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Make gate guns less size-dependent

Author
Ix Method
Doomheim
#21 - 2015-10-04 11:30:20 UTC
All very astute points but let's not bury the lead here... Francis?

Travelling at the speed of love.

Mag's
Azn Empire
#22 - 2015-10-04 18:27:17 UTC
Ix Method wrote:
All very astute points but let's not bury the lead here... Francis?
I know, right. Lol

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

Reaver Glitterstim
The Scope
Gallente Federation
#23 - 2015-10-05 20:22:37 UTC
Thron Legacy wrote:
I have yet to find a lowsec system with more than 2 guns per beacon, your 8 seems like a fortune :P

Perhaps there is only two in lowsec. I must admit, every time I'm on a gate in lowsec I'm too busy watching other things to bother counting the guns. In highsec, there are eight.

I agree that we do not want to have roaming solo or small group interceptors easily locking targets and not dying to gate guns. Perhaps my memory doesn't serve me accurately but I recall my own interceptor dying in one shot from gate guns while on the move with MWD off, and I also remember my assault ship going down pretty rapidly. If I'm off on how easy it is for these ships to stick around, then please correct me.

My idea is for no single lone frigate to be able to hang around on the gate unless it's both strongly tanked and making a tight orbit on one of the guns--no room to tackle on the gate and still live without some kind of fleet support. Given how far the guns are from the gate, most frigates (especially anyone not using an afterburner) are going to be taking at least glancing hits from the cruiser guns in addition to full hits from the frigate guns.

Perhaps I'm not asking for it to be any easier for frigates to stay on the gates, but I do think it should be harder for cruisers and especially battleships to stay on gates. They should at least need some fleet support such as logistics in order to be tackling illegally. A large part of the reasoning behind why I feel it's important is because there are cruisers and battlecruisers that can lock ships very quickly. Not battleships, but ships such as strategic cruisers and heavy assault cruisers can lock frigates in under 2 seconds with the right fit plus some boosts.

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."

Frostys Virpio
State War Academy
Caldari State
#24 - 2015-10-05 20:41:50 UTC
Reaver Glitterstim wrote:
Thron Legacy wrote:
I have yet to find a lowsec system with more than 2 guns per beacon, your 8 seems like a fortune :P

Perhaps there is only two in lowsec. I must admit, every time I'm on a gate in lowsec I'm too busy watching other things to bother counting the guns. In highsec, there are eight.

I agree that we do not want to have roaming solo or small group interceptors easily locking targets and not dying to gate guns. Perhaps my memory doesn't serve me accurately but I recall my own interceptor dying in one shot from gate guns while on the move with MWD off, and I also remember my assault ship going down pretty rapidly. If I'm off on how easy it is for these ships to stick around, then please correct me.

My idea is for no single lone frigate to be able to hang around on the gate unless it's both strongly tanked and making a tight orbit on one of the guns--no room to tackle on the gate and still live without some kind of fleet support. Given how far the guns are from the gate, most frigates (especially anyone not using an afterburner) are going to be taking at least glancing hits from the cruiser guns in addition to full hits from the frigate guns.

Perhaps I'm not asking for it to be any easier for frigates to stay on the gates, but I do think it should be harder for cruisers and especially battleships to stay on gates. They should at least need some fleet support such as logistics in order to be tackling illegally. A large part of the reasoning behind why I feel it's important is because there are cruisers and battlecruisers that can lock ships very quickly. Not battleships, but ships such as strategic cruisers and heavy assault cruisers can lock frigates in under 2 seconds with the right fit plus some boosts.


All of that is useless unless you think inty should really be able to solo camp a gate. Assault frig with resist mods will hold under light logi support. I'm talking frig logi here, not even cruiser. Use the inty to get initial tackle on fast stuff and have him warp out as soon as harder ship have their point working. It's as easy as that. The right ship/comp for the job.

