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Player Features and Ideas Discussion

 
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[Ganking] Increasing Suseptibility

First post
Author
chaosgrimm
Synth Tech
#1 - 2015-01-26 18:38:15 UTC
There have been alot of 'nerf ganking' threads lately, I figured I'd post some of my own ideas. To narrow the scope, keep in mind that this post is not directed at ganking mechanics in general, this is more-so directed at the ganking profession i.e. ganking for profit.

Please please! Stay your knee from jerking! At this point if you are thinking stuff along the lines of:
"That industrial should have had a better tank!"
"That pilot should have employed THIS strategy!"
For the intents and purposes of this post, assume that said theoretical pilot in question is already doing as you suggest. This post isnt directed at the interaction between the professional gankers and their targets, but at the balance between their professions.

= Reasoning / Justification =
Now obviously if someone is to suggest something be nerfed, they need to how or why it is out of balance.

If we were to talk about the balance between ships, we might compare things like:
* dps
* projection
* speed
etc

If we were to show balance, you would expect a bit of 'give and take' in these categories. For example 'Ship A' might have better dps than 'Ship B' but 'Ship B' might be able to project its dps better than 'Ship A'. This give and take across similar characteristics is an important part of balance.

For professions, we cant really compare things like dps, projection, and speed; but we can compare things like:
* investment cost / loss potential (lower is better)
* potential gain / profit (higher is better)
* risks that could cause the professional to take a loss (lower is better)
* the amount of time the professional is required to be susceptible to said risks. (lower is better)

For example, if we used these categories to compare mining vs hauling, a general outlook might be:
* Loss Potential: The miner stands to lose less
* Gain Potential: The hauler stands to gain more
* Risks: The risks a pretty similar
* Susceptibility: The hauler is a bit less susceptible as its vulnerable between jumps while the miner is susceptible while mining.

You can see some give and take in the above example, and if you compared mission runners to their mining / hauling counterparts, you'd see the give and take there as well. But what happens if you were to compare gankers to their Mission Running, mining, or hauling counterparts:
* Loss Potential: The ganker stands to lose less
* Gain Potential: The ganker stands to gain more
* Risks: While I see them as lower for many reasons... for arguments sake, let's say they're roughly equal.
* Susceptibility: The ganker is less susceptible to their risks

Where is the give and take?

To be fair, for the ganking profession to be a thing, it will almost always need to be better off in terms of loss potential and gain potential compared other professions. If you modify these factors, you just narrow or broaden their scope of targets. You could impose more risks..... however, any additional risks you might add to the ganking profession is immediately mitigated by the amount of time they need to remain susceptible to said risks. For example, take a freighter ganking fleet. You cant harm them while they're docked, and have a very limited window of opportunity to thwart them before they gank and redock....

= Proposal =
At a sec status of -3, in 1.0 security systems: pilot may no longer dock
At a sec status of -4, in 0.9 security systems and higher: pilot may no longer dock
At a sec status of -5, in 0.8 security systems and higher: pilot may no longer dock and will remain in space after logoff
At a sec status of -6, in 0.7 security systems and higher: pilot may no longer dock and will remain in space after logoff
At a sec status of -7, in 0.6 security systems and higher: pilot may no longer dock and will remain in space after logoff
At a sec status of -8, in 0.5 security systems and higher: pilot may no longer dock and will remain in space after logoff

= Intended Effect / Thoughts =
The goal behind this is to increase the suseptibility of gankers, to help bring the profession in line with other professions in the game. Such that, if a group wishes to hunt or retaliate against gankers, just as gankers have very large windows of time to be able to pursue haulers, miners, and mission runners.

Initially the idea was just not having the ability to dock in increments based on sec status. I added the "will remain in space after logoff" thinking that if docking was removed, gankers would likely circumvent the "no docking" logging off in a safe spot, then having a neutral tell the fleet to log back on. I suspect that in its current form, gankers might throw up a POS to keep the fleet at, which is nice in that the pos is susceptible to war decs. Or it might be possible that they might stage in a system a few jumps out, which could provide the opportunity of them being intercepted.

At the end of the day, any profession / activity you take part in should be vulnerable to ppl who want to ruin your day xD. The ganking profession, is dangerously 'too safe for eve' in its current state because the penalties of low sec status are mostly circumvented. By increasing the suseptibility, without necessarily increasing the actual risks, the game's professions can become a bit more balanced.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2015-01-26 18:42:07 UTC
This EXACT IDEA is one ******* thread below this one.

reported for redundancy.
chaosgrimm
Synth Tech
#3 - 2015-01-26 18:43:29 UTC
Danika Princip wrote:
This EXACT IDEA is one ******* thread below this one.

reported for redundancy.

The thread below bars gankers from entering system
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2015-01-26 18:46:25 UTC
chaosgrimm wrote:
Danika Princip wrote:
This EXACT IDEA is one ******* thread below this one.

reported for redundancy.

The thread below bars gankers from entering system



And this idea is exactly as awful for the exact same reasons.

Go. Away.
chaosgrimm
Synth Tech
#5 - 2015-01-26 18:49:04 UTC
Danika Princip wrote:
chaosgrimm wrote:
Danika Princip wrote:
This EXACT IDEA is one ******* thread below this one.

reported for redundancy.

The thread below bars gankers from entering system



And this idea is exactly as awful for the exact same reasons.

Go. Away.

lol you didnt know they were different so you obviously didnt care to read.... Why are you taking the time to comment on something you didnt even read?
Godfrey Silvarna
Arctic Light Inc.
Arctic Light
#6 - 2015-01-26 18:58:58 UTC
Now THIS is what I call a redundant thread. Just add your personal spin on the idea to the thread that has been opened just a few hours before yours.

Here, a helpful link for you, your thread is basically just feedback on his equally bad idea: https://forums.eveonline.com/default.aspx?g=posts&t=400672
Lugh Crow-Slave
#7 - 2015-01-26 19:00:34 UTC
chaosgrimm wrote:
Danika Princip wrote:
This EXACT IDEA is one ******* thread below this one.

reported for redundancy.

The thread below bars gankers from entering system


one tiny change does not a new thread warrant
ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#8 - 2015-01-26 19:06:54 UTC
Quote:

Forum rules

17. Redundant and re-posted threads will be locked.

As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread.


Thread closed.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department