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[New structures] Observatory Arrays and Gates

First post First post First post
Author
Strockhov
The Shire
#241 - 2015-03-28 18:40:42 UTC  |  Edited by: Strockhov
Allow players to create short term complexes with OA & warp gates.

An OA detects an unstable region of space similar to an NPC complex. You can warp out but not in. The size of the region can vary to provide some flavor. 10,000Km to 100,000Km radius. You warp to the location and deploy a warpgate to project you into the space. The size of the gate determines the size of ship. Standing determines who can use the gate. Capture or hack the gate to gain unauthorized access or to disable the owners access. If the space is big enough, you can have multiple gates chained together.

The space can either revert back to warpable space at some fixed time or slowly shrink. A deployed & active warp gate would stabilize it or slow the progress back to normal space. These rates can all be tunable for game balance. The type of solar system could impact the size and total number of such spaces. This could be another feature to add a differentiator to a solar system. Once a region of space reverts back to normal space, that is it. You will have to wait for another region to spawn someplace in system and start all over again.

For game balance you could allow or disallow multiple warp gates to project ships into the space.

I could see players finding such space. Putting up a warp gate to stabilize it. Then inside the space anchoring other structures. Attackers wanting to gain access, would either need to hack the gate, take it down then wait for the space to revert to normal space or put up their own gate to gain access.

If an attacker puts up their own gate and destroys the defenders. They control access to the space. The defender is forced to fight at the gate away from any structures to regain access to whatever they have left in the space.

If one is really board, you could always fly into the space on regular propulsion bypassing the gate.
Red Teufel
Calamitous-Intent
#242 - 2015-03-28 20:31:05 UTC
Yroc Jannseen wrote:
Red Teufel wrote:
I think the star map filter numbers should be acquired through the use of this service module or a version of it. Right now I can just log into dotlan and look at where the ratting systems are. This really won't become as necessary after the sov changes since most groups will be consolidated to a few systems.


Other than Deklein, most ratting is consolidated to a few systems. Deklein is one of the only regions in the game that sees significant ratting spread out across almost every system. (numbers may be wonky right now with Delve 15 going on).

If anything I would expect new sov to spread things a bit to maintain mil levels on more systems.


I agree. Basicly what i meant it wont be NC. owning a 200 systems and only ratting in 10 of them. the new system pretty much forces ratters/miners into sysems they actualy live in and hold sov.
Daichi Yamato
Jabbersnarks and Wonderglass
#243 - 2015-03-28 22:29:02 UTC
Tessaline wrote:

You're right. How about this:
An Entosis link can lock someone down when using it, right? One ore more people can Entosis link the Observatory while using Combat Probes. This will allow the cloaky to be probed with very high difficulty. The cloaky can see the probes and check the Observatory. If no one is protecting the prober, free kill for cloaky!


I like where this is going.

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

Red Teufel
Calamitous-Intent
#244 - 2015-03-29 01:48:43 UTC
I can tell that many people will be opposed to something that puts cloaky campers at risk but I approve of such a change. cloaky camping is bad gameplay because it is risk free.
Hafwolf
Git R Done Resources
#245 - 2015-03-29 16:40:50 UTC  |  Edited by: Hafwolf
I think its interesting idea for gates

More more sizes of gates to allow for better customization.

medium gate. it can be anchored in hi sec. Here is the catch if you use a gate concord flags you as suspect and also gives you no dock or jump timer for 60sec for using an non concord sanctioned gate. Also medium gate and only allow sub capital ships to jump. It can be anchored on all sec space for what ever use the builder uses. Short jump range 2ly and no inter region jumping. Can be unanchored

Large Gate . It can be anchored in low and null sec. No concord penalty for use and capitals can use it. 5ly range regional jumps only. Can be unanchored

XL Gate. Null Sec only anchor able gate Gives bonuses to sov holding alliance ships. Gives the bonuses that the dev blog talks about to the sov holding alliance. Has a longer range and can go inter region. Only 1 per system.


Also have gates able to anchor close to structures and use the Entosis link to allow that structure to jump to the other gate. Can use medium and Large gates for this. Have a 72 hour jump cool down on structures.

