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Player Features and Ideas Discussion

 
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Game of Stones

Author
Kabark
Schilden
#21 - 2015-02-09 21:24:16 UTC
Phaade wrote:
Iain Cariaba wrote:
How many bad ideas can we shoe horn into one suggestion?

Let's see here, we've got spread out rocks, so you're farther from the beacon, allowing you to see incoming hositles on grid, allowing you to warp out long before they ever have a chance to make it to you. We've got increased high density ores to drive down market value of minerals. We've got invisible scan inhibitors, so the big bad neuts can't see you mining. Oh, and even if someone gets a cloaky ship on grid with you, they still can't call in support, unless it's also cloaked, because you can't be warped directly to. Be smart enough to seed the beacon with loads of decloak cans, and you really don't even need to worry about cloaked ships, you'll see them coming.

And what's the penalty for not having your mining interrupted? The haulers have to slowboat to pick up the ore!!! Well, they do if they're not smart enough to use a MTU to drag the cans in from 125km away. Oh, you might need 2 MTUs set in a chain for those rocks that are really far away.

I'm going to put in a big, resounding no for this idea.



People like you ar why Eve has hardly changed in 12 years.


Great idea, would add so Much depth the exploration and immersion. I'm going to give a big, resounding, hell yes to this.

I little off topic but I don't thing Iain is the reason EVE hasn't changed much in 12 years. I think it's because the game came out of initial development as an awsome game and didn't need much more than tweaking here and there over the years. Yes there have been major game changing designs but all the ideas submitted here are for player review. More or less a popularity contest. If a lot of people like the idea, then the DEVs will look into it. If a lot of people think it's crap, then it probably won't be looked at.
Lugh Crow-Slave
#22 - 2015-02-09 21:32:45 UTC
only thing that needs to change with belts is the anoms need to be moved back to sigs
Nikk Narrel
Moonlit Bonsai
#23 - 2015-02-09 21:42:58 UTC
Kabark wrote:
Phaade wrote:
Iain Cariaba wrote:
How many bad ideas can we shoe horn into one suggestion?

....

I'm going to put in a big, resounding no for this idea.



People like you ar why Eve has hardly changed in 12 years.


Great idea, would add so Much depth the exploration and immersion. I'm going to give a big, resounding, hell yes to this.


I little off topic but I don't thing Iain is the reason EVE hasn't changed much in 12 years. I think it's because the game came out of initial development as an awsome game and didn't need much more than tweaking here and there over the years. Yes there have been major game changing designs but all the ideas submitted here are for player review. More or less a popularity contest. If a lot of people like the idea, then the DEVs will look into it. If a lot of people think it's crap, then it probably won't be looked at.

The game has survived as well as it has not because of popular player ideas, but despite a lack of popular ideas.
To be popular, something has to be simple enough for most to understand and recognize, as well as not already existing.
A rare combination in many places, EVE included.

Many players, if not most, can recognize something they like in a game. They can see how it works by direct observation.
These same players are often unlikely to be able to describe these desirable mechanics until they actually see them working.
That is perfectly normal, not everyone is an engineer after all.

People often describe those who create the great ideas as being visionary, and refer to them as if their creativity was something few others could grasp or comprehend.
AND, they are quite often correct.

Because until they see that great idea live and working, the description alone is something they can neither grasp or comprehend fully, so is not recognized.
Lienzo
Amanuensis
#24 - 2015-02-10 04:00:18 UTC
Nikk Narrel wrote:

Ok, let me see if I understood this.

Each individual grid has a warp in point, so if someone tries to warp to their buddy, they get redirected to that closest warp in point?



I visualized it as having a single grid with a warp-in beacon, and all the other grids just sort of attach to that one grid. If you warp to anyone or any bookmark in one of those grids, you just warp to the entrance grid, much as you would with any deadspace. Instead of flying to the nearest acceleration gate, you simply head for the edge of the grid.

As often as I have experienced grid-fu, the finer points of the mechanics of it are a mystery I shall never plumb. I'm not wedded to the idea of the single warp-in point, and I certainly see nothing wrong with using the concept as a jumping off point for other ideas or goals, but it seems like the most practical way to do it. Having sigs and anoms spawn in a vast quasi-connected field of static warp-in points around a single planet or moon sounds awesome, but I am sceptical of the feasibility. It's also not essential to the end goals.

