupid game of cat and mouse while continuing to gank.

You will note that I did not put clear numbers in the above suggestions. I do not have these currently and feel they would have to be discussed and tested before implementation.

I hope the above will allow for better gameplay for anyone who attempts to pvp in high sec, whether they have good intent or ill. I have shown these changes to a variety of players, both white knights and gankers, and the feedback has been generally positive. There are of course points of disagreement on what the actual numbers should be, but most have agreed that having players go perma-suspect before faction police gets involved would be an improvement, and that having limited engagement timers be longer than criminal timers would provide more options for interesting game play. Players that I have talked to about this include Jennifer en Marland, Gorila Vengaza, James 315, Sabriz Adoudel, and Tora Bushido.

Please keep commentary civil and on topic, and let me know what you guys think.

BeBopAReBop RhubarbPie

Edit: Please read through the thread before commenting. There have been some really good suggestions by other players in the first three pages.

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Lugh Crow-Slave
#2 - 2015-01-12 00:44:36 UTC
3. Lengthen limited engagement timers to be longer than criminal timers.

is the only one i would like but that's on a personnel level not me saying it would be a good idea


I'll leave with this and watch to see

if it gets locked as it is a bit redundant b4 i spend more time on it
Mario Putzo
#3 - 2015-01-12 00:52:58 UTC  |  Edited by: Mario Putzo
I actually like all of these changes.

Especially the -2.0 - -2.5 range that allows for a player police force in HS.
DrathDragoon33 Drath
Drath Mining Legion - SP
#4 - 2015-01-12 01:28:37 UTC
I agree, seems to me like these changes would help the game out.
Arden Elenduil
Unlimited Bear Works
#5 - 2015-01-12 01:35:04 UTC
Interesting changes, and definitely something that would shake up combat in highsec.
I like it
+1 from me
Frostys Virpio
State War Academy
Caldari State
#6 - 2015-01-12 01:40:33 UTC
Isn't that just pushing your sec status bottom limit a bit further down making you face the same issue but ~2 points lower than right now?
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#7 - 2015-01-12 02:26:48 UTC  |  Edited by: BeBopAReBop RhubarbPie
Frostys Virpio wrote:
Isn't that just pushing your sec status bottom limit a bit further down making you face the same issue but ~2 points lower than right now?

Currently facpo begins spawning at -2.0 and scales to -4.5 and at -5 any player may shoot at the criminal.
I want to move the ability to be shot at by other players up to -2.0, and drop the faction police penalties by 0.5 at each sec status to begin at -2.5 and scale to -4.5. Honestly, faction police is a far far harsher penalty that being able to be shot at by other players, and it makes no sense to have it stifle player interaction by having it at higher sec statuses than allowing players to shoot at each other.

Hell I could live with a complete reversal of the current mechanics with a scaling sec status for players being able to shoot you, and facpo in all systems at -5. All I really want is a zone of sec status where players that want to stop my actions can, but where I don't have to deal with faction police.

As for the sec status limit, my suggestion lowers it by 0.5 over what it is now, which at the values we're talking about is 2-3 ganks or so if I don't kill any pods.

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Ramcath
Boulder Shoulders Industries
#8 - 2015-01-12 06:57:40 UTC  |  Edited by: Ramcath
BeBopAReBop RhubarbPie wrote:
Frostys Virpio wrote:
Isn't that just pushing your sec status bottom limit a bit further down making you face the same issue but ~2 points lower than right now?

Currently facpo begins spawning at -2.0 and scales to -4.5 and at -5 any player may shoot at the criminal.
I want to move the ability to be shot at by other players up to -2.0, and drop the faction police penalties by 0.5 at each sec status to begin at -2.5 and scale to -4.5. Honestly, faction police is a far far harsher penalty that being able to be shot at by other players, and it makes no sense to have it stifle player interaction by having it at higher sec statuses than allowing players to shoot at each other.