I think gates will be anchored near structures anyway since they will be the area's that corps and alliances want to protect. I don't think the XL Structures will be used very much since it take a lot of time and materials to make them. However smaller structures the medium and large structures that can link together would get a long more use for the space community.
Hafwolf
Git R Done Resources
#246 - 2015-03-29 17:01:06 UTC  |  Edited by: Hafwolf
OA can detect the activation of gates and even slow down the anchor of a enemy gate. Maybe more OA in the system they can actually pinpoint non alliance gates in system. And keep alliance gates hidden from invaders.

I really like a small gate that has a random fleet jump. if you have a good OA network those wormholes will be picked up and give locals warning.
Reaver Glitterstim
The Scope
Gallente Federation
#247 - 2015-03-29 17:32:08 UTC
CCP Ytterbium wrote:
elitatwo wrote:
Can some of them be placed in wormhole space?


We are planning on some of the structure to be placed in W-space yes, the exact type and numbers are up to discussion based on the gameplay consequences they are going to have there. It all depends if we feel they're going to negatively impact this area of space or spice up gameplay.

Edit: and I'm referring to all the structures here, not only Observatory Arrays and Gates.



I think disruption effects should all be deployable in W-space, but what is systemwide in nullsec should be range-limited in w-space.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Nikk Narrel
Moonlit Bonsai
#248 - 2015-03-29 19:18:28 UTC
Red Teufel wrote:
I can tell that many people will be opposed to something that puts cloaky campers at risk but I approve of such a change. cloaky camping is bad gameplay because it is risk free.

To be perfectly fair, so is the gameplay that it is opposing.

Neither side is meaningfully at risk unless they screw up, to be honest.
That is why we have a stalemate occurring so often. Neither side can be taken down by their opponent.

You may as well have said PvE in sov null is bad gameplay, because it is comparably also risk free.
This is a game, and we need hostile player presence to create content.
Dr Farallon
Moongoo Mining and Mixing
Goonswarm Federation
#249 - 2015-03-29 22:06:51 UTC  |  Edited by: Dr Farallon
Nikk Narrel wrote:
Red Teufel wrote:
I can tell that many people will be opposed to something that puts cloaky campers at risk but I approve of such a change. cloaky camping is bad gameplay because it is risk free.

To be perfectly fair, so is the gameplay that it is opposing.

Neither side is meaningfully at risk unless they screw up, to be honest.
That is why we have a stalemate occurring so often. Neither side can be taken down by their opponent.

You may as well have said PvE in sov null is bad gameplay, because it is comparably also risk free.
This is a game, and we need hostile player presence to create content.


I think the emphasis is on being AFK and cloaked while camping a system. Cloaky camping should be low risk for the purposes of actively playing and reconnoitering a system or setting a trap. If, however, you are logged into a system and AFK for long periods of time you should suffer the same risks as the rest of us who are un-docked and actively playing. Anything otherwise, including the current AFK cloaking mechanics, are completely against what EVE Online is about.

Edit: I'm placing a lot of hope in the Observation Array fixing the horribly broken AFK cloaked camping mechanics.
Lloyd Roses
Artificial Memories
#250 - 2015-03-29 22:41:45 UTC
My thoughts towards the decloaking functionality: If that is systemwide or similar, it should include counterplay options. Here, it means that the decloaking pulse announced itself to all people in local so that a cloaky that actually is near the keyboard can reactivate his cloak right away, leaving the actual afk-cloaky to die, or in case a cloak suppression for X amount of time'd be a thing, he should be able to prepare and spend the decloaked time in warp tunnels.

If I put effort into cloaky scouting your region, I don't want you to have a killbutton in a structure. Else, if you're intending to go afk for extended periods of time, please log out.
Dr Farallon
Moongoo Mining and Mixing
Goonswarm Federation
#251 - 2015-03-29 23:07:32 UTC
Lloyd Roses wrote:
My thoughts towards the decloaking functionality: If that is systemwide or similar, it should include counterplay options. Here, it means that the decloaking pulse announced itself to all people in local so that a cloaky that actually is near the keyboard can reactivate his cloak right away, leaving the actual afk-cloaky to die, or in case a cloak suppression for X amount of time'd be a thing, he should be able to prepare and spend the decloaked time in warp tunnels.

