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Changing FW plexing fleet compositions

Author
Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#21 - 2015-02-20 16:12:13 UTC
Crosi Wesdo wrote:
...
..The time it takes to form up and move around and evade hotdrops really is a much larger negative than any positive they bring.


This is a crucial observation.

1. It points to the FW population crisis (particularly of PvPer population) which is particularly felt in AvsM zone.
2. It points to the absolute dull drums in game experience now moving around in BC or BS as you "Sit in warp" between gates.
3. It's bad enough that there were hardly any roams in null-sec coz "why when I can bridge" or "why when there will be a massive bubble camp on the other side of the next gate". Something that has in part been addressed with jump fatigue.

On first thoughts, if they wanted Frigs to be faster warps to cruisers to BC to BS to Caps, then fine.

However, boost them all. Add (be it 2,3,4 or 5 or whatever suitable) au/s to top warp speed for all ships so that we don't get sick of slow boating across systems? Your fast ships will still be quicker but, none of us will be yawning whilst we cross Resbroko or another such system (omg suddenly I have more time for interactive play)


I am strongly of the opinion that the catalysing aspects of FW, that bring people into the Militia's, is currently too weighted on PvE (and specifically on accumulation of wealth through LP harvesting) against PvP and weighing in with a faction for the long war.

I think there are a lot of opportunities to alter what is already in the design to bring about a rebalance away from wealth (which is what most of the rest of Eve is about).

Starting with the bonus's given by Militia Faction Tier level (remove the excessive LP bonus's).

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Zen Guerrilla
CTRL-Q
Ushra'Khan
#22 - 2015-02-20 16:35:51 UTC
X Gallentius wrote:
Boozbaz wrote:
Zen Guerrilla wrote:
- Plexes for BCs
- Change impact, not times: .4% for novice, .5% for small, .6% for medium, .7% for (new) large, .8% for unrestricted

That's how i'd change it. Slightly slows down contestation and slightly favors defenders.


I like everything about that except slower system flips.

You're in luck. With Zen's proposal, systems would flip slightly faster (9% faster) since one more plex is being added to the mix.

Uh, stop making me look stupid, i'm totally capable of that on my own. Big smile

But yeah, with another plex added it would actually speed things up. Plex respawns would have to be nerfed slightly to actually slow things down then.

pew pew

Epikurus
Republic University
Minmatar Republic
#23 - 2015-02-20 16:46:32 UTC  |  Edited by: Epikurus
Crosi Wesdo wrote:
The novice and small plexes can be completed more often than a large. So over time the rate that small and novice plexes are completed should more than cancel out the large. If one side controls the large AND the medium then very slow progress will be made, but without figuring out the numbers my gut is telling me it will take so long to make progress while ignoring the novice and smalls that there will be sufficient incentive to ship for them.



I think the additional numbers of novice and small plexes is a bit less significant. Assuming that the plexes are all popped as soon as they spawn the cycle time from completion to spawn to completion is 40 mins for a novice, 45 mins for a small and 50 mins for mediums and larges. Assuming we start with one of each spawned and they are all completed in optimal time, after 3 hours and 50 minutes 5 novices will have been completed, 4.5 smalls and 4 of each of the mediums and larges. So in just under four hours there are 100 VPs available for novices, 90 for smalls and 80 each for the bigger ones. That gives a very, very slight edge (30 VP in four hours or c. 7.5 VP/hour) to someone who can win all the novices and smalls but none of the meds and larges.

If your suggested VP changes were implemented the value of the novices across this period would drop to 50 VP and the smalls to 67.5, dropping the 4 hour total from 190 VP to 117.5. The mediums would stay at 80 VP and the larges would rocket up to 140, making the larges alone worth considerably more than the novices and smalls together while the meds and larges together would be worth nearly twice the value of the novices and small together (220 vs 117.5) even accounting for the slightly greater frequency of novices and smalls. So we would have a swing from the current 7.5 VP an hour edge for the side that wins all the smalls to a 25 VP an hour edge for the side who wins all the meds and larges.