Hell I could live with a complete reversal of the current mechanics with a scaling sec status for players being able to shoot you, and facpo in all systems at -5. All I really want is a zone of sec status where players that want to stop my actions can, but where I don't have to deal with faction police.

As for the sec status limit, my suggestion lowers it by 0.5 over what it is now, which at the values we're talking about is 2-3 ganks or so if I don't kill any pods.




I'm liking the changes that you have recommended, and I'm wondering what it would look like if instead of a shortened timer that there actually was no timer, or even a 30 second to one minute timer for anyone 'aiding' the gankee (freighter). Based on what your suggesting, if I'm reading it correctly, anyone who has a -2.0 status would be able to be attacked immediately by anyone in hi sec. If I'm understanding that correctly I see a huge upside for random citizens coming to the aid of a fellow pilot.

This could actually create anti-ganker fleets patrolling hi-sec that would not require as much organization as a ganker fleet. So the advantage would go to the anti-gankers on having almost anyone join their fleet, but the disadvantage is also on them in that they are not as organized as the gankers, and I see a whole world of back-stabbing and 'friendly fire' via gankers who have joined the anti-ganker fleets. This to me would be more in the lines of Eve mechanics than the way the systems currently are.

I also want to thank you for being a ganker who acknowledges there is indeed a problem with how ganking is done. Not that it's an abuse of game mechanics, but rather ganking is usually a one-sided fight with little doubt on the outcome. This to me is also the problem with ganking and I've even suggested in other forums to give freighters the use of Capital Drones.

Capital Drones- good idea, bad idea?
Rivr Luzade
Coreli Corporation
Pandemic Legion
#9 - 2015-01-12 07:42:46 UTC
Why the buff to PVP in High sec to begin with? Go to Low sec and Null sec. That's where you can PVP to your heart's content with no NPCs interfering with you, especially if you are a pirate. Why buff PVP in an area of space that puts severe limitations to your activity and that would require significant changes (ie. turned into Low sec) to accommodate your activities. Why should people even come back from Low sec to PVP in High sec when PVP outside Duels, Wars and by shooting criminals/pirates is an illegal activity and should remain so, and when you have to resort to timers and screwed tactics which obviously don't satisfy you in order to get PVP? Why don't people make Low sec and Null sec more active and keep PVP in High sec with all its limitations and frustration to a minimum? Why is it that people constantly want to go back to High sec to PVP there in safety instead of the vast areas of space where they can PVP without interference from the unloved NPCs?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Ramcath
Boulder Shoulders Industries
#10 - 2015-01-12 08:49:54 UTC
Rivr Luzade wrote:
Why the buff to PVP in High sec to begin with? Go to Low sec and Null sec. That's where you can PVP to your heart's content with no NPCs interfering with you, especially if you are a pirate. Why buff PVP in an area of space that puts severe limitations to your activity and that would require significant changes (ie. turned into Low sec) to accommodate your activities. Why should people even come back from Low sec to PVP in High sec when PVP outside Duels, Wars and by shooting criminals/pirates is an illegal activity and should remain so, and when you have to resort to timers and screwed tactics which obviously don't satisfy you in order to get PVP? Why don't people make Low sec and Null sec more active and keep PVP in High sec with all its limitations and frustration to a minimum? Why is it that people constantly want to go back to High sec to PVP there in safety instead of the vast areas of space where they can PVP without interference from the unloved NPCs?



You have a valid point, that null sec is where the the majority of pvp should take place, but you have to recognize the rise of CODE and ganking in hi-sec, and that's what these suggestions are more about. It's not to take away from null sec, but it's to accept that there are a large number of players who are choosing to attack hi-sec ships. Under the current system of game mechanics it's difficult to combat a ganking crew, even a small one. Before the trolls start in, we're not talking about all the ways to PREVENT an attack, by scouting, etc., but the fact that once a gank takes place the outcome is usually always the loss of the freighter or mining ship, whatever is being attacked.

