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Dummy Ships/Modules for cargo hold

Author
Lengshi Jenir
Science and Trade Institute
Caldari State
#1 - 2015-10-03 18:00:17 UTC
It seems to me that despite module drop chance being a thing that Hi Sec crime is still very rewarding with nothing in the way of long term consequence for criminals (Contrary to real society). I understand that since it's a game and subscriber numbers etc etc, that CCP wouldn't want to impose permanent consequences for crime, that's fine.

What I think would be a wonderful gameplay mechanic, and give non-criminals a way to get back at hi sec criminals, is to have access to craftable dummy modules that you can transport in your hull to fool with the profitability of hi sec crime. For the sake of balance I can see it being reasonable to include a % chance of success at fooling ship scanners.
admiral root
Red Galaxy
#2 - 2015-10-03 18:50:30 UTC
If you hate high sec so much that you want it nerfed yet again, why bother living there? Go live in low sec or something.

No, your rights end in optimal+2*falloff

Lengshi Jenir
Science and Trade Institute
Caldari State
#3 - 2015-10-03 19:53:06 UTC  |  Edited by: Lengshi Jenir
This is my alt, I live in W-space. I'd love Hi sec to be more dangerous, but there has to be some relatively 'safe' place for newer players to eve, and with the current status quo, criminals have every advantage in hisec with almost 100% controllable risk vs reward, and easily computable profitability.
Iain Cariaba
#4 - 2015-10-04 04:34:13 UTC
Lengshi Jenir wrote:
This is my alt, I live in W-space. I'd love Hi sec to be more dangerous, but there has to be some relatively 'safe' place for newer players to eve, and with the current status quo, criminals have every advantage in hisec with almost 100% controllable risk vs reward, and easily computable profitability.

1. Sure you live in w-space, Mr. Carebear. Those pesky highsec gankers must really bug you there to make you post this thread.

2. There are already relatively safe places for new players in EvE. They are the rookie systems, and CCP takes a very dim view of people harassing new players in those systems.

3. True new players will be totally uneffected by your idea, therefore your only reason for bringing them up is to attempt to derive an emotional backing by shouting, "But think of the children!"

4. Criminals only have the advantage because carebears would rather whine on forums, trying to get the rules changed in their favor, than to take the required measures to ensure their own safety.

5. What the highsec gankers have done is learn what it takes to minimize their risk. This is no different than you looking up a mission guide so you know what the triggers are and what resists you need to fit. In fact, considering most people who get ganked are not actively playing the game, I see very little difference between them and the NPCs in your missions.

6. Easily computed profitability? Shocked Seriously? Two words for you, Mr. Carebear: Loot Fairy.
Black Pedro
Mine.
#5 - 2015-10-04 08:55:05 UTC
Lengshi Jenir wrote:
It seems to me that despite module drop chance being a thing that Hi Sec crime is still very rewarding with nothing in the way of long term consequence for criminals (Contrary to real society). I understand that since it's a game and subscriber numbers etc etc, that CCP wouldn't want to impose permanent consequences for crime, that's fine.

What I think would be a wonderful gameplay mechanic, and give non-criminals a way to get back at hi sec criminals, is to have access to craftable dummy modules that you can transport in your hull to fool with the profitability of hi sec crime. For the sake of balance I can see it being reasonable to include a % chance of success at fooling ship scanners.

While I am for more information warfare gameplay, this proposal is just a straight nerf to pirates. It gives haulers a tool they can use at no real cost to themselves to make life as a pirate more difficult, something that has already been nerfed heavily in recent years.

To make it balanced, such a mechanic would have to have a fitting cost so haulers have to choose whether to fit something that messes with cargo scans rather than just always toss a bunch of dummy modules in their hold. Having that ability needs to come with a trade off against cargo capacity, speed and/or defense or it would offer no actual choice to a hauler to use it or not. Further, there should be some counter to the mechanic that also requires a trade off for the scanner so they can see through the false information.

So -1 as proposed. However, some additional cargo scanning gameplay, perhaps built around a revamp of the underdeveloped smuggling/contraband aspect of the game? Sure.
Mag's
Azn Empire
#6 - 2015-10-04 19:13:12 UTC
Just one more nerf and it will be balanced.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.