Edit: If we change novices to 15 VP, keep smalls and meds at 20 and raise larges to 25 then over 4 hours the novices and smalls would collectively be worth 165 (75+90) while the meds and larges would be worth 180, giving the kind of edge to the bigger plexes that might be more in line with what you are looking for. Personally, though, I still think the edge should lie with the smaller ones as this means we avoid a foregone conclusion (no matter how slow) from dominating with the big toys.
X Gallentius
Black Eagle1
#24 - 2015-02-20 16:50:46 UTC
Zen Guerrilla wrote:

But yeah, with another plex added it would actually speed things up. Plex respawns would have to be nerfed slightly to actually slow things down then.

Wasn't complaining either way. Variety and change are good. They lead to uncertainty. Uncertainty leads to people thinking they can win, which results in fights.
Stalence
Caldari Colonial Defense Ministry
Templis CALSF
#25 - 2015-02-20 17:00:26 UTC
Crosi Wesdo wrote:


Novice = 20VP
Small = 20VP
Medium = 20VP
Large = 20VP

= total of 80VP

My proposal;

Novice = 10VP
Small = 15VP
Medium = 20VP
Large = 35VP

= total of 80VP

No changes to timers or LP payout is required.

This does 2 things. It slightly reduces the impact of low SP alts on occupancy. It also means the side that controls the larger plexes can make progress against a side that will not ship up past corms. Progress also reflects time and risk spend inside plexes.


I am 100% on board with this idea. How do we actually make this happen?

Member of #tweetfleet @stalence // Templis CALSF // YouTube Channel

Crosi Wesdo
War and Order
#26 - 2015-02-20 17:55:22 UTC
Epikurus wrote:
Crosi Wesdo wrote:
The novice and small plexes can be completed more often than a large. So over time the rate that small and novice plexes are completed should more than cancel out the large. If one side controls the large AND the medium then very slow progress will be made, but without figuring out the numbers my gut is telling me it will take so long to make progress while ignoring the novice and smalls that there will be sufficient incentive to ship for them.



I think the additional numbers of novice and small plexes is a bit less significant. Assuming that the plexes are all popped as soon as they spawn the cycle time from completion to spawn to completion is 40 mins for a novice, 45 mins for a small and 50 mins for mediums and larges. Assuming we start with one of each spawned and they are all completed in optimal time, after 3 hours and 50 minutes 5 novices will have been completed, 4.5 smalls and 4 of each of the mediums and larges. So in just under four hours there are 100 VPs available for novices, 90 for smalls and 80 each for the bigger ones. That gives a very, very slight edge (30 VP in four hours or c. 7.5 VP/hour) to someone who can win all the novices and smalls but none of the meds and larges.

If your suggested VP changes were implemented the value of the novices across this period would drop to 50 VP and the smalls to 67.5, dropping the 4 hour total from 190 VP to 117.5. The mediums would stay at 80 VP and the larges would rocket up to 140, making the larges alone worth considerably more than the novices and smalls together while the meds and larges together would be worth nearly twice the value of the novices and small together (220 vs 117.5) even accounting for the slightly greater frequency of novices and smalls. So we would have a swing from the current 7.5 VP an hour edge for the side that wins all the smalls to a 25 VP an hour edge for the side who wins all the meds and larges.

Edit: If we change novices to 15 VP, keep smalls and meds at 20 and raise larges to 25 then over 4 hours the novices and smalls would collectively be worth 165 (75+90) while the meds and larges would be worth 180, giving the kind of edge to the bigger plexes that might be more in line with what you are looking for. Personally, though, I still think the edge should lie with the smaller ones as this means we avoid a foregone conclusion (no matter how slow) from dominating with the big toys.


Agreed, my only comment is you are foucssing on an unlikely scenario where one side is happy to sit in the meds and larges for an entire push and not contest the smaller ones. I dont really find this realistic.
Boozbaz
Securitech Industries
#27 - 2015-02-20 18:22:51 UTC
I think it should be like this:

Novice - (same as it is now)
Small - (same as it is now)
Medium - (T1 Cruisers and down, no T2 cruisers)
Large - T2 Battlecruisers and down
Unrestricted - Everything

Small plexes should continue to be quick to capture, and give small boosts towards flipping the system
Large plexes should take longer than small plexes to flip, however they provide a bigger boost towards flipping the system.
Epikurus
Republic University
Minmatar Republic
#28 - 2015-02-20 19:33:25 UTC
Crosi Wesdo wrote:

Agreed, my only comment is you are foucssing on an unlikely scenario where one side is happy to sit in the meds and larges for an entire push and not contest the smaller ones. I dont really find this realistic.


