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suggestion to making it easiter to getting characters out to 0.0

Author
Baden Luskan
Freeworlds Collective
#1 - 2016-02-15 19:46:05 UTC
So I was messing around today, trying to get an alt into 0.0. Normally I would just use an interceptor and be done with it, however, the alt I was moving had never took the time to train those skills so I decided to see how interesting the trip would be in a rookie ship. Of course I ran into gate camps on my two tries, and the vultures waiting at these gates for prey quickly shot my ship and pod, as I would expect.

This got me thinking: this kind of situation makes recruiting newer players into 0.0 empires much more difficult than it should be. If a player's home station change is not available, or they do not have the ability to fly a ship that is interdictor nullified, then they have to travel by gates where they are surely will die to a gate camp along the way. Thing is, veteran players, who have the wisdom and knowledge to deal with gate camps and know how to fly through 0.0 safely, are able to hop in an interceptor and whiz through space unaffected by gate camps. The newer players, however, are fed upon. On top of this, gate camps, because of what they do, make 0.0 space closer to low sec that much more valuable, and make places like Cobalt Edge that mush more useless.

I think there should be some way that a player, who only wants to move just their character to 0.0. should have the ability to do so without being preyed upon by the vultures of 0.0. Allow players to get to their alliance's area of space so they can enjoy the true fun of 0.0 without becoming "the content" for some bored player who had enough money to put up a bubble at a gate and wait in a cloaky ship to pick off easy kills. How about making implants that you would put in your character that makes your pod interdictor nullified. It would have to be a set, so that veterans do not use the implant to get their expensive pod out of a legitimate fight after losing a ship (unless they wanted to have no additional bonuses in their pod form other kinds of implants). Or, if you want it to be just 1 implant, make it to where no other implants could be in the character while its plugged in. The implant(s) would be intended for just travel, and once the character reached where it was going, would be unplugged and a more useful implants used. The implant(s) would also NOT allow any ships the player is in to be interdictor nullified -- just the pod.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#2 - 2016-02-15 19:57:49 UTC  |  Edited by: Scipio Artelius
The "true fun of 0.0"?

What do you mean by that, because for a large part the freedom of everyone to shoot anyone else and to set traps for them is just as much a part of the true fun of 0.0 as anything else?

If Alliances want new players to get to their space, then the Alliance should give them some guidance and/or assistance. 0.0 isn't about the game holding your hand. You have to have other players hold it, or not need your hand held in the first place.

The net effect of nullified pods would be that instead of using a hictor, lowsec smart bombing tactics would shift into null as well to catch pods.
IcyMind Arierep
The Soul Society
Fraternity.
#3 - 2016-02-15 19:58:45 UTC
One way but is not easy get a wormhole connection to Low or High that connects close to your 0.0 station. Once you find a path , coordinate a move out. Have scouts good intel and move on. That's why this is a MMO.

stg slate
State War Academy
Caldari State
#4 - 2016-02-15 20:05:24 UTC
IcyMind Arierep wrote:
That's why this is a MMO.


But...but... what about the new player who is mute, a new father, 3 kids, RL responsibilities, and needs to be able to walk away from the keyboard at a moments notice?
Rain6637
GoonWaffe
Goonswarm Federation
#5 - 2016-02-15 20:07:19 UTC
Rain6637
GoonWaffe
Goonswarm Federation
#6 - 2016-02-15 20:09:03 UTC
you don't need standings for jump clones now, so you could save your progress at NPC stations along the way.
War Kitten
Panda McLegion
#7 - 2016-02-15 20:13:20 UTC
Baden Luskan wrote:


I think there should be some way that a player, who only wants to move just their character to 0.0. should have the ability to do so without being preyed upon by the vultures of 0.0. Allow players to get to their alliance's area of space so they can enjoy the true fun of 0.0 ...


Visit clone services in a station. Change your home station respawn point to one owned by your friendly new alliance's space. Undock. Self destruct.

Voila, gate camps avoided, and no expensive game-breaking implants had to be purchased.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Dracvlad
Taishi Combine
Astral Alliance
#8 - 2016-02-15 20:54:18 UTC
Well can I help you good OP.

Being an old player I can suggest a couple of methods, I have a fit for an Ibis that survived 3 gate camps while moving to do cyno's.

It has a cloak an offline Cyno gen, an MWD an ECM and two nano's, the key thing is to go there first in a empty noob ship multiple times, get them all complacent shooting a noob ship with nothing in, do that say 10 times then on the 11th go use that fit instead.

Work out how to do the mwd cloak trip, also if in a bubble and too far in then crash the gate. I only use the ECM when I am on the edge of the bubble and then do the WMD cloak trick then warp while locking them up.

You should see the reaction when they get jammed by an ECM, its priceless...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Ginnie
Doomheim
#9 - 2016-02-15 21:32:33 UTC
The last time I tried null, I set my home station to my corp's station in null, terminated a jump clone with no implants, and woke up in null. I had my items shipped to null by the alliance.

Now, I like to try out a corp and an alliance, so I only sent one ship to null, I left the rest of my ships and equip in High Sec.