If I put effort into cloaky scouting your region, I don't want you to have a killbutton in a structure. Else, if you're intending to go afk for extended periods of time, please log out.


Personally I think this issue was solved by taking CovOps ships out of D-scan. The warning for de-cloaking should be about the same as that of a hot drop: none and at random. If you're at the keyboard you can always warp around the system while waiting for the re-cloak cool down. After all, there should be some chance for the enemy to catch cloaked recon ships - afk or not. Personally I think cloaking should require some type of fuel based on the ship's mass, forcing players to cloak when necessary but always aware that it's not an infinite ability, but that's for another (probably locked) thread.
afkalt
Republic Military School
Minmatar Republic
#252 - 2015-03-30 10:52:56 UTC
Dr Farallon wrote:
I think the emphasis is on being AFK and cloaked while camping a system. Cloaky camping should be low risk for the purposes of actively playing and reconnoitering a system or setting a trap. If, however, you are logged into a system and AFK for long periods of time you should suffer the same risks as the rest of us who are un-docked and actively playing. Anything otherwise, including the current AFK cloaking mechanics, are completely against what EVE Online is about.

Edit: I'm placing a lot of hope in the Observation Array fixing the horribly broken AFK cloaked camping mechanics.



Waffle. It's risk perfectly matches the reward the mechanics afford - that would be zero, for clarity. Should you choose to reward it further by allowing it to curtail your activities....that is your doing and yours alone.

Maybe you and your ilk are just not cut out for life outside empire.
SpaceSaft
Almost Dangerous
Wolves Amongst Strangers
#253 - 2015-03-30 13:10:55 UTC
I don't know if this has been posted before, but giving the option to lockdown a system and disable everything (industry, mining, ratting,etc) would give the opportunity to create temporary safe zones to organize player tournaments in.
Nikk Narrel
Moonlit Bonsai
#254 - 2015-03-30 14:07:27 UTC
Dr Farallon wrote:
Nikk Narrel wrote:
Red Teufel wrote:
I can tell that many people will be opposed to something that puts cloaky campers at risk but I approve of such a change. cloaky camping is bad gameplay because it is risk free.

To be perfectly fair, so is the gameplay that it is opposing.

Neither side is meaningfully at risk unless they screw up, to be honest.
That is why we have a stalemate occurring so often. Neither side can be taken down by their opponent.

You may as well have said PvE in sov null is bad gameplay, because it is comparably also risk free.
This is a game, and we need hostile player presence to create content.


I think the emphasis is on being AFK and cloaked while camping a system. Cloaky camping should be low risk for the purposes of actively playing and reconnoitering a system or setting a trap. If, however, you are logged into a system and AFK for long periods of time you should suffer the same risks as the rest of us who are un-docked and actively playing. Anything otherwise, including the current AFK cloaking mechanics, are completely against what EVE Online is about.

Edit: I'm placing a lot of hope in the Observation Array fixing the horribly broken AFK cloaked camping mechanics.

That is possibly what you believe, but it is biased by assuming it is intended to have the lack of risk a PvE player is exposed to.

By explanation, an example often seen and repeated:

Player A skills up, and invests in a cloaked ship.
Player B, possibly on an alt specific for PvE, begins ratting / mining in a sov null system.

Player A, despite risks presented by a gate camp(s), manages to reach Player B's PvE system.
Player B responds to Player A's imminent arrival, by warping to safety before Player A can react in any way to prevent this.
(Local chat had added the name to it's visible list promptly)

Now, whether Player B chooses to undock in a PvP ship, or simply remain logged in while otherwise safe, Player A has zero opportunity to threaten the intended target. Player B's PvE craft.

If we wish to threaten Player A, in the cloaked ship waiting to see it's target, it seems only fair that the target itself share equal exposure.
Why should Player A be denied successful resolution, any more or less than Player B?
They should have opposed efforts to succeed, with equal probability. Neither should find themselves waiting.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#255 - 2015-03-30 17:45:56 UTC
Nikk Narrel wrote:

By explanation, an example often seen and repeated:

Player A skills up, and invests in a cloaked ship.
Player B, possibly on an alt specific for PvE, begins ratting / mining in a sov null system.