The only thing a battleship is really good at is standing his ground and you want to make it harder...
Thron Legacy
White Zulu
Scorpion Federation
#25 - 2015-10-05 20:58:06 UTC
i agree cruisers should maybe have a harder time staying at guns, battleships however please no
Frostys Virpio
State War Academy
Caldari State
#26 - 2015-10-05 21:00:55 UTC
Thron Legacy wrote:
i agree cruisers should maybe have a harder time staying at guns, battleships however please no


You would ahve to make their sig or something like that as anything else would have ramification for the BS.
Reaver Glitterstim
The Scope
Gallente Federation
#27 - 2015-10-05 23:20:00 UTC
Battleships need a big buff to their hit points. When battlecruisers and some cruisers can reach battleship EHP by fitting a 1600mm armor plate that costs less than half of their powergrid, the problem isn't that cruisers are too tough but that battleships aren't tough enough.


I have a solution:
1.) increase battleship base HP by about 50% across the board
2.) introduce new XL Shield Extender and 3200mm Armor Plate modules which cost too much powergrid for a cruiser to reasonably fit
3.) put more guns (incl. different tracking values) on the lowsec gates and balance them such that an assault ship orbiting the gate with afterburner on will take about the same damage as before, interceptors slightly less damage, cruisers orbiting with AB a bit more damage, and max damage maybe 2-3 times as high as before. So this could actually mean that the larger guns actually deal less damage than the smaller guns--but the important factor is that the slower you move, the harder you get hit.


This would have several ramifications:
A.) battleships' staying power actually stands out, giving the class a strong role outside of PVE
B.) battleships are afforded the opportunity to spend a significant chunk of powergrid on stronger buffer tank, the same as smaller classes of ships
C.) interceptors are by no means easy to use for tackling on gates but it is now possible for them to survive under logi support as long as they stay mobile
D.) small frigates tackling on gates must maintain mobility--afterburners are king
E.) battleships don't get to just chill because the guns can't hurt them--but with a small amount of friendly support they'll be fine

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."

Serendipity Lost
Repo Industries
#28 - 2015-10-06 11:20:24 UTC
This all sounds like you're trying to build a better gate camp. Wich on the one hand is fine, but on the other probably won't effect much. The game already has instalocking hics, so an inty would only add a small amount of value in the speed that they can tackle. Inty is already used to uncloak the cloaky aligners - at present it has to be ok w/ that and pass on the km whoring due to gate guns. Overall you're just allowing the inty team member to finally be on the mails. I get that.



Personally - I'd like to go back to day zero with gates. They dump you into one of 6 or so places in the system. No gate to run back through. When you jump into a system you commit to entering it. Sure, I just added 5 possible new spawn points, but I removed the whole don't agress, get back to the gate and jump home option. I think splitting a 30 man gang into 5 squads of 6 would add some interesting game play. (did your logi spawn at x & Y and your dps spawn at z? A side benefit would be that there are no gate guns at the spawn point, so the whole frigate survivability issue wouldn't exist.

It would be a little more difficult (but not impossible) to bottle up your null carrier bot farm also.

Would that improve or ruin low sex travel? Murky to determine at best. More spawn points for higher survivability against small gangs => more likely to travel low sex. No option to forego agression and get back through the gate => less likely to travel low sex. It's tough to read the minds of other pilots and also tough to predict the future.

I think it would be a change that would add interest into low sex travel and not totally break it. Personally I think more caps jumping gates without the proper support would have a hard time with the change, but I'm not big on feeling bad for caps travelling solo in low sex when things don't work out like they hoped it would.
Serendipity Lost
Repo Industries
#29 - 2015-10-06 11:28:01 UTC
Reaver Glitterstim wrote:
Thron Legacy wrote:
I have yet to find a lowsec system with more than 2 guns per beacon, your 8 seems like a fortune :P

Perhaps there is only two in lowsec. I must admit, every time I'm on a gate in lowsec I'm too busy watching other things to bother counting the guns. In highsec, there are eight.

I agree that we do not want to have roaming solo or small group interceptors easily locking targets and not dying to gate guns. Perhaps my memory doesn't serve me accurately but I recall my own interceptor dying in one shot from gate guns while on the move with MWD off, and I also remember my assault ship going down pretty rapidly. If I'm off on how easy it is for these ships to stick around, then please correct me.

My idea is for no single lone frigate to be able to hang around on the gate unless it's both strongly tanked and making a tight orbit on one of the guns--no room to tackle on the gate and still live without some kind of fleet support. Given how far the guns are from the gate, most frigates (especially anyone not using an afterburner) are going to be taking at least glancing hits from the cruiser guns in addition to full hits from the frigate guns.