The original poster gives his own stats for being a part of a ganking group, and he himself says that the outcome of a gank is almost never in doubt once it begins, and so these suggestions is merely an attempt to create some balance, plus increase those players who may not think they are ready for pvp to get some experience so they can realize they can do pvp and then venture forth into the null sectors of space. I see mostly positives with his suggestions.
Black Pedro
Mine.
#11 - 2015-01-12 09:13:08 UTC  |  Edited by: Black Pedro
Rivr Luzade wrote:
Why the buff to PVP in High sec to begin with? Go to Low sec and Null sec. That's where you can PVP to your heart's content with no NPCs interfering with you, especially if you are a pirate. Why buff PVP in an area of space that puts severe limitations to your activity and that would require significant changes (ie. turned into Low sec) to accommodate your activities. Why should people even come back from Low sec to PVP in High sec when PVP outside Duels, Wars and by shooting criminals/pirates is an illegal activity and should remain so, and when you have to resort to timers and screwed tactics which obviously don't satisfy you in order to get PVP? Why don't people make Low sec and Null sec more active and keep PVP in High sec with all its limitations and frustration to a minimum? Why is it that people constantly want to go back to High sec to PVP there in safety instead of the vast areas of space where they can PVP without interference from the unloved NPCs?

The reason that there are fewer and fewer targets in low, null and WH space is that highsec is so safe. Players come back to high to make their money pursuing incursions and other PvE, as well as industry in near perfect safety thus limiting targets elsewhere. In short the risk vs. reward is too skewed making highsec the obvious place to earn your ISK.

To fix this either the rewards of highsec need to be reduced, or, the risk increased. One of the motivations of the New Order, and some of the other more altruistic highsec PvP groups is to provide that risk that was originally intended by the game designers. Highsec was not intended to be, and is not "safe space" and therefore there should be mechanisms to facilitate PvP there, albeit with some restrictions to make it less of a free-for-all than the other spaces. Otherwise, players will hide there from the rest of the sandbox in complete safety and you will never get a non-consensual fight anywhere in New Eden ever again.

Now as to this proposal, I am not sure it does much to change the risk vs. reward calculation of highsec, but it might improve the "criminal minigame" between highsec criminals (i.e. gankers) and those that want to stop them. Certainly there is room for improvement as criminals are limited to small ships by the faction police, and thus unable to give "good fights" as many aggrieved parties demand after being liberated from their space pixels. I am not sure this will change much, as it least in my experience the ride down from 0 to -10 goes fast for a career criminal in this game, so the window where players can provide the justice rather than NPCs would be small. Still, it couldn't hurt to give players more opportunity to enforce the safety they crave.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#12 - 2015-01-12 09:46:16 UTC
Well, shortening Criminal timers is not going to achieve what the OP wants to achieve, rather the opposite is going to take place: more ganks, as gankers don't need to wait as long as they used to be and therefore bumpers don't need to bump as long as they used to. Organized opposition to that is not really going to work for the below reasons, among others:

The problem with fighting pirates in High sec is not timers but the effort and hassle it causes to the defenders while the pirates do not have any of that. Defenders need to muster big fleets to counter a gank, they always need to be everywhere and they need to be always vigilant, among other things. For instance, if I wanted to mess up a gank of my providence, I would need a large wing of armor and shield repair ships to counter the gankers' DPS. The fleet would hav to stay with me all the time, even if gankers do not engage and just resort to paint my fleet in dirty phrases. Furthermore, I as the hauler would need to shoulder all the expenses and neither people in my fleet are likely nor the contractor of a courier is likely willing to pay for that, which means it's a loss business for me in any case. Added to that comes that if no one even tries to gank my ship several times, people in my fleet stop showing up because station spinning is so much more interesting than flying around in space. If I chose to resort to hiring mercs, I would have the problem of the cost and added to that their potential unavailability when I need them. This shows, for instance, in a war of Marmite against M0N0C, where a certain Niarja ganker is still ganking despite the war dec. He always does that when Marmite numbers are limited and concentrated in the hubs. Nothing wrong with that in itself, but hiring mercs therefore is just another cost that no one is going to pay for me by paying higher rates nor is it going to help me.
Another thing is services. For instance, if someone was to offer a webbing service for freighters in Niarja and people would indeed trust them, use it and pay 1 million per web, they would have to web ~30 ships to make the money back for the Hyena or more than 160 freighters to make the money back for a Rapier. Your guess how long either ship is going to survive if someone would start this.
These are only a couple of problems I see with the whole situation.