Player A, despite risks presented by a gate camp(s), manages to reach Player B's PvE system.
Player B responds to Player A's imminent arrival, by warping to safety before Player A can react in any way to prevent this.
(Local chat had added the name to it's visible list promptly)

Now, whether Player B chooses to undock in a PvP ship, or simply remain logged in while otherwise safe, Player A has zero opportunity to threaten the intended target. Player B's PvE craft.

If we wish to threaten Player A, in the cloaked ship waiting to see it's target, it seems only fair that the target itself share equal exposure.
Why should Player A be denied successful resolution, any more or less than Player B?
They should have opposed efforts to succeed, with equal probability. Neither should find themselves waiting.


Ok but you are leaving out the fact that player B can interdict player A for as many hours as he chooses by just being logged in and away from the keyboad 99.9% risk free and only be vulnerable for a 5 minute window during the attack.

If play A could rat that entire time risk free and only have a 5 minute window of vulnerability to collect his money it would be balanced.

I am not against your ideas or other that think there needs to be a balanced solution to interdicting systems in null sec. I am not against active cloacky people or the people needing a safe way to step away from the game for a short time. I just think there needs to be a way to interact with clocky people in a meaningful way that both sides can achieve their goals if they are determined to do so.

I am 100% on board with the idea of making the cov ops frigate a better scout ship and maybe even giving it more bonuses to scouting/intel
Nikk Narrel
Moonlit Bonsai
#256 - 2015-03-30 18:27:08 UTC
Quick Reference:
Player A is the cloaked player
Player B is the PvE player

(I corrected your usage to be consistent with the points you described Big smile )


Fredric Wolf wrote:
Nikk Narrel wrote:

By explanation, an example often seen and repeated:

Player A skills up, and invests in a cloaked ship.
Player B, possibly on an alt specific for PvE, begins ratting / mining in a sov null system.

Player A, despite risks presented by a gate camp(s), manages to reach Player B's PvE system.
Player B responds to Player A's imminent arrival, by warping to safety before Player A can react in any way to prevent this.
(Local chat had added the name to it's visible list promptly)

Now, whether Player B chooses to undock in a PvP ship, or simply remain logged in while otherwise safe, Player A has zero opportunity to threaten the intended target. Player B's PvE craft.

If we wish to threaten Player A, in the cloaked ship waiting to see it's target, it seems only fair that the target itself share equal exposure.
Why should Player A be denied successful resolution, any more or less than Player B?
They should have opposed efforts to succeed, with equal probability. Neither should find themselves waiting.


Ok but you are leaving out the fact that player A can interdict player B for as many hours as he chooses by just being logged in and away from the keyboad 99.9% risk free and only be vulnerable for a 5 minute window during the attack.

If play B could rat that entire time risk free and only have a 5 minute window of vulnerability to collect his money it would be balanced.


I think you seem to be taking for granted the AMOUNT of risk, that Player A projects, as something static and unmanageable.

I would point out, that we can set into place a mechanic that would force a cyno delay after dropping a cloak, which would make responding to a potential hot drop very manageable.

That would allow Player B to fit a hull for PvE, making a compromise between maximum ISK return and ability to fight off hostiles.
This version of events would have Player B able to consistently PvE, despite the presence of Player A.
Player A is then left to either be ignored while Player B makes ISK, or risk the encounter without potential of overwhelming force.

Either way, resolution is not denied for Player B.


Fredric Wolf wrote:
I am not against your ideas or other that think there needs to be a balanced solution to interdicting systems in null sec. I am not against active cloacky people or the people needing a safe way to step away from the game for a short time. I just think there needs to be a way to interact with clocky people in a meaningful way that both sides can achieve their goals if they are determined to do so.

I am 100% on board with the idea of making the cov ops frigate a better scout ship and maybe even giving it more bonuses to scouting/intel


I believe that pure scouting hull fits should be effectively immune to detection.

Whether combat capable cloaked ships should have risk of detection, should be left to balance and play potential, in my opinion.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#257 - 2015-03-30 19:45:40 UTC
Nikk Narrel wrote:
Quick Reference:
Player A is the cloaked player
Player B is the PvE player


I think you seem to be taking for granted the AMOUNT of risk, that Player A projects, as something static and unmanageable.