Quote:
Also, the warp disruption and scan inhibiting are not consistent, but random effects?


I was thinking the mobile scan inhibitor effect would be the familiar 30km, and perhaps the small, medium and large asteroids could project small, medium and large mobile warp disruptor effects. The exact numbers don't seem to be too critical. I just picked these effects because they are existing mechanics, and the idea of welding them onto asteroids seems within the envelope.

Quote:
If someone tries to scan down one of these, will they only see the original beacon, or will they see each grid that has been spawned as options to travel to?


Well, asteroids aren't on scan any more than npcs are. I guess recon pilots finally figured out how to use years old faction tech with their capsule systems. I tend to think this really just levels the playing field in w-space, and makes "local tanking" a less critical thing in k-space. I think it's important to recognize that both antelopes and cheetah's both live on the same savannah at the same time. They respond more strongly to ecological forces and time relationships, even though the cheetah will win most fights. We don't have r-selective forces on our side, so we have to manipulate the environment.

To address your question directly, I think players would just see grids when they get to them, or see things on d-scan when they drive out of the inhibitor field. Eventually, unwary miners are going to pop their asteroid, and when that happens, the inhibitor effect will fall. To me, this sounds more engaging that pre-scanning ore signatures and then patrolling. Even when you do find something, you are confronted with the quandary of engaging immediately, or following them back to the herd. All by itself, that would be a first for EVE-Online.

Rowells
Blackwater USA Inc.
Pandemic Horde
#25 - 2015-02-10 04:52:32 UTC  |  Edited by: Rowells
If you're going to add the scan inhibitor effect to asteroids I believe that the distance between them (and also their size and unit content) need to be increased as well to create a more diverse terrain. Similar to how moving through a forest has trees obstructing the view for periods and you only catch glimpses of the bear/yeti walking by. It also more accurately reflects how real world asteroid fields are in respect to distances between them.

E: also, the above posters do have some merit in relation to secondary grids spawning without some way to find them without relative difficulty. I believe simply having each new grid spawning a secondary warp in point might be a viable temporary solution to that concern until grid code is reworked into a better position to handle it.

And in addition to above posters sonnets on the d-scan invulnerability, it can work both ways. While the miner may not show up on d-scan neither will the aggressor. So hiding in a non cloaky/recon ship is a more viable tactic. However the power of that may need to be addressed as well. I'm basing all of these assumptions that scan inhibiting works externally as well as internally and does not include scan probes.
Lienzo
Amanuensis
#26 - 2015-02-10 06:26:14 UTC
The problem with having the grid objects show up on scan is that it would likely clutter scan results with hundreds of objects.

I think there would be a reasonable amount of distance to be covered if we took the current amount of asteroids and spread them across the entire grid. If we attenuated the concentration based on proximity to the singular warp-in point, that first grid would be pretty sparse. CCP would likely come up with their own ideal ceiling on grid objects, but I think we can assume that the current number of asteroids we see in belts is a current practical assumed maximum.

With random distribution, you will still get clustering. However, because operations will now generally focus on a single asteroid at a time, travel is inevitable. Assuming a typical grid is 500x500x500 units (guessing), you have 125M cubic kms of space. Assuming 100 grid objects, and assuming each was the current maximum of 16km radius, then the total consumed space would still only consume ~1.7M cubic kms of space, leaving 122M cubic kms of empty space. If we assume they are distributed in a perfect cube shape, with an average 4.6 asteroids to a side, then that still leaves a minimum average travel distance of over 100km per asteroid.

Random clustering would probably look more visually interesting though, and tend to govern how all parties will shape their plan of attack. Increasing the number of asteroids shortens the distance, but density is an exponential function. It might be more practical to limit grid size. I'm not sure if the client supports special rules for individual grids, but it would certainly help with fog of war, and make it more likely for all ships to close the gap.

Because of these considerations, I consider it reasonable that the value of the average asteroid would need to go up, especially as one goes deeper into the rabbit hole, or farther from the entrance grid. The deep space one would need to be valuable enough for an on-site Rorqual to consider turning on its industrial mode, at least for one cycle.
Colette Kassia
Kassia Industrial Supply
#27 - 2015-02-10 06:39:11 UTC
Lugh Crow-Slave wrote:
only thing that needs to change with belts is the anoms need to be moved back to sigs

Agreed. But give ORE ships special niche sensors that can pinpoint mining signatures directly, as if they were anomalies.
Daichi Yamato
Jabbersnarks and Wonderglass
#28 - 2015-02-10 06:50:16 UTC  |  Edited by: Daichi Yamato
no im also feeling this allows miners too much of a head start to gtfo. random warp scrams or not, the advantage is still with the guy who cant be found (if im reading that right) and a major disadvantage is with the guy that appears on grid, flashing all over the overview.