Gankers and pirates, on the other hand, do not need to be any of this. They either hide in station or in a POS when they see that my preparations would make their gank attempt futile. They also hide in NPC corps to avoid being hunted by war decing corps. Added to that, they can just use the time zones to their advantage. They also just sit in station and wait until a bumper has found a target and "moved" it off the gate grid, then undock, gank and dock again. All they lose is a cheap ship and they don't need to face any repercussions for their actions. The bumper, furthermore, is completely safe from any consequences as he does not engage in any form of timered PVP and can choose to fly away at any time. In contrast to proper PVP, where an attacker (and a bumper clearly is an attacker), defenders would need to gank him instead of fighting him. Other gankers, like ladypee or Santo Trafficante, also just sit in their POS or station all the time, then warp to a gate or quickly travel to a gate, gank and vanish again. No shorter criminal timer or longer LE timer could solve that.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Black Pedro
Mine.
#13 - 2015-01-12 10:50:43 UTC  |  Edited by: Black Pedro
Rivr Luzade wrote:
The problem with fighting pirates in High sec is not timers but the effort and hassle it causes to the defenders while the pirates do not have any of that. Defenders need to muster big fleets to counter a gank, they always need to be everywhere and they need to be always vigilant, among other things. For instance, if I wanted to mess up a gank of my providence, I would need a large wing of armor and shield repair ships to counter the gankers' DPS. The fleet would hav to stay with me all the time, even if gankers do not engage and just resort to paint my fleet in dirty phrases. Furthermore, I as the hauler would need to shoulder all the expenses and neither people in my fleet are likely nor the contractor of a courier is likely willing to pay for that, which means it's a loss business for me in any case. Added to that comes that if no one even tries to gank my ship several times, people in my fleet stop showing up because station spinning is so much more interesting than flying around in space. If I chose to resort to hiring mercs, I would have the problem of the cost and added to that their potential unavailability when I need them. This shows, for instance, in a war of Marmite against M0N0C, where a certain Niarja ganker is still ganking despite the war dec. He always does that when Marmite numbers are limited and concentrated in the hubs. Nothing wrong with that in itself, but hiring mercs therefore is just another cost that no one is going to pay for me by paying higher rates nor is it going to help me.
Another thing is services. For instance, if someone was to offer a webbing service for freighters in Niarja and people would indeed trust them, use it and pay 1 million per web, they would have to web ~30 ships to make the money back for the Hyena or more than 160 freighters to make the money back for a Rapier. Your guess how long either ship is going to survive if someone would start this.
These are only a couple of problems I see with the whole situation.
This is in large part correct, but this is intended by CCP. You are suppose to be at risk if you don't spend effort or time to defend yourself - that is what makes the game interesting. However, defenders do not need large fleets to defend their haulers - a single scouting and webbing escort can check any potential risky systems and spirit away your freighter in seconds even if you miss a bumper before you jump. Your "victory condition" is not defeating the gankers in honourable combat, just getting your goods safely to their destination so if the gankers are active in a system, just go around or wait until they are done for the day. Avoiding gankers is nearly 100% achievable if you spend the effort, or if you must plow through go with full tank and a handful of logi or perhaps ECM, although if you have that webber, you probably aren't going to need them.