Sure - I don't doubt that the dominant force would also contest the smaller plexes. The issue is that the force that can't contest the meds and larges has little to no motivation to contest the smaller ones either as they have already lost the system. All they can do is make winning the system a little more painful but they can't prevent it. At the moment you can just about, in theory, take or hold a system if you can manage to win all of the novices and smalls so there is no definitive shipping level that can, by itself, guarantee a victory.

If we think about the situation when GalMil took the war zone, during that push the GalMil Ishtar fleet had no opposition - CalMil just couldn't field anything that could compete with it. If we were to change the equation so that it no longer skews towards smalls and novices then that one fleet comp would have been sufficient to take the whole warzone and CalMil would have had no motivation to even attempt to stop the sweep if they were unable to field something that could challenge that fleet. Trying to persuade guys to plex the novices and smalls just so that the foregone conclusion would be reached more slowly would have rapidly become untenable and the battle for control would have been much less interesting.
Rinai Vero
Blades of Liberty
#29 - 2015-02-20 19:43:34 UTC
Going back a bit further in history we have a brave few GalMil pilots stopping Evoke from capturing Eha by using the kind of small ship harassment tactics we are discussing. I find myself in agreement that if we weighted Medium and Large plexes to have more impact on system capture that than Novice / Small we *would* see big Nullsec blocs exerting more influence.

On the other hand, maybe that's the only way the Squids will ever try to take our Fortress systems ever again?
Alli Ginthur
School of Applied Knowledge
Caldari State
#30 - 2015-02-20 19:45:47 UTC
Crosi Wesdo wrote:
Epikurus wrote:
Crosi Wesdo wrote:
The novice and small plexes can be completed more often than a large. So over time the rate that small and novice plexes are completed should more than cancel out the large. If one side controls the large AND the medium then very slow progress will be made, but without figuring out the numbers my gut is telling me it will take so long to make progress while ignoring the novice and smalls that there will be sufficient incentive to ship for them.



I think the additional numbers of novice and small plexes is a bit less significant. Assuming that the plexes are all popped as soon as they spawn the cycle time from completion to spawn to completion is 40 mins for a novice, 45 mins for a small and 50 mins for mediums and larges. Assuming we start with one of each spawned and they are all completed in optimal time, after 3 hours and 50 minutes 5 novices will have been completed, 4.5 smalls and 4 of each of the mediums and larges. So in just under four hours there are 100 VPs available for novices, 90 for smalls and 80 each for the bigger ones. That gives a very, very slight edge (30 VP in four hours or c. 7.5 VP/hour) to someone who can win all the novices and smalls but none of the meds and larges.

If your suggested VP changes were implemented the value of the novices across this period would drop to 50 VP and the smalls to 67.5, dropping the 4 hour total from 190 VP to 117.5. The mediums would stay at 80 VP and the larges would rocket up to 140, making the larges alone worth considerably more than the novices and smalls together while the meds and larges together would be worth nearly twice the value of the novices and small together (220 vs 117.5) even accounting for the slightly greater frequency of novices and smalls. So we would have a swing from the current 7.5 VP an hour edge for the side that wins all the smalls to a 25 VP an hour edge for the side who wins all the meds and larges.

Edit: If we change novices to 15 VP, keep smalls and meds at 20 and raise larges to 25 then over 4 hours the novices and smalls would collectively be worth 165 (75+90) while the meds and larges would be worth 180, giving the kind of edge to the bigger plexes that might be more in line with what you are looking for. Personally, though, I still think the edge should lie with the smaller ones as this means we avoid a foregone conclusion (no matter how slow) from dominating with the big toys.


Agreed, my only comment is you are foucssing on an unlikely scenario where one side is happy to sit in the meds and larges for an entire push and not contest the smaller ones. I dont really find this realistic.



Sure, even in this numbers scenario it would be much faster to reship and take the others, but being able to mass enough to forbid any contesting of the bigger plexes would lead to not having a reason for the other side to fight at all for any of the plexes, because theres no point when you cant stem the tide from the bigger plexes (although these would potentially be much juicier targets for the odd pirate group/bored null entity).