I would point out, that we can set into place a mechanic that would force a cyno delay after dropping a cloak, which would make responding to a potential hot drop very manageable.

That would allow Player B to fit a hull for PvE, making a compromise between maximum ISK return and ability to fight off hostiles.
This version of events would have Player B able to consistently PvE, despite the presence of Player A.
Player A is then left to either be ignored while Player B makes ISK, or risk the encounter without potential of overwhelming force.

Either way, resolution is not denied for Player B.


I agree with this very much I was not trying to propose a new game element just showing the current one sided risk/reward of afk cloaking. The amount of effect a player can have for 5 minutes of actual game play (whether perceived or real) is way outside the realm of working as intended.

I also think an easier solution would be to give null meaningful group PVE activity and then the situation of cloaky campers goes away also, because if people are already in a group they are better able to respond to outside threats as you can be better fit to deal with it. Right now PVE and PVP fits are so dissimilar that it is hard to make anything that works ok at both.

I do like the idea of a delay on lighting a cyno after cloak though as that would fix some of the issue, I do not think all ships would need this though only frigate sized crafts or possible a specific role to force recons and blops to allow no delay after decloak as they are limited by targeting delay or scan resolution alredy.
Dr Farallon
Moongoo Mining and Mixing
Goonswarm Federation
#258 - 2015-03-31 00:02:19 UTC  |  Edited by: Dr Farallon
afkalt wrote:
Dr Farallon wrote:
I think the emphasis is on being AFK and cloaked while camping a system. Cloaky camping should be low risk for the purposes of actively playing and reconnoitering a system or setting a trap. If, however, you are logged into a system and AFK for long periods of time you should suffer the same risks as the rest of us who are un-docked and actively playing. Anything otherwise, including the current AFK cloaking mechanics, are completely against what EVE Online is about.

Edit: I'm placing a lot of hope in the Observation Array fixing the horribly broken AFK cloaked camping mechanics.



Waffle. It's risk perfectly matches the reward the mechanics afford - that would be zero, for clarity. Should you choose to reward it further by allowing it to curtail your activities....that is your doing and yours alone.

Maybe you and your ilk are just not cut out for life outside empire.


I live exclusively outside of empire space, and I'm not terribly bothered by active scouts like Mordus Angles because at least they're actively playing the game. My problem is with players who sit in systems cloaked and afk for prolonged periods. For every problem in the game, there should be a solution, and not one that involves running away to the next system over or ignoring the threat. Any player in this game should be able to hunt down and destroy any other player who is negatively affecting his experience. I'm pretty sure entire EVE expansions were released around that principle.

If you're really scouting a system and at your keyboard I don't see what the problem is with hitting the re-cloak button every once in a while. Even miners, with as passive an activity as you can get in EVE, have to switch targets every once in a while. It's not much to ask for.

A cloaked player, especially one that's afk and not moving around, is essentially invulnerable and that goes against the very core of what EVE Online is about. There should be checks and balances in place to prevent that kind of gameplay. I'm hoping the Observation Array does exactly that.
Fzhal
#259 - 2015-03-31 01:20:27 UTC  |  Edited by: Fzhal
Nikk Narrel wrote:
Quick Reference:
Player A is the cloaked player
Player B is the PvE player

(I corrected your usage to be consistent with the points you described Big smile )


Fredric Wolf wrote:
Nikk Narrel wrote:

By explanation, an example often seen and repeated:

Player A skills up, and invests in a cloaked ship.
Player B, possibly on an alt specific for PvE, begins ratting / mining in a sov null system.

Player A, despite risks presented by a gate camp(s), manages to reach Player B's PvE system.
Player B responds to Player A's imminent arrival, by warping to safety before Player A can react in any way to prevent this.
(Local chat had added the name to it's visible list promptly)

Now, whether Player B chooses to undock in a PvP ship, or simply remain logged in while otherwise safe, Player A has zero opportunity to threaten the intended target. Player B's PvE craft.