The problem is if you actually want to interfere with the gankers attacking someone that isn't you. As BeBop said, gankers are forced to hide in stations and can strike quickly, at a target that the anti-gankers cannot be sure of. Interfering with the gankers ganking any target cannot be done reliably, and can be quite boring as timers are being waited out thus limiting the anti-ganker/ganker battles. These are the problems the proposal seeks to address.
Rivr Luzade wrote:
Gankers and pirates, on the other hand, do not need to be any of this. They either hide in station or in a POS when they see that my preparations would make their gank attempt futile. They also hide in NPC corps to avoid being hunted by war decing corps. Added to that, they can just use the time zones to their advantage. They also just sit in station and wait until a bumper has found a target and "moved" it off the gate grid, then undock, gank and dock again. All they lose is a cheap ship and they don't need to face any repercussions for their actions. The bumper, furthermore, is completely safe from any consequences as he does not engage in any form of timered PVP and can choose to fly away at any time. In contrast to proper PVP, where an attacker (and a bumper clearly is an attacker), defenders would need to gank him instead of fighting him. Other gankers, like ladypee or Santo Trafficante, also just sit in their POS or station all the time, then warp to a gate or quickly travel to a gate, gank and vanish again. No shorter criminal timer or longer LE timer could solve that.

Gankers function like this because the mechanics force them to. The faction police make it impossible for me to fight someone in a duel for instance, or a wardec, even if I want to. "Hiding" from wardecs also isn't a thing, at least for -10 gankers, as they are already free to shoot to everyone so there is no point to even bother to wardec them.

I am sure that removing the criminal timer and the faction police would result in more "good fights" with gankers as they would be able to re-ship to a bigger PvP boat if they got a limited time engagement with an anti-ganker, and would not have to spend 15 minutes hiding out in a station after each gank so there would be more opportunity for conflict. However, I am not sure that this significant decrease in general safety would be tolerated by the general highsec population just so gankers and anti-gankers could have "good fights" with each other.

Personally, I have no problem with gankers being limited to small, rapid attacks like a thug in a dark alley, rather than participating in a grand space battle with those that oppose them, but I do see how this can be frustrating for the anti-gankers. Like a beat cop in a crime-ridden city, they are doomed to being unable to prevent most of the crime and have only small victories against the low-level bad guys. But Eve is a dark, dystopian universe so such realities makes sense.
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#14 - 2015-01-12 10:57:59 UTC
Rivr Luzade wrote:
Well, shortening Criminal timers is not going to achieve what the OP wants to achieve, rather the opposite is going to take place: more ganks, as gankers don't need to wait as long as they used to be and therefore bumpers don't need to bump as long as they used to.


This is one worry that I have. At the same time, I was stressing the point of having limited engagements being longer than criminal timers. Please keep in mind that these are simple numbers changes that I hope could lead the way to further development of high sec as an interesting area in its own right. This is not a panacea. High sec might not be your area of interest, but for some of us, we appreciate the easy market access and casual nature of empire space without having to live under the thumb of nullsec empires, or constantly be called on to defend our territory.

Black Pedro wrote:
Now as to this proposal, I am not sure it does much to change the risk vs. reward calculation of highsec, but it might improve the "criminal minigame" between highsec criminals (i.e. gankers) and those that want to stop them. Certainly there is room for improvement as criminals are limited to small ships by the faction police, and thus unable to give "good fights" as many aggrieved parties demand after being liberated from their space pixels. I am not sure this will change much, as it least in my experience the ride down from 0 to -10 goes fast for a career criminal in this game, so the window where players can provide the justice rather than NPCs would be small. Still, it couldn't hurt to give players more opportunity to enforce the safety they crave.

Its true that the sec drop is extremely fast, but its not that bad if podding isn't involved.