Like how are suicide ganks going to work in these belts? or a surprise attack of any kind? when a war target appears in local, he has to warp to the entrance grid and then burn through potential multiple grids, ALL the while appearing in local with a bright red star next to his face.

Just pray that the miner is scrammed the whole time while you burn 500km?

Colette Kassia wrote:
Lugh Crow-Slave wrote:
only thing that needs to change with belts is the anoms need to be moved back to sigs

Agreed. But give ORE ships special niche sensors that can pinpoint mining signatures directly, as if they were anomalies.


well no that just completely undoes the point of making them sigs.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Captain Davison
Malachi Keep Detachments
#29 - 2015-02-10 06:58:16 UTC
As a dirty stinking miner, I approve.

Actually, I'd like to do one or two better and clump all of a system's current belts into two or three major concentrations, with maybe some kind of scanning system to localize each day where 'orbital motion' has formed up a particularly large or valuable cluster, or multiple such clusters. And actually having sensor clutter that could cause transient contacts or obscure small hulls from sensors would do wonders for scaring all the veldespar out of my holds. Right now, a combat hull jumps in and I jump out, even if it might be just somebody battleship mining or something else stupid like that. Best not to take the risk. But, if you, say, go to a higher concentration spot, and the local starts going out intermittently to prevent you from seeing possible hostiles coming in, it would be an interesting way to increase the danger and the cat/mousiness without it becoming cheap mechanics.
Lugh Crow-Slave
#30 - 2015-02-10 07:17:06 UTC  |  Edited by: Lugh Crow-Slave
Daichi Yamato wrote:
Colette Kassia wrote:
Lugh Crow-Slave wrote:
only thing that needs to change with belts is the anoms need to be moved back to sigs

Agreed. But give ORE ships special niche sensors that can pinpoint mining signatures directly, as if they were anomalies.


well no that just completely undoes the point of making them sigs.


Yeah its not that hard to just scan and re-ship/fit to then go mine the sites it worked extremely well before and if some one can explain why they were moved to Anoms i would appreciate it
Nikk Narrel
Moonlit Bonsai
#31 - 2015-02-10 14:32:02 UTC
I am fascinated by the idea that a miner can fill their ore hold, and either need a indy nearby or some other ship to offload to.

The potential for self transport is defeated, if you are trying to mine something remote enough to require lengthy travel time.
(I think this is a good thing, and may even create justification for use of orcas and rorquals beyond what we have now)

Perhaps we can establish leapfrog bookmarks, where a player can BM a new grid, and pass that on to their buddies, so they can follow the trail.
(A short warp between neighboring grids being possible, or simply warping from one can to the next, I dunno)

Just something that converts effort, but is wiped when the next daily downtime resets the belt grids for the following day.
Thelonious Blake
Miles Research and Development
#32 - 2015-02-12 02:46:54 UTC
To quote the last devblog.

CCP Punkturis wrote:
With hangar access permissions, you can make choices about how much you wish to expose your corp to the risk of theft. As your confidence and trust in your members grows, so you can give them more access to assets. Conversely, as a would-be corp-thief, you have the challenge of manipulating your way in to a position where you can clear out the vaults.

However with aggression rules, there is no such spectrum of decisions. The only ‘choice’ is the binary option of either joining a corp where other players can shoot you, or simply not joining a corp with others at all. For many players, their optimal choice is therefore to avoid signing up to a corp altogether, and so they inevitably miss out on many of the meaningful social interactions that make EVE unique.


There are 3 major types of PvE game in the EVE universe involving flying spaceships(yes, it is arguable if there is PvE in Eve at all blabla etc...). To name them - shooting rats (aka ratting), mining and hauling.

Ratters have the option to fit scrams, omni tank and deffend themselves should they get exposed to PvP combat while doing their stuff. Killing NPCs is essentially the same mechanics like killing other players - lock target, shoot guns.