And yes, im sure there are ways to balance the exact numbers to avoid this, but as long as the mechanic favors taking the biggest plexes, everyone who can will focus on leveraging that edge, and everyone who cannot will lose their space until they get the pilots and skills to match those who can. This may not be a bad thing in that regard, this being EVE and all, but then this situation does sound an awful like another area of space that constantly complains about their mechanics heavily disincentivizing anything outside the biggest groups holding space.
Crosi Wesdo
War and Order
#31 - 2015-02-20 19:48:33 UTC  |  Edited by: Crosi Wesdo
Epikurus wrote:
Crosi Wesdo wrote:

Agreed, my only comment is you are foucssing on an unlikely scenario where one side is happy to sit in the meds and larges for an entire push and not contest the smaller ones. I dont really find this realistic.


Sure - I don't doubt that the dominant force would also contest the smaller plexes. The issue is that the force that can't contest the meds and larges has little to no motivation to contest the smaller ones either as they have already lost the system. All they can do is make winning the system a little more painful but they can't prevent it. At the moment you can just about, in theory, take or hold a system if you can manage to win all of the novices and smalls so there is no definitive shipping level that can, by itself, guarantee a victory.

If we think about the situation when GalMil took the war zone, during that push the GalMil Ishtar fleet had no opposition - CalMil just couldn't field anything that could compete with it. If we were to change the equation so that it no longer skews towards smalls and novices then that one fleet comp would have been sufficient to take the whole warzone and CalMil would have had no motivation to even attempt to stop the sweep if they were unable to field something that could challenge that fleet. Trying to persuade guys to plex the novices and smalls just so that the foregone conclusion would be reached more slowly would have rapidly become untenable and the battle for control would have been much less interesting.


You argument applies just as much now if one side is dominant. Well, calmil might not feel motivated to fight while at a disadvantage anyway.

IMO no attack will be made on the basis of holding the larger plexes. Or the smaller ones. Taking a system already takes days. Under this strategy you would be looking at a much longer timescale even with a change to VP.

I dont know about your guys but if were sat in a med with enough numbers to have a go at the novice, it would be hard to tell people to just sit in their cruisers or hte next 30 minutes doing nothing when there is targets in system. Youd be lucky to get 10 people in fleet with that sort of plan.

It is a wholly unrealistic scenario.

As for ishtars. If you guys wernt too busy moving back to high sec and started to put pressure on a few back end station systems simultaneously (as opposed to just the russians in hysera), then ishtar fleet would have achieved nothing.

In FW, regardless of VP levels, a gang of 5 dudes can take a system just as fast as a 200man ishtar fleet or whatever we were accused of. Its just a question of location.

For example, even with the numbers for VP i pulled out of my arse and based on your projections of them.

Small and novice = 117 per 4 hours
Meds and large = 220 per 4 hours

Net gain of 103 VP every 4 hours in this nightmare scenario you forse.

thats about 26VP per hour.

3000 / 26 = 115 hours. or 5 days.

I guess that is a little short scale for only taking half the plexes. I still think its an unlikely scenario but with further rationalisation of the VP rates it could be a good way to encourage more fights over the larger plexes. Assuming that is desirable.

Alli Ginthur wrote:

Sure, even in this numbers scenario it would be much faster to reship and take the others, but being able to mass enough to forbid any contesting of the bigger plexes would lead to not having a reason for the other side to fight at all for any of the plexes, because theres no point when you cant stem the tide from the bigger plexes (although these would potentially be much juicier targets for the odd pirate group/bored null entity).

And yes, im sure there are ways to balance the exact numbers to avoid this, but as long as the mechanic favors taking the biggest plexes, everyone who can will focus on leveraging that edge, and everyone who cannot will lose their space until they get the pilots and skills to match those who can. This may not be a bad thing in that regard, this being EVE and all, but then this situation does sound an awful like another area of space that constantly complains about their mechanics heavily disincentivizing anything outside the biggest groups holding space.


In all honesty, the current mechanic favors the smaller plexes as has been outlined earlier in the thread. So its a question of where it should balance or if the VP should relate exactly to the time needed to run the plexes including the respawn time?

This would still yield lower VP for novices and smalls but would be cancelled out by the fact they can be run more often.
Veli ANDAC
Archangels Inferno
#32 - 2015-02-20 22:59:33 UTC
There's a clear ship class usage imbalance in current game mechanics for low security systems.