Perhaps I'm not asking for it to be any easier for frigates to stay on the gates, but I do think it should be harder for cruisers and especially battleships to stay on gates. They should at least need some fleet support such as logistics in order to be tackling illegally. A large part of the reasoning behind why I feel it's important is because there are cruisers and battlecruisers that can lock ships very quickly. Not battleships, but ships such as strategic cruisers and heavy assault cruisers can lock frigates in under 2 seconds with the right fit plus some boosts.


I'm against any game change the pushes the meta to 'logi required'. Cruisers needing logi on gates is just blech to me.

As far as lock times per ship class. It's always seemed odd to me that a smaller ship has a better fire control computer than a larger ship. Even frigates are pretty big, so I've never really gotten why a large ship such as a battle ship has a tougher time locking a frigate than a frigate locking a frigate. You want ground breaking interest added to the game - make lock time dependant on target size only. A BS should have the same lock time as a frigate when locking a frigate.
Serendipity Lost
Repo Industries
#30 - 2015-10-06 11:44:56 UTC
Reaver Glitterstim wrote:
Battleships need a big buff to their hit points. When battlecruisers and some cruisers can reach battleship EHP by fitting a 1600mm armor plate that costs less than half of their powergrid, the problem isn't that cruisers are too tough but that battleships aren't tough enough.


I have a solution:
1.) increase battleship base HP by about 50% across the board
2.) introduce new XL Shield Extender and 3200mm Armor Plate modules which cost too much powergrid for a cruiser to reasonably fit
3.) put more guns (incl. different tracking values) on the lowsec gates and balance them such that an assault ship orbiting the gate with afterburner on will take about the same damage as before, interceptors slightly less damage, cruisers orbiting with AB a bit more damage, and max damage maybe 2-3 times as high as before. So this could actually mean that the larger guns actually deal less damage than the smaller guns--but the important factor is that the slower you move, the harder you get hit.


This would have several ramifications:
A.) battleships' staying power actually stands out, giving the class a strong role outside of PVE
B.) battleships are afforded the opportunity to spend a significant chunk of powergrid on stronger buffer tank, the same as smaller classes of ships
C.) interceptors are by no means easy to use for tackling on gates but it is now possible for them to survive under logi support as long as they stay mobile
D.) small frigates tackling on gates must maintain mobility--afterburners are king
E.) battleships don't get to just chill because the guns can't hurt them--but with a small amount of friendly support they'll be fine



This idea has a lot of consequences beyond low sex gate guns. I'm not against it at a glance, but this is a lot bigger than make gate guns less size dependant. You want this - think it through and make a new thread. Quick thinking - 100+ BS fleets and afk ratting (both empire missions and null anoms).
Frostys Virpio
State War Academy
Caldari State
#31 - 2015-10-06 12:15:00 UTC
Serendipity Lost wrote:
This all sounds like you're trying to build a better gate camp. Wich on the one hand is fine, but on the other probably won't effect much. The game already has instalocking hics, so an inty would only add a small amount of value in the speed that they can tackle. Inty is already used to uncloak the cloaky aligners - at present it has to be ok w/ that and pass on the km whoring due to gate guns. Overall you're just allowing the inty team member to finally be on the mails. I get that.



Personally - I'd like to go back to day zero with gates. They dump you into one of 6 or so places in the system. No gate to run back through. When you jump into a system you commit to entering it. Sure, I just added 5 possible new spawn points, but I removed the whole don't agress, get back to the gate and jump home option. I think splitting a 30 man gang into 5 squads of 6 would add some interesting game play. (did your logi spawn at x & Y and your dps spawn at z? A side benefit would be that there are no gate guns at the spawn point, so the whole frigate survivability issue wouldn't exist.

It would be a little more difficult (but not impossible) to bottle up your null carrier bot farm also.

Would that improve or ruin low sex travel? Murky to determine at best. More spawn points for higher survivability against small gangs => more likely to travel low sex. No option to forego agression and get back through the gate => less likely to travel low sex. It's tough to read the minds of other pilots and also tough to predict the future.

I think it would be a change that would add interest into low sex travel and not totally break it. Personally I think more caps jumping gates without the proper support would have a hard time with the change, but I'm not big on feeling bad for caps travelling solo in low sex when things don't work out like they hoped it would.


