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Player Features and Ideas Discussion

 
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Lowsec mechaninc change for Fighters

Author
Anthar Thebess
#1 - 2016-05-30 08:06:38 UTC
New carrier mechanic is awesome, but have it downsides in places like lowsec.
Old players use this space to abuse newbies Lol, but getting around carrier gatecamps to newbie players is almost impossible.

My suggestion is very simple fix for this, without affecting most of the real fighter usage in lowsec - can we get lowsec gate guns auto aggressing any fighter in range?

This simple fix will remove the possibility of carrier gate camps in lowsec.
Serendipity Lost
Repo Industries
#2 - 2016-05-30 08:51:49 UTC
Do gate guns aggress fighters that shoot neutrals on gates?
Anthar Thebess
#3 - 2016-05-30 08:54:55 UTC
Serendipity Lost wrote:
Do gate guns aggress fighters that shoot neutrals on gates?

After the action.
That leaves all newbies to deal with the carrier first.
Change will simply block people from keeping fighters on the lowsec gates waiting for something to jump in.

This kind of gatecamp is acceptable in nullsec, but lowsec need some ease with this.
Lugh Crow-Slave
#4 - 2016-05-30 09:54:43 UTC  |  Edited by: Lugh Crow-Slave
it's no harder for a newbie to escape a carrier camp than any normal camp considering the carrier is not the one that does the tackling.

(unless it is but in that case again they were not getting out of any standard camp either)


and please don't use the newbro argument where its not warranted it just cheapens it when used on things that it does matter. there are far more new bros killed in hs than to all the ls camps
Anthar Thebess
#5 - 2016-05-30 09:59:46 UTC
Ok lets introduce bubbles to lowsec then.
Lugh Crow-Slave
#6 - 2016-05-30 10:10:33 UTC
how did you make that leap?
Anthar Thebess
#7 - 2016-05-30 10:13:35 UTC
Lugh Crow-Slave wrote:
how did you make that leap?


Why do we have gate guns, no bubbles and other stuff in lowsec if not for offering some protection to new players.
Lugh Crow-Slave
#8 - 2016-05-30 10:18:07 UTC
to provide unique gameplay across the game
Anthar Thebess
#9 - 2016-05-30 10:23:20 UTC
Lugh Crow-Slave wrote:
to provide unique gameplay across the game

So let gate/ station guns shoot all fighters - to preserve unique gameplay across the game.

Lugh Crow-Slave
#10 - 2016-05-30 10:25:39 UTC
oh i have no issue with the suggestion just you justification

in fact i fully support it
Donnachadh
United Allegiance of Undesirables
#11 - 2016-05-30 16:07:18 UTC
Lugh Crow-Slave wrote:
oh i have no issue with the suggestion just you justification

in fact i fully support it

You should consider making such statements when you first replied, it would have eliminated the mis-understanding.

I like the concept of this idea, but I am not sure it can be made to work without interfering with legitimate uses of the fighters in the area around the gates. I am thinking about a battle the low sec corp my son is in had the other night. It started outside the range of the gate guns and then moved into range as the fleet they were attacking tried to make it to the gate. With your idea in place what would have happened to the fighters from the carriers on both sides of that fight?

FT Diomedes
The Graduates
#12 - 2016-05-30 16:36:11 UTC
Anthar Thebess wrote:
New carrier mechanic is awesome, but have it downsides in places like lowsec.
Old players use this space to abuse newbies Lol, but getting around carrier gatecamps to newbie players is almost impossible.

My suggestion is very simple fix for this, without affecting most of the real fighter usage in lowsec - can we get lowsec gate guns auto aggressing any fighter in range?

This simple fix will remove the possibility of carrier gate camps in lowsec.


Carrier gate camps in low sec is a good thing. That's nice fat targets sitting on/near a gate.

Why should gate guns auto aggress ANYTHING that does not commit a hostile act?