I'll evaluate this for a low sec solo/small gang player's eyes.

The Issue

- Lack of ship usage of Battlecruisers and Battleships.

Ship class usage depends on 3 major factors for FW low sec systems:

- Warp speeds
- FW plex ship class restrictions
- Logistic ships usage

Warp speeds

Current warp speeds for cruiser and below it seems ok. Battlecruisers and Battleships still too slow for roaming and reacting. Engine speeds and locking times may be configure aswell.

FW plex ship class restrictions

In my opinion Battlecruisers (BCs) definitely need accelerate gated FW plexes. Accelerate gated plexes give some tactical advantages for related ships. BCs not powerfull (except T2) as BSs. They need some mechanic support.

Logistic ships usage

Logistic ships always a main issue for solo/small gang players. It reduces your limited abilities against a fleet. Especially T1 Logistic ships are overpowered in current meta. T2 should be consider aswell.

Solutions

- Give a little warp speed increase for Battlecruisers and Battleships.
- Redesing ship class restrictions for Medium and Large Plexes. Create accelerate gated FW plexes for BSc.
- Reduce Logistic ship repairer bonuses.
Veskrashen
Deep Core Mining Inc.
Caldari State
#33 - 2015-02-20 23:27:14 UTC
I'm still struggling with the idea of *WHY* we need to create a mechanic that encourages / forces us to use Battlecruisers specifically.

Making a gated plex for BCs and down doesn't make us use BCs, it's just another gated plex that we ship into the right type of ship for the job. Even if someone brings BCs, it's still dependent on cruiser logi which is a lot squishier than the BCs they'll be supporting. It'd basically be suicide to warp in on a brawling BC gang - logi would never make it off the warpin and wouldn't be able to hold.

I get why people want to go back to the old days to some extent, but realistically BCs still have some uses. The issue is that they're generally outclassed in those roles - T3s are more tanky, BS do more damage and are more tanky, etc etc etc.

I see no reason to create a mechanic in FW to specifically support a ship class like BCs.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Crosi Wesdo
War and Order
#34 - 2015-02-20 23:49:44 UTC  |  Edited by: Crosi Wesdo
Veskrashen wrote:
I'm still struggling with the idea of *WHY* we need to create a mechanic that encourages / forces us to use Battlecruisers specifically.

Making a gated plex for BCs and down doesn't make us use BCs, it's just another gated plex that we ship into the right type of ship for the job. Even if someone brings BCs, it's still dependent on cruiser logi which is a lot squishier than the BCs they'll be supporting. It'd basically be suicide to warp in on a brawling BC gang - logi would never make it off the warpin and wouldn't be able to hold.

I get why people want to go back to the old days to some extent, but realistically BCs still have some uses. The issue is that they're generally outclassed in those roles - T3s are more tanky, BS do more damage and are more tanky, etc etc etc.

I see no reason to create a mechanic in FW to specifically support a ship class like BCs.


I can sum up OP into 'because megathron'.

Sorry juls but there are already plenty of ways to get megas into fights as i have said. Battleships and battlecruisers were crap when the best you could expect was 1 or 2 engagements per night from doing the loops or running up and down the pipes a few times.

In smaller ships, if someone sets a goal and pulls the trigger we can have shorter lower ehp and isk intensive fights literally all night. Sometimes 23 hour per day. Whats not to like really? Pixel elitism?

The problem with BS/BC is magnified by the fact that they cost many times more now than they did back then and are just not suitable for a great FW mechanic that rewards those that keep their boot on the enemies neck rather than dull sec mechanics that reward turning up at a predetermined time for a terrible mess of tidi.

Though from thinking about things said in this thread i do think rebalancing plexes to be even across the board (all plexes reward the same VP over time, whatever numbers that dictates).
Veli ANDAC
Archangels Inferno
#35 - 2015-02-21 00:07:58 UTC
Veskrashen wrote:
I'm still struggling with the idea of *WHY* we need to create a mechanic that encourages / forces us to use Battlecruisers specifically.


The idea isn't about a create forcing mechanic that usage of BCs. It focuses on balancing in related mechanic.

Quote:
Making a gated plex for BCs and down doesn't make us use BCs, it's just another gated plex that we ship into the right type of ship for the job.