Because solo spawning in front of a gang because the rest of your gang randomly drew other spawn point is going to be awesome... Sry guy, FC is down for the night because I spawned in a camp while all of you spawned in a safe place. Safe up while I go get another ship to continue our roam.

So much fun...
Frostys Virpio
State War Academy
Caldari State
#32 - 2015-10-06 12:17:46 UTC
Reaver Glitterstim wrote:
Battleships need a big buff to their hit points. When battlecruisers and some cruisers can reach battleship EHP by fitting a 1600mm armor plate that costs less than half of their powergrid, the problem isn't that cruisers are too tough but that battleships aren't tough enough.


I have a solution:
1.) increase battleship base HP by about 50% across the board
2.) introduce new XL Shield Extender and 3200mm Armor Plate modules which cost too much powergrid for a cruiser to reasonably fit
3.) put more guns (incl. different tracking values) on the lowsec gates and balance them such that an assault ship orbiting the gate with afterburner on will take about the same damage as before, interceptors slightly less damage, cruisers orbiting with AB a bit more damage, and max damage maybe 2-3 times as high as before. So this could actually mean that the larger guns actually deal less damage than the smaller guns--but the important factor is that the slower you move, the harder you get hit.


This would have several ramifications:
A.) battleships' staying power actually stands out, giving the class a strong role outside of PVE
B.) battleships are afforded the opportunity to spend a significant chunk of powergrid on stronger buffer tank, the same as smaller classes of ships
C.) interceptors are by no means easy to use for tackling on gates but it is now possible for them to survive under logi support as long as they stay mobile
D.) small frigates tackling on gates must maintain mobility--afterburners are king
E.) battleships don't get to just chill because the guns can't hurt them--but with a small amount of friendly support they'll be fine


This make logi even more effective than they already are when supporting a fleet of battleship because you can fit all resistance since your base buffer is more than likely big enough to pass the current alpha test. Stop trying to justify un-needed change to gate guns and put your time into designing a fit for a ship that can take the heat.
Serendipity Lost
Repo Industries
#33 - 2015-10-06 12:44:29 UTC
Frostys Virpio wrote:
Serendipity Lost wrote:
This all sounds like you're trying to build a better gate camp. Wich on the one hand is fine, but on the other probably won't effect much. The game already has instalocking hics, so an inty would only add a small amount of value in the speed that they can tackle. Inty is already used to uncloak the cloaky aligners - at present it has to be ok w/ that and pass on the km whoring due to gate guns. Overall you're just allowing the inty team member to finally be on the mails. I get that.



Personally - I'd like to go back to day zero with gates. They dump you into one of 6 or so places in the system. No gate to run back through. When you jump into a system you commit to entering it. Sure, I just added 5 possible new spawn points, but I removed the whole don't agress, get back to the gate and jump home option. I think splitting a 30 man gang into 5 squads of 6 would add some interesting game play. (did your logi spawn at x & Y and your dps spawn at z? A side benefit would be that there are no gate guns at the spawn point, so the whole frigate survivability issue wouldn't exist.

It would be a little more difficult (but not impossible) to bottle up your null carrier bot farm also.

Would that improve or ruin low sex travel? Murky to determine at best. More spawn points for higher survivability against small gangs => more likely to travel low sex. No option to forego agression and get back through the gate => less likely to travel low sex. It's tough to read the minds of other pilots and also tough to predict the future.

I think it would be a change that would add interest into low sex travel and not totally break it. Personally I think more caps jumping gates without the proper support would have a hard time with the change, but I'm not big on feeling bad for caps travelling solo in low sex when things don't work out like they hoped it would.


Because solo spawning in front of a gang because the rest of your gang randomly drew other spawn point is going to be awesome... Sry guy, FC is down for the night because I spawned in a camp while all of you spawned in a safe place. Safe up while I go get another ship to continue our roam.

So much fun...