It sounds plausible enough tonight, but wait until tomorrow. Wait for the common sense of the morning.

Hasikan Miallok
Republic University
Minmatar Republic
#10 - 2016-02-15 22:14:59 UTC
Move one of the Caldari newbie school systems to Stain.
Pirate Aussie
Ministry of War
Amarr Empire
#11 - 2016-02-15 22:19:28 UTC
Scipio Artelius wrote:
The "true fun of 0.0"?

What do you mean by that, because for a large part the freedom of everyone to shoot anyone else and to set traps for them is just as much a part of the true fun of 0.0 as anything else?

If Alliances want new players to get to their space, then the Alliance should give them some guidance and/or assistance. 0.0 isn't about the game holding your hand. You have to have other players hold it, or not need your hand held in the first place.

The net effect of nullified pods would be that instead of using a hictor, lowsec smart bombing tactics would shift into null as well to catch pods.


I made my own way. I'm starting in 0.0, having just bought this character (cap pilot). I figured out what ships to bring on my initial journey, and I bought the Archon to do it. Then, I planned out my jumps and made sure with my alliance that the move would be safe. It was. I did the legwork, which is hat null-sec entities want to see in possible recruits. They don't want to hold your hand just because you joined, you have to have some initiative to do so. If you can't show that you can do safe movement, then you don't deserve to be playing in 0.0. Stick to high sec and carebearing.
Rain6637
GoonWaffe
Goonswarm Federation
#12 - 2016-02-15 22:44:20 UTC
Rain6637
GoonWaffe
Goonswarm Federation
#13 - 2016-02-15 22:45:54 UTC
Andrew Space
Doomheim
#14 - 2016-02-15 22:55:26 UTC
Moving an alt into nullsec myself the past few weeks, I found it incredibly difficult getting into my staging system deep in null. I would say it's almost impossible in my area of space during prime without an intie.
Tau Cabalander
Retirement Retreat
Working Stiffs
#15 - 2016-02-15 23:05:21 UTC
My record for jumps through lowsec & nulsec (mostly) in an Ibis rookie-ship is 43. Nearly all stop & pull bubbles are detectable and avoidable. The ones directly on gates are so annoying that they typically get destroyed by the first fleet that gets stuck in it.

[I could have gotten further, but there was an unavoidable small gate-camp with a bubble directly on the incoming gate, and though I made it through, my next decision was a bad one: warp around in-system until my shield recharged a bit. I then went for the exit-gate and was followed-through by the interceptor that attacked me earlier, which immediately locked me and finished the job. Had I just jumped through the exit-gate immediately, they would have had weapons timers and been unable to follow.]
Pirate Aussie
Ministry of War
Amarr Empire
#16 - 2016-02-15 23:18:23 UTC
Rain6637 wrote:
oop **** posted on my spy account


You are the worst spai ever, and I hate you.
Aiwha
School of Applied Knowledge
Caldari State
#17 - 2016-02-15 23:29:48 UTC
stg slate wrote:
IcyMind Arierep wrote:
That's why this is a MMO.


But...but... what about the new player who is mute, a new father, 3 kids, RL responsibilities, and needs to be able to walk away from the keyboard at a moments notice?




aka: The scout.

Sanity is fun leaving the body.

Jazmyn Stone
Perkone
Caldari State
#18 - 2016-02-16 00:09:26 UTC
War Kitten wrote:
Baden Luskan wrote:


I think there should be some way that a player, who only wants to move just their character to 0.0. should have the ability to do so without being preyed upon by the vultures of 0.0. Allow players to get to their alliance's area of space so they can enjoy the true fun of 0.0 ...


Visit clone services in a station. Change your home station respawn point to one owned by your friendly new alliance's space. Undock. Self destruct.

Voila, gate camps avoided, and no expensive game-breaking implants had to be purchased.



This!!!

Always remember Tovil-Toba, and what was done there.

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#19 - 2016-02-16 00:15:42 UTC
Pirate Aussie wrote:
Scipio Artelius wrote:
... or not need your hand held in the first place.


I made my own way. I'm starting in 0.0, having just bought this character (cap pilot). I figured out what ships to bring on my initial journey, and I bought the Archon to do it. Then, I planned out my jumps and made sure with my alliance that the move would be safe. It was. I did the legwork, which is hat null-sec entities want to see in possible recruits. They don't want to hold your hand just because you joined, you have to have some initiative to do so. If you can't show that you can do safe movement, then you don't deserve to be playing in 0.0. Stick to high sec and carebearing.

Yeah, the not needing your hand held in the first place is the best attitude towards operating in nullsec.
Hal Morsh
Doomheim
#20 - 2016-02-16 02:57:37 UTC
Getting into null isn't the problem, it's getting OUT with anything intact.


I tried moving a hauler through near HED-GP. PL was camping the system so I warped to their pos, then warped to gate at range.


I'd have been fine if I had warped to 0, but instead I found out they had cloaky alts surrounding the gate.

Oh, I perfectly understand, Hal Morsh — a mission like this requires courage, skill, and heroism… qualities you are clearly lacking. Have you forgotten you're one of the bloody immortals!?

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