I don't want to dabble into hauling, but lately haulers do recieve options of how to fit their ships for different situations.

Miners on the other hand fly very specialized ships. Specialized to the point that they're nowhere near any sensible PvP fit. Theoretically miners can fit scrams/webs and use drones to kill their target, but this is just not practical. Barges have very low scan res, sensor strength, locking range etc. They are specialized for mining.

To put it straight - the miners have the binary option of mining and dieing should any hostile player come over OR not mining.

We can speak for isk/h etc, but it is essentially meaningless to undock in a barge in null. If the miner dies he loses more resources isk wise than what he's capable of producing for hours of gameplay. And yes that's the mining gameplay. The efficiency of mining is nowhere near any other gameplay that I know. It is nowhere near the point of a miner being able to afford to pay a more combat oriented player for protection.

I am not a miner myself and I personally feel that miners should be alot safer than what they currently are.

I like the idea of the OP of belts and what's on them being off d-scan. This will be a huge step to unknown direction. Aswell a lone miner whole fleets can hide below the asteroids.
Parsimony Kate
The Scope
Gallente Federation
#33 - 2015-02-12 15:52:41 UTC
Lienzo wrote:

This is important, because it makes ore hauling members of the squad really critical. If the group has an orca or a rorqual, they can actually use it inside of the ore belt to tremendous effect. The ability to store or compress lots of ore on-site tremendously increases the value of these investments..


So you're proposing that we make miners travel hundreds of km in New Eden's slowest ships? It's not just that mining ships will have to travel huge distances to get to get to the 'good' ore, but you're suggesting that Orca pilots do so too *repeatedly*? I don't honestly see how it would make the Orca more useful if the fleet can't access it's hangers for the vast majority of the time because it is having to crawl at sub-light speed to meet up with them. Plus Orcas are not large ships, 4 mackinaw's will fill up the Orca's hold in one go. Really this change would force fleets to require freighters in order to reduce the negative impact of the huge distances as much as possible, so screw small fleets and solo pilots who can't financially support a freighter I guess?

As for the miner vs ganker mechanics, doesn't this just encourage even more AFK mining? If I'm invisibly tucked away at the end of a huge belt with giant asteroids and freighter support then what incentive is there to be actually present in game? Also doesn't this unreasonably punish gankers if you take away a major source of prey? Or will they be able to use the same hiding mechanics to launch stealth attacks on us with such ease and regularity that mining in high sec will become as hazardous and pointless as it is everywhere else? A Catalyst is considerably faster than a mining barge after all, so it'll eat up those long boring km's!

Or possibly they'll just camp out at the beacons? I've never tried ganking miners, but it looks like quite a fast paced and fun activity (albeit with the relative tactical difficulty of shooting fish in a barrel using a rocket launcher); swapping that for one that consists of hours of waiting around seems like a really bad plan. I will admit I don't like the brand of RP used by some of EVE's more outspoken miner gankers because I think a lot of them don't understand where game play stops and harassment starts BUT that is not a good reason to remove the mechanic from the game. We are already pretty safe in high sec; the vast majority of miners, haulers and industrialists in high sec get to keep most of our income, some of us at close to 100% fcol, so we *really* do not need further coddling.

As for the suggestions others have made about forcing us to scan down asteroid belts; whilst I'm very much in favour of increasing the number and varieties of mining anomalies (and maybe reducing static belt numbers), I think forcing miners to endure the scanning mini-game would not be a positive change. Ultimately it just adds hassle and delays along with another bulk of lengthy skill training to the existing mining requirements, without making the intrinsic process of mining more engaging. Granted it does give you a skill that you can apply to other 'careers' but ultimately I suspect it would just result in more miners running L4 mining missions instead which is not only just as anti-social but even easier to AFK. Of course maybe discouraging players from mining could be considered a good thing, it is dull and it's hard to stop doing it once you've invested nearly a year's worth of training and lack the skills to do anything else!


Rowells
Blackwater USA Inc.
Pandemic Horde
#34 - 2015-02-12 17:38:26 UTC  |  Edited by: Rowells
Daichi Yamato wrote:
no im also feeling this allows miners too much of a head start to gtfo. random warp scrams or not, the advantage is still with the guy who cant be found (if im reading that right) and a major disadvantage is with the guy that appears on grid, flashing all over the overview.