The work around for that would be to bring more than 1 competant pilot in a given fleet. I do get your fear of possibly being on grid without your overwhelming numbers. You F1 blobs crack me up. Live a little, live dangerously. Try just for a second to get your mind out of the n+1 must always win pattern. It wouldn't affect cynos/jump bridges/titan bridges so you still have safe n+1 options.
Frostys Virpio
State War Academy
Caldari State
#34 - 2015-10-06 12:49:22 UTC
Serendipity Lost wrote:
Frostys Virpio wrote:
Serendipity Lost wrote:
This all sounds like you're trying to build a better gate camp. Wich on the one hand is fine, but on the other probably won't effect much. The game already has instalocking hics, so an inty would only add a small amount of value in the speed that they can tackle. Inty is already used to uncloak the cloaky aligners - at present it has to be ok w/ that and pass on the km whoring due to gate guns. Overall you're just allowing the inty team member to finally be on the mails. I get that.



Personally - I'd like to go back to day zero with gates. They dump you into one of 6 or so places in the system. No gate to run back through. When you jump into a system you commit to entering it. Sure, I just added 5 possible new spawn points, but I removed the whole don't agress, get back to the gate and jump home option. I think splitting a 30 man gang into 5 squads of 6 would add some interesting game play. (did your logi spawn at x & Y and your dps spawn at z? A side benefit would be that there are no gate guns at the spawn point, so the whole frigate survivability issue wouldn't exist.

It would be a little more difficult (but not impossible) to bottle up your null carrier bot farm also.

Would that improve or ruin low sex travel? Murky to determine at best. More spawn points for higher survivability against small gangs => more likely to travel low sex. No option to forego agression and get back through the gate => less likely to travel low sex. It's tough to read the minds of other pilots and also tough to predict the future.

I think it would be a change that would add interest into low sex travel and not totally break it. Personally I think more caps jumping gates without the proper support would have a hard time with the change, but I'm not big on feeling bad for caps travelling solo in low sex when things don't work out like they hoped it would.


Because solo spawning in front of a gang because the rest of your gang randomly drew other spawn point is going to be awesome... Sry guy, FC is down for the night because I spawned in a camp while all of you spawned in a safe place. Safe up while I go get another ship to continue our roam.

So much fun...



The work around for that would be to bring more than 1 competant pilot in a given fleet. I do get your fear of possibly being on grid without your overwhelming numbers. You F1 blobs crack me up. Live a little, live dangerously. Try just for a second to get your mind out of the n+1 must always win pattern. It wouldn't affect cynos/jump bridges/titan bridges so you still have safe n+1 options.


Fine, my 3 FC spaned in the camp while the rest of the fleet died uselesssly tried to warp to FC to support them but they got burned down faster. How many FC do I have to have in my fleet? Am I supposed to make sure everybody in the fleet know what/where the strategic objective for a form up is so they can all take over from any number of stupid loss because of a bad draw on spawn point? What if there are 10 gates total to jump? Is half of my fleet supposed to be FC level of game competence because we might lose some every other jump?
Serendipity Lost
Repo Industries
#35 - 2015-10-06 15:35:52 UTC  |  Edited by: Serendipity Lost
Frostys Virpio wrote:
Serendipity Lost wrote:
Frostys Virpio wrote:
Serendipity Lost wrote:
This all sounds like you're trying to build a better gate camp. Wich on the one hand is fine, but on the other probably won't effect much. The game already has instalocking hics, so an inty would only add a small amount of value in the speed that they can tackle. Inty is already used to uncloak the cloaky aligners - at present it has to be ok w/ that and pass on the km whoring due to gate guns. Overall you're just allowing the inty team member to finally be on the mails. I get that.



Personally - I'd like to go back to day zero with gates. They dump you into one of 6 or so places in the system. No gate to run back through. When you jump into a system you commit to entering it. Sure, I just added 5 possible new spawn points, but I removed the whole don't agress, get back to the gate and jump home option. I think splitting a 30 man gang into 5 squads of 6 would add some interesting game play. (did your logi spawn at x & Y and your dps spawn at z? A side benefit would be that there are no gate guns at the spawn point, so the whole frigate survivability issue wouldn't exist.

It would be a little more difficult (but not impossible) to bottle up your null carrier bot farm also.

Would that improve or ruin low sex travel? Murky to determine at best. More spawn points for higher survivability against small gangs => more likely to travel low sex. No option to forego agression and get back through the gate => less likely to travel low sex. It's tough to read the minds of other pilots and also tough to predict the future.

I think it would be a change that would add interest into low sex travel and not totally break it. Personally I think more caps jumping gates without the proper support would have a hard time with the change, but I'm not big on feeling bad for caps travelling solo in low sex when things don't work out like they hoped it would.