You miss the point of BCs specifications don't fit for unrestricted large FW plexes. Beside I can't see any problem bringing BCs in a gated plex for capturing? Long time ago it was like that and it worked well untill CCP changed it.

Quote:
I see no reason to create a mechanic in FW to specifically support a ship class like BCs.


This depends your game style. Not only FW players using those mechanics also non FW players are using them for PVP.
Veskrashen
Deep Core Mining Inc.
Caldari State
#36 - 2015-02-21 02:31:43 UTC  |  Edited by: Veskrashen
Veli ANDAC wrote:
You miss the point of BCs specifications don't fit for unrestricted large FW plexes. Beside I can't see any problem bringing BCs in a gated plex for capturing? Long time ago it was like that and it worked well untill CCP changed it.

BCs do fine in ungated larges. They munch Cruisers on down just fine. No reason to create a super special game reserve for BCs.

Quote:
This depends your game style. Not only FW players using those mechanics also non FW players are using them for PVP.

I'm pretty much fundamentally opposed to balancing FW mechanics around the needs / desires of random neutrals.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

ValentinaDLM
SoE Roughriders
Electus Matari
#37 - 2015-02-21 02:54:55 UTC
Not sure I want to fight napoc blobs in plexes already setup at range with logi and t3 support.... Honestly the fact is at the moment big stuff is still useful, even if it is less common than frigs. I mean last night we were in Prophicies fighting typhoon fleet issues and other assorted stuff.... We tried to fight in a large plex and they wouldn't so we fought on a gate (we are mostly outlaw they weren't so they wanted gate guns in the mix I guess). These fights do happen, and they are fun when they do but if FW was all about faction battleships then I am a lot less interested.
Veli ANDAC
Archangels Inferno
#38 - 2015-02-21 03:18:38 UTC  |  Edited by: Veli ANDAC
Quote:
BCs do fine in ungated larges. They munch Cruisers on down just fine. No reason to create a super special game reserve for BCs.


As I said before in my first post, I evaluated this subject for a low sec solo/small gang player's eyes. Vice versa you are deciding it your side which is fleet warfare. You may right with that circumtances BUT If you try a solo BC in a ungated large plex you can clearly notice the issues. The fact, you won't get the same disadvantages in a frigate/destroyer due to ship class restrictions. That's the my main point which should be look into. FW isn't all about fleet warfare it includes also solo and small gang PVP.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#39 - 2015-02-21 13:57:13 UTC
The bigger issue behind the FW and the "plague of small ships running around" does have a direct correlation with system capture and flexing. As many have already made it very clear in this thread, having a smaller ship sized fleet is better because you can find fights in all of the plexes.

What the OP is saying about making mediums and to a larger extent larges more relevant so that you find bigger ships in them does hold merit, but I don't think readjusting them to make the larges and mediums for that matter more valuable isn't going to change anything. As others have said, just because it can let larger ships in doesn't mean larger ships are going to be used. That has more to do with players mentality and you can't just change that; i.e. I brought a Domi to run a large plex and was greeted to squids reshipping to cruisers, BCs, and a T3 to fight 1 BS (they had 9 come).

The solo heaven is still there in the FW zone, but changing the plex mechanics to make bigger ships more valuable isn't going to work because people are becoming/have already become to risk adverse (whatever the reason that may be....inflation, nerfed incomes, crappy insurance, etc).


The answer you're looking for is probably increasing the range of the bubble so that larger ships have more room to position themselves for a fight; i.e. I can bring a cruise raven and sit 70km off the warp in, but still within range of capturing the plex. Now I can position myself that doesn't automatically make me have to be brawl fit since I can't really outrun anything when I'm already "at 0". I know this has an adverse effect on farmers being able to run plexus from further out (essentially always being out of point range from everything and means Force Recons are completely useless in FW Ugh

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Plato Forko
123 Fake Street
#40 - 2015-02-22 09:02:32 UTC
^ the main point of a gate would be to prevent hotdropping. the issue is that BCs are niche and if you add a mechanic that encourages more use, it will just draw major pirate alliances back into the warzone and they will continue to **** and pillage in T2-T3 cruiser gangs as they used to, and that will force the BCs back into the hangars and they will only be deployed as quick muscle at a nearby gate just like they are being used already.