If we wish to threaten Player A, in the cloaked ship waiting to see it's target, it seems only fair that the target itself share equal exposure.
Why should Player A be denied successful resolution, any more or less than Player B?
They should have opposed efforts to succeed, with equal probability. Neither should find themselves waiting.


Ok but you are leaving out the fact that player A can interdict player B for as many hours as he chooses by just being logged in and away from the keyboad 99.9% risk free and only be vulnerable for a 5 minute window during the attack.

If play B could rat that entire time risk free and only have a 5 minute window of vulnerability to collect his money it would be balanced.


I think you seem to be taking for granted the AMOUNT of risk, that Player A projects, as something static and unmanageable.

I would point out, that we can set into place a mechanic that would force a cyno delay after dropping a cloak, which would make responding to a potential hot drop very manageable.

That would allow Player B to fit a hull for PvE, making a compromise between maximum ISK return and ability to fight off hostiles.
This version of events would have Player B able to consistently PvE, despite the presence of Player A.
Player A is then left to either be ignored while Player B makes ISK, or risk the encounter without potential of overwhelming force.

Either way, resolution is not denied for Player B.


Fredric Wolf wrote:
I am not against your ideas or other that think there needs to be a balanced solution to interdicting systems in null sec. I am not against active cloacky people or the people needing a safe way to step away from the game for a short time. I just think there needs to be a way to interact with clocky people in a meaningful way that both sides can achieve their goals if they are determined to do so.

I am 100% on board with the idea of making the cov ops frigate a better scout ship and maybe even giving it more bonuses to scouting/intel


I believe that pure scouting hull fits should be effectively immune to detection.

Whether combat capable cloaked ships should have risk of detection, should be left to balance and play potential, in my opinion.

Now I'm not taking sides, but you skip or gloss over a number of things.
First, player A has a lot of risk just getting into your system, or should if you are doing it right.
Second, and most importantly, if the enemy is within cyno range of you then you are within range of them. I have a feeling, though, that the new changes will bring your neighbors closer than ever.It sounds like you will either need to carve out a large swath of area around your ratting systems, or be very vigilant.

As a player with kids, I frequently fit a cloak and probe launcher to my gang PvP fits. This is because I often have to go afk with no notice. for that reason, I am somewhat sensitive to hound quotes will be affected in the future. I would like to be able to PvP in null space even though I have kids. I guess if this change goes through, I will just have to hide in a safe spot unquote and hope I can log off before anyone probes my ship down. I guess I am okay with that because it saves me a high slot.

I really like Tessaline's idea to require someone use an Entosis link on the observatory array. Also, I think that the cyno field should take 30 to 60 seconds to charge before it can be used.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#260 - 2015-03-31 02:18:58 UTC
Fzhal wrote:

Now I'm not taking sides, but you skip or gloss over a number of things.
First, player A has a lot of risk just getting into your system, or should if you are doing it right.
Second, and most importantly, if the enemy is within cyno range of you then you are within range of them. I have a feeling, though, that the new changes will bring your neighbors closer than ever.It sounds like you will either need to carve out a large swath of area around your ratting systems, or be very vigilant.

As a player with kids, I frequently fit a cloak and probe launcher to my gang PvP fits. This is because I often have to go afk with no notice. for that reason, I am somewhat sensitive to hound quotes will be affected in the future. I would like to be able to PvP in null space even though I have kids. I guess if this change goes through, I will just have to hide in a safe spot unquote and hope I can log off before anyone probes my ship down. I guess I am okay with that because it saves me a high slot.

I really like Tessaline's idea to require someone use an Entosis link on the observatory array. Also, I think that the cyno field should take 30 to 60 seconds to charge before it can be used.


There is little to no risk of moving a stealth bomber into or around in null sec.

How do you counter drop on players that live in NPC null and do not live in that area only hurass from it?

I do not have a problem with people needed to go afk for what ever reason but I do have a problem with people that use afk as a valid form of area denial.

I welcome more targets living closer to us that actually live in their space. I think you are misunderstanding mine and Nikk Narrel view on this. I think there should be cloaky ship in and around our area. I just think they need to relook at some of the ships and change how they work. I also think there needs to be some way for people to interact with cloaked ships. Anything in space should be a valid target.

Sorry Nikk if we are not seeing this in the same light.