Because solo spawning in front of a gang because the rest of your gang randomly drew other spawn point is going to be awesome... Sry guy, FC is down for the night because I spawned in a camp while all of you spawned in a safe place. Safe up while I go get another ship to continue our roam.

So much fun...



The work around for that would be to bring more than 1 competant pilot in a given fleet. I do get your fear of possibly being on grid without your overwhelming numbers. You F1 blobs crack me up. Live a little, live dangerously. Try just for a second to get your mind out of the n+1 must always win pattern. It wouldn't affect cynos/jump bridges/titan bridges so you still have safe n+1 options.


Fine, my 3 FC spaned in the camp while the rest of the fleet died uselesssly tried to warp to FC to support them but they got burned down faster. How many FC do I have to have in my fleet? Am I supposed to make sure everybody in the fleet know what/where the strategic objective for a form up is so they can all take over from any number of stupid loss because of a bad draw on spawn point? What if there are 10 gates total to jump? Is half of my fleet supposed to be FC level of game competence because we might lose some every other jump?



Don't worry when most of eve sees your bloated crap fleet lumbering around they will get out of your way. Other than that someone may initiate pew during your route and well... you know content will happen.

Is content only good on your terms? Take this as a sideways compliment - welcome to the rest of eve where you can't always dictate terms. I know most goons like dictate (giggles), but it's actually fun having the days outcome in serious question. Not like a 1% possiblity it goes bad but like a 60% chance. I know that's not winning.... It's what some of us call fun.

You freaking out about how bad this idea is makes me inclined to think I'm on to something. If it shakes up the current crap stagnation in null - how could you not be fore it? Are you one of them isk stacking ninnies or an actual eve player that logs in for the content, sandbox and the pew?

Edit: Your portrayal of overwhelming odds lying in wait for you at every jump is pretty irrational. Scouts, no one want's to fight your 100+ fleet, no one really fights in null any more. All these things make your 'route of slaughter' portrayal pretty weak. At least bring a good or reasonable argument. This panic at a loss of total control is amusing.
Frostys Virpio
State War Academy
Caldari State
#36 - 2015-10-06 16:38:00 UTC
Serendipity Lost wrote:


You freaking out about how bad this idea is makes me inclined to think I'm on to something. If it shakes up the current crap stagnation in null - how could you not be fore it? Are you one of them isk stacking ninnies or an actual eve player that logs in for the content, sandbox and the pew?



Because giving an easier time to entosis troll by making them bypass gate camp will somehow reduce the stagnation? Making home defense harder will totally motivate the small group not holding SOV now to try and hold SOV because they somehow can control 6 entry point/gate better than they would with only 1.
Serendipity Lost
Repo Industries
#37 - 2015-10-06 17:03:48 UTC
Frostys Virpio wrote:
Serendipity Lost wrote:


You freaking out about how bad this idea is makes me inclined to think I'm on to something. If it shakes up the current crap stagnation in null - how could you not be fore it? Are you one of them isk stacking ninnies or an actual eve player that logs in for the content, sandbox and the pew?



Because giving an easier time to entosis troll by making them bypass gate camp will somehow reduce the stagnation? Making home defense harder will totally motivate the small group not holding SOV now to try and hold SOV because they somehow can control 6 entry point/gate better than they would with only 1.



So now you're going with "It's for the children???"

Make up your mind. Is this bad because:

1. Only one competant FC in fleet
2. Massive enemy forces destroying us in every system before we get to the pvp location (wait... what??)
3. Karma Fleet is a all about small groups taking and holding SOV


You're all over the board. Just calm down, take a few deep breaths and relax. It's just an idea... I mean ideas aren't real, so that can't hurt you.
Frostys Virpio
State War Academy
Caldari State
#38 - 2015-10-06 17:22:57 UTC
Serendipity Lost wrote:
Frostys Virpio wrote:
Serendipity Lost wrote:


You freaking out about how bad this idea is makes me inclined to think I'm on to something. If it shakes up the current crap stagnation in null - how could you not be fore it? Are you one of them isk stacking ninnies or an actual eve player that logs in for the content, sandbox and the pew?



Because giving an easier time to entosis troll by making them bypass gate camp will somehow reduce the stagnation? Making home defense harder will totally motivate the small group not holding SOV now to try and hold SOV because they somehow can control 6 entry point/gate better than they would with only 1.