PS - the only time I spend in low sec is traveling through it. A Carrier gate camp is no more likely to catch me than any other camp.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#13 - 2016-05-30 17:29:54 UTC
Anthar Thebess wrote:
Lugh Crow-Slave wrote:
to provide unique gameplay across the game

So let gate/ station guns shoot all fighters - to preserve unique gameplay across the game.

And remove every carrier PVP from low sec gates that does not involve new players in the process? If a new player sees many things on his overview/brackets on the gate he just jumped in, they will die to it if they do not use their brain. By your logic, insta locking Hictors from which you cannot escape with warp core stabs and which kill you just as efficiently as carriers with a lot less money involved should be removed as well.

Why should new players in that area of space even be a determining factor in what is possible and what not? New players here, new players there, it's a thought-terminating argument that has been overused and misused for all sorts of things.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Frostys Virpio
State War Academy
Caldari State
#14 - 2016-05-31 13:42:14 UTC
FT Diomedes wrote:
Anthar Thebess wrote:
New carrier mechanic is awesome, but have it downsides in places like lowsec.
Old players use this space to abuse newbies Lol, but getting around carrier gatecamps to newbie players is almost impossible.

My suggestion is very simple fix for this, without affecting most of the real fighter usage in lowsec - can we get lowsec gate guns auto aggressing any fighter in range?

This simple fix will remove the possibility of carrier gate camps in lowsec.


Carrier gate camps in low sec is a good thing. That's nice fat targets sitting on/near a gate.

Why should gate guns auto aggress ANYTHING that does not commit a hostile act?

PS - the only time I spend in low sec is traveling through it. A Carrier gate camp is no more likely to catch me than any other camp.


Near is kind of relative. When the carrier can be 2000 km away, it's on grid so technically near but still out of reach of pretty much anything. You would still have to probe him down before you could engage it in any way. It's skynet carrier but 2000 km away instead of 52 AU.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#15 - 2016-05-31 13:48:11 UTC
Make network sensor arrays as beacons like cynos so warpable, that'll show'em Big smile

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Lugh Crow-Slave
#16 - 2016-05-31 14:38:58 UTC
Donnachadh wrote:
Lugh Crow-Slave wrote:
oh i have no issue with the suggestion just you justification

in fact i fully support it

You should consider making such statements when you first replied, it would have eliminated the mis-understanding.

I like the concept of this idea, but I am not sure it can be made to work without interfering with legitimate uses of the fighters in the area around the gates. I am thinking about a battle the low sec corp my son is in had the other night. It started outside the range of the gate guns and then moved into range as the fleet they were attacking tried to make it to the gate. With your idea in place what would have happened to the fighters from the carriers on both sides of that fight?




well the gates can only manage one target at a time and unless its FW it will have suspects to swap to if you pull them in when they have agro
Serendipity Lost
Repo Industries
#17 - 2016-06-01 09:30:05 UTC
If this is the NSA thing. I'm currently leaning toward a max range that the super locking works. Making the NSA range the same distance as a hic focused point seems like a great idea to me.
Lugh Crow-Slave
#18 - 2016-06-01 11:28:34 UTC
that would not solve the "issue" at all
Donnachadh
United Allegiance of Undesirables
#19 - 2016-06-01 12:19:56 UTC
Lugh Crow-Slave wrote:
well the gates can only manage one target at a time and unless its FW it will have suspects to swap to if you pull them in when they have agro

So what you are saying here is that the winner of a legitimate carrier fight within range of the gate guns could actually be decided by the AI controlling the gate guns, and this is a good thing?

A far better idea is to simply get rid of the gate guns and be done with it.
Darius Falc
Unforeseen Consequences.
Valkyrie Alliance
#20 - 2016-06-01 15:47:34 UTC
Anthar Thebess wrote:
Lugh Crow-Slave wrote:
to provide unique gameplay across the game

So let gate/ station guns shoot all fighters - to preserve unique gameplay across the game.



Doesn't this prevent carriers from defending themselves if they get pointed on a station?