Like how are suicide ganks going to work in these belts? or a surprise attack of any kind? when a war target appears in local, he has to warp to the entrance grid and then burn through potential multiple grids, ALL the while appearing in local with a bright red star next to his face.

Just pray that the miner is scrammed the whole time while you burn 500km?

That is why the asteroids would act as warp inhibitors. It would be even more risky to be inside the asteroids area. If a WT or a ganker shows up, you're going to have to burn out of range quickly in order to get safe. Dont even need to worry about scrambling. Only circumstance where this may be negated is in a group operation that uses hulks range advantage and large haulers/boosters far away from the spawn point. Which definitely promotes group play (as well as alt play, but thats not unique here). and depending on the asteroids size may determine the warp inhibiting effect size. If someone is trying to take the easy road and mine a huge rock, they put themselves at risk. If they move around and mine the small ones, less risk and more active gameplay, rather than AFK style.

Also: with the d-scan inhibitor working both ways, it will be difficult for a miner to know if a fleet a catalysts is coming his way or not, unless he did the intel before hand and knew who the ganker was already, and made proper adjustments.
Esmanpir
Raccoon's with LightSabers
#35 - 2015-02-12 20:14:41 UTC
Kabark wrote:

I little off topic but I don't thing Iain is the reason EVE hasn't changed much in 12 years. I think it's because the game came out of initial development as an awsome game and didn't need much more than tweaking here and there over the years. Yes there have been major game changing designs but all the ideas submitted here are for player review. More or less a popularity contest. If a lot of people like the idea, then the DEVs will look into it. If a lot of people think it's crap, then it probably won't be looked at.


Although I don't necessarily disagree with you, I think the problem with that analogy is the notion that "..a lot of people like the idea..." doesn't always reflect the true feelings of the majority of people. Looking at the forums and judging like or dislike is basically just listening to the vocal minority. Which may or may not represent what the majority really feels.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#36 - 2015-02-12 20:24:05 UTC
Colette Kassia wrote:
Lienzo wrote:
[b]We all know that high-end ores just aren't worth that much generally. You could charge 10x the price on megacyte, and it would only increase the cost of a typical t1 hull by 2%. The real value here isn't scarcity, but human labor on extraction and movement. Therefore, I propose that we inflate the 5% and 10% variants to a more considerable density increase. I would suggest 50% and 100% respectively. Low density ABCs could be spawned in empire, while higher density ores would cluster in less secure space.

This is one of the better ideas I've come across to adjust the risk-reward of mining in different security levels. If you look at the ore values you'll see that there really isn't much difference in the value of various rocks (certainly not enough to justify the greatly increased risk of lowsec mining). If refining yields for more exotic ores were buffed then the nullsec miners would simply pursue the higher value ores until economic forces flatten out the isk/hour spectrum, as they have already done.

That said, I'm not a fan of the infinite belt concept. I would just warp in with a small fast ship, set a course in a random direction, and make a bookmark 1000km away from the warp-in point. You might counter this by making it work like deadspace, in that you can only warp-in at one single point, regardless of bookmarks. But once you do that you create an ambush ganker's paradise. There wouldn't be much real mining going on.

I'm more a fan of going the opposite direction. I would eliminate belts from high and low sec and replace them with many, many tiny ore sites that you'd have to scan down. In higher security space you'd find only small potatoes. Going deeper, the sites would yield larger rocks, and clusters of rocks, in addition to better ores. This would shift the value difference from the ore composition that you put in your hauler to the amount of labor required to fill a hauler. To prevent the huge number (dozens to hundreds) of ore sites from cluttering up scan results, a dedicated Gravimetric Scan Probe would need to be created.

(And please no one say, "I would remove all ores from highsec altogether." That would be much, much too heavy handed. You just drive them all into Level IV mission running.)


once upon a time we had belts to scan down and they were nice, they ccp made it easy so you don't have to scan a grav site and ive watched ganks happen in every site I found
im for a nice long break from everyone in eve not being able to mine and let the market die and maybe some common sense will dawn on people, but that's a big maybe

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Cancel Align NOW
Royal Amarr Institute
Amarr Empire
#37 - 2015-02-12 22:18:35 UTC
I like the idea of increasing densities of ore as security status is lowered. I dislike the idea of multiple connected grids. I can imagine folks flying into a site in an inty and then randomly dropping jet cans approx 175km apart until the size of the grid and the number of roids on it cause the average pc to have a fit.
Lienzo
Amanuensis
#38 - 2015-02-13 03:24:20 UTC  |  Edited by: Lienzo
Cancel Align NOW wrote:
I like the idea of increasing densities of ore as security status is lowered. I dislike the idea of multiple connected grids. I can imagine folks flying into a site in an inty and then randomly dropping jet cans approx 175km apart until the size of the grid and the number of roids on it cause the average pc to have a fit.