So now you're going with "It's for the children???"

Make up your mind. Is this bad because:

1. Only one competant FC in fleet
2. Massive enemy forces destroying us in every system before we get to the pvp location (wait... what??)
3. Karma Fleet is a all about small groups taking and holding SOV


You're all over the board. Just calm down, take a few deep breaths and relax. It's just an idea... I mean ideas aren't real, so that can't hurt you.


It's not about "for the children" at all. It's about your idea being just plain dumb because it solve nothing that needs to be solved while also causing negative effect on some part of the game.

Your idea is bad for roaming fleet because it put them at risk to be scattered and killed piece meal every time they take a gate. The "safe" move from that point is to stay in your system because your support will always be with you.

Your idea is bad for any group trying to prevent passage into a system because the entry point is not 6 different places. This is of course only an administrative level for larger group but it just does not add anything meaningful to be worth the extra effort. Making system deep and meaningful can be good for a game but there has to be a reason for it or it just becomes a chore for anyone involved in it.

Attacking my corp tag is stupid as I never even pretended to speak in their name. I'm really not sure why you keep mentioning it. I'd rather have you discuss the words I put down here instead of my corp tag because it makes for a much better discussion.

The "issue" brought up by the OP is a non issue. I already posted what he needs to do if he want to use frigs on a gate encounter against non legal target. Changing how people spawn in system they jump into is just not necessary which is why I tell you the reason why I think your idea and the point you try to bring to defend it are just bad. It's not my fault there are issue with your idea that involve more different than just one thing you think I should worry about by being a member of KarmaFleet. At the end of the day, a very large portion of travel in the game is made by gates so changing how they behave would have ramification in pretty much all player habits no matter what they really do in EVE.

Your idea is like a rado of the gate malfunction idea a few days back but instead of spawning in different system, you spawn in different place in the system. It remove some problems by not being as random but you still have issue present which are additional chores to deal with for no big gain in term of quality for the game.
Serendipity Lost
Repo Industries
#39 - 2015-10-06 17:44:37 UTC
It's not that you speak for them, but as a part of a very large corp you play the game from that perspective, so (assuming you're not trying to make your personal game time suck) I'll assume what you think is good for you personally (playing while a part of a large corporation) would in general also be good for the others that you play with. Don't try to bring grr goons into this - it simply isn't there.

I'm going to say it's a pretty good idea. No one (except for solitary you) has been opposed enough to it to say it's a bad idea. Unless you're now positioning yourself as the voice of all eve, then you're just a solitary voice in a big universe.

My idea does solve something. The OP wants to camp in a frigate w/out getting blasted by gate guns. It's not a new idea - it's how eve started out. It out grew it back in the day, but now maybe it would be pretty sweet to grow back into it.

I'll be honest w/ you, I'm a wh gal and with the exception of the is past week (guardians of the galaxy war dec) I rarely make it to empire, so gate mechanics have little impact on me. I'm speaking for the improvement of the game by adding interest.

All your reasons to NOT change are based on upsetting the status quo. I get that you seem to like things the way they currently are. On the other hand I would like to see more chaos and less ability to control everything.

To pick one point in your argument - Your fleet jumps into a system and gets divided and pew happens at several discreet locations. Can you see that if you're not a current member of a very large alliance/coalition how this would be a super plus. Pew breaks out across a system that doesn't involve the race to alpha the other guy before he alphas you. Pilots could actually fly around and engage in combat. Dare I say more than 1 FC tagging targets that perhaps every player in the fleet (even if for just a few seconds before you regroup) gets to think and take actions.

I want an eve where everyone thinks, plays and things are interesting and chaotic. You want an eve where it is easy to move a herd of drones around and simple to have them enact your plans and ideas. So of course we're going to disagree on this.
Reaver Glitterstim
The Scope
Gallente Federation
#40 - 2015-10-06 17:48:51 UTC
Serendipity Lost wrote:
Personally - I'd like to go back to day zero with gates. They dump you into one of 6 or so places in the system. No gate to run back through. When you jump into a system you commit to entering it. Sure, I just added 5 possible new spawn points, but I removed the whole don't agress, get back to the gate and jump home option. I think splitting a 30 man gang into 5 squads of 6 would add some interesting game play. (did your logi spawn at x & Y and your dps spawn at z? A side benefit would be that there are no gate guns at the spawn point, so the whole frigate survivability issue wouldn't exist.