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Rivr Luzade
Coreli Corporation
Pandemic Legion
#15 - 2015-01-12 11:03:31 UTC  |  Edited by: Rivr Luzade
Of course they make sense, but then please stop picturing it as if anti-gankers could do anything about the ganks. As things stand, they are incapable of doing so. As defender, you can only avoid the ganks by webbing and scouting and cloaky-MWD mechanics and in general be not a moron, as you said; but fighting against them is futile. Removing faction police from the equation is only going to make matters worse for the defenders/haulers/people in High sec in general, as they are the only thing that keeps gankers from becoming all too prevalent and turning High sec into a kind of Low sec without the danger for the gankers of being dropped/countered by other people.
Instead, ganking should be kept an unpleasant and lengthy waiting game thing as it is and more people should be forced encouraged to go to Low sec. This goes a long way with the OP's false assumption that you have to pay a lot of ISK for the tags. You, instead, should be looking for the Clone Soldier spawns and find the tags yourself and by that expose yourself to PVP. Why not many people do it? Because people want easy, risk-free PVP.

Shortening timers is also not going to help anyone against ganking, but only helps the gankers to gank more. The OP mentioned that he has also presented his idea to "white knights"; I'd like to see a couple of them post here to see what they think.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Vic Jefferson
Stimulus
Rote Kapelle
#16 - 2015-01-12 11:05:57 UTC
What do you think of this set of changes?

1)Eliminate faction police response for negative security status entirely. They only respond to bad faction standings or opposing militia presence.

2)Sec Status below the current Faction police thresholds prohibits docking, boarding a ship, or using an orca in the system.

3)Eliminate the CONCORD timer entirely, as soon as you can reship after a gank, you can gank again.

Basically, if you are a real criminal, you can reship in Low Sec and begin causing chaos again as soon as you make it back to Hi Sec - the fifteen minute timer does nothing for gameplay at all, but there is now real risk introduced into getting your ganking fleet to the target. Intuitively, it would seem more exciting for actual scuffles to erupt on the edges of Hi Sec for access to the softer targets than just letting endless waves of catalysts pop out of stations. More risk, but you could definitely gank more things.

Vote Vic Jefferson for CSM X.....XI.....XII?

BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#17 - 2015-01-12 11:13:58 UTC
Vic Jefferson wrote:
What do you think of this set of changes?

1)Eliminate faction police response for negative security status entirely. They only respond to bad faction standings or opposing militia presence.

2)Sec Status below the current Faction police thresholds prohibits docking, boarding a ship, or using an orca in the system.

3)Eliminate the CONCORD timer entirely, as soon as you can reship after a gank, you can gank again.

Basically, if you are a real criminal, you can reship in Low Sec and begin causing chaos again as soon as you make it back to Hi Sec - the fifteen minute timer does nothing for gameplay at all, but there is now real risk introduced into getting your ganking fleet to the target. Intuitively, it would seem more exciting for actual scuffles to erupt on the edges of Hi Sec for access to the softer targets than just letting endless waves of catalysts pop out of stations. More risk, but you could definitely gank more things.


I've heard the can't dock suggestion before, and have to admit, I'm not a fan. On the other hand the elimination of facpo would make it far more palatable. I'm honestly not sure what I think of this. I should mention though. My goal with this was to be a very simple change that worked off of existing mechanics only. Eliminating faction police, or adding in docking restrictions I would hope would be part of a much more comprehensive set of changes to security status that hopefully would include additional methods of interaction between players. I would prefer something more similar to my original post as a more immediate fix, and further iteration later on.

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Aiyshimin
Mea Culpa.
Shadow Cartel
#18 - 2015-01-12 11:20:48 UTC
Make faction standings affect docking rights. Low enough standings would revoke your docking rights. Committing a crime would lower your faction standings towards the system owner, and the victim's faction.

Gankers could still gank, but they'd need to be on the move and therefore exposed to attacks.

BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#19 - 2015-01-12 12:05:21 UTC
Ramcath wrote:
Capital Drones- good idea, bad idea?

Got a link to the thread? I'd rather not discuss this here.

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Amak Boma
Dragon Factory
xX SERENITY Xx
#20 - 2015-01-12 14:45:17 UTC
people with -10 security status should be banned from docking in any highsec stations.
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