Yeah, knowing some of the more special members of our population, there probably would have to be some sort of maximum on grids per system. But most of the time though, I think having a median number of grids last till downtime will probably work out. Just consider how many mission sites are spawned in and around mission hubs like Motsu per hour. Those only last a couple of hours. and probably don't spawn till someone warps to them, but they are persistent and thousands of npcs worth of rooms are spawned every day.

As expressed by other posters above though, most groups would be wanting to divide their time between exploring deep enough into the asteroid zone to find good asteroid clusters and have some margin of chance on the probability of being discovered versus the amount of difficulty of getting to the site or having friendlies join up.

I really don't know enough about mining to say how long it takes a couple of Covetors to fill up an Orca, or fill up a Rorqual that is running compression. I'm guessing pretty long, but miners being miners will probably work out optimal ratios of barges to support vessels. If all starting groups have is Miasmos haulers, they probably won't bother going so deep, and not so often out of empire. Groups that have the heavier equipment for longer, deeper expeditions may pursue more prolonged operations, and go as deep as they like. In most cases, it will be interesting to see how the stealth meta works out as far as camping entrances goes. Each side will have lots of options, and knowing that might just encourage everyone to get out there and try.

I think some pirates will enjoy prowling around seemingly endless belts as much as some miners will enjoy their expeditions or setting their own traps. Sprinkle PVE content in there, and you might just find everyone randomly flying around. I would just hope that there would be a lot of such individuals. I am inclined to a believe that a lot of people will volunteer for situations that have stochastic outcomes.

The biggest component of risk taxis, whether negative or positive, is the availability of information. You can't have a poker game if everyone knows what cards everyone else is holding. Therefore, selectively removing information from everyone is going to make people feel uncomfortable, but it should make for a more encouraging experience.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#39 - 2015-02-13 03:39:27 UTC
Daichi Yamato wrote:
no im also feeling this allows miners too much of a head start to gtfo. random warp scrams or not, the advantage is still with the guy who cant be found (if im reading that right) and a major disadvantage is with the guy that appears on grid, flashing all over the overview.

Like how are suicide ganks going to work in these belts? or a surprise attack of any kind? when a war target appears in local, he has to warp to the entrance grid and then burn through potential multiple grids, ALL the while appearing in local with a bright red star next to his face.

Just pray that the miner is scrammed the whole time while you burn 500km?

If I understand the idea, the only way people would be safe is if they slowboat off the warp in; which they can do now but rarely do. This would actually make that happen even less. The other way is to send a fast frig to another grid and warp miners there for the day, but they'd likely be next to the warp in on that grid and feeling smug and safe.

As for ganks: people are going to be sitting right next to the warp in and not paying attention, just like always.

It seems to reward not being stupid/lazy and adds a thin layer of safety that people will over value.
Lienzo
Amanuensis
#40 - 2015-02-14 00:29:02 UTC  |  Edited by: Lienzo
Don't Rorqual's get the option of a clone vat along with their corp/fleet hangar?

Of course, you'd have to be a bit nuts to send in a Rorqual unescorted, especially outside of k-space. However, I would have to imagine the escorts and scouts could just swap out their combat ships for barges once they get on site.

In this age of mobile equipment, it's trivial to fit up an MWD Orca that can cruise along at a nippy 400m/s without links and then refit on site. I can picture marauding pirate Orcas being used by groups for purposes other than suicide ganks in empire. It's kindof adorable really.

I imagine that it will be the mining parties which will be making the initial forays in k-space, at least most of the time. That isn't to say that some won't feel sufficiently emboldened not to worry about pirates that might already be skulking about in deep belts.

In w-space, all bets are off. However, in the current milieu, all bets are currently off anyway, and the miners always show up on d-scan. Mining in C1s has a low probability of interaction, but it's not much of a contest, even if it was financially worthwhile to bother with anything but gas.
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