I think it wouldn't work very well because it would offer a huge advantage to lone travelers, especially in lowsec, while making it difficult to reliably defend sovereignty systems. In nullsec it would make less of a difference because enemies can already enter through any stargate, you can just bubble all the entry points. In lowsec it would hurt because you can't bubble. A lot of campers stick to the highsec entry points or other high traffic lanes, but with your idea it would take far greater forces to stop them. The "rabbits" will still feel unsafe because any gank in the right place is just as dangerous as before, while the "wolves" will feel more difficulty to get kills. It seems like something that would reduce population in systems.

I like solutions that give everybody tools to use in their defense or against others. Make everyone work for their success. It makes them feel happy when they succeed, and they see what they did wrong when they fail. Probably the most frustrating thing about EVE is when you don't know why you got killed or how you could have avoided it, or you don't know why your target got away or how you could have caught them. I'd like to reduce that unknown and leave it more up to skill vs. skill. Unknowns should be what you don't know about the other people, not what you don't know about a random number generator.


Serendipity Lost wrote:
I'm against any game change the pushes the meta to 'logi required'. Cruisers needing logi on gates is just blech to me.

In my suggestion they would need fleet support to stay on gate for the long haul, not necessarily remote reps. Probably a well-tanked cruiser could do it alone. Also a small group of cruisers could pull off a gank then run away from the guns. I also agree that logi should never be mandatory for anything, but I think my suggestion leaves a lot of room to play with other possibilities.


Serendipity Lost wrote:
As far as lock times per ship class. It's always seemed odd to me that a smaller ship has a better fire control computer than a larger ship. Even frigates are pretty big, so I've never really gotten why a large ship such as a battle ship has a tougher time locking a frigate than a frigate locking a frigate. You want ground breaking interest added to the game - make lock time dependant on target size only. A BS should have the same lock time as a frigate when locking a frigate.

It's about game balance, not about what makes sense. We all agree it makes no sense. In real life, if anything a larger ship will have superior computers as well as numerous small turrets with superior tracking mechanisms, while still carrying its main big guns. The interesting facet of balance here is that in order to have the benefit of high speed and maneuverability along with being hard to hit and being able to target things quickly is that you sacrifice a lot of power, range, and hit points. The frigates are cheaper but that's a good balance for how easy it is to lose them. You still don't always want to throw them away because it can be cumbersome to try to get a new one and catch up with the fleet again.

I really like this balance trend of size classes and I feel that small ships are too easily destroyed by small numbers of larger ships, mainly because of giving drone bays to almost every ship. I say give some ships drone bays, and let others specialize in guns or other high slot options and rely on fleet support or escapability instead of drone bays.


Serendipity Lost wrote:
Just calm down, take a few deep breaths and relax. It's just an idea... I mean ideas aren't real, so that can't hurt you.

This is an important point. I see a lot of you seemingly afraid to even discuss or brainstorm ideas, as if you're afraid that merely mentioning it will cause it to happen in-game. Mentioning it here is next to meaningless in that venue, it's when you get people thinking and talking about it, and agreeing with it, that CCP starts to notice. Best thing is to keep an open mind and point out the merits and drawbacks of each idea, and not react with horror and phobia just because you realize it would screw the game up.

I'd like to offer a further disclaimer: when I "like" your post, it means I enjoy and/or support where your thought process is going. It does not necessarily mean I agree with your idea. Now you know. Lots of great conversation here, but lets try to keep the discussion less of a tug-of-war and allow it to be a breeding ground for new ideas. For example: I disagree (mostly) with Serendipity Lost's idea of depositing ships at pre-determined points--when I talk about it I mention my disagreement but spend more time discussing what changes I think it'll bring. Whether or not you like those changes is up to the reader. Perhaps I'll say I dislike something because X repercussion, and someone else will think "hmm perhaps X repercussion is a good thing..." and that breeds good, productive discussion. Thanks for reading this and carry on, guys. Perhaps eventually I'll update the OP, or maybe start a new thread, and incorporate your feedback. But for now I've got to get going. o/

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."

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