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Warp Disruption Countermeasure I

Author
Goose99
#101 - 2012-01-15 16:44:55 UTC
Simi Kusoni wrote:
Valei Khurelem wrote:
Now people have said to me "have you gone into 0.0 space before?" and I have, the one thing that's the biggest problem isn't necessarily losing your ship, it's the fact that it's so damn hard to replace everything, there's no real market hubs in 0.0 space, the few people who are selling stuff are understandably selling stuff at high prices because of the risk involved in them mining. There are also no blueprints in 0.0 space for sale by NPCs so that means it is very difficult for people to re-stock what they've lost or even produce anything since you have to fly through 0.0 chokepoints with valuable blueprint originals inevitably waiting to get blown up by the gatecampers that love going after you for kicks if you aren't fast enough.

In fact oh look! I've just thought of an alternative to this idea for you! Why not have blueprint originals up for sale by pirate NPCs so that people who want to go and live in empire space might have a chance if they earn enough cash? The only problem then of course is you have to find a way to deal with station campers who wait for industrial players to come out and gank their ships even though they're the ones who built the very ships they're flying, which goes back to why I made this thread in the first place.

If you live in 0.0 and don't make enough ISK to replace ships then you are doing it wrong. Similarly, if you can't set up a supply chain to/from high sec in which you manage to not lose a reasonable number of ships then again, you're doing it wrong.

There are ways around it, even without joining an alliance (although that is recommended). For one thing, have you considered not living in 0.0, but raiding 0.0 systems instead?

As for station campers, again, if you can't avoid a station camp... seriously?! Undock, ctrl+space, redock. Learn not to buy stuff from heavily camped stations, use insta-warps to get out if they don't have a bubble/very quick lock etc.

Going solo in 0.0 isn't supposed to be easy, that is Eve at it's absolute hardest. Introducing mechanisms to attempt to address that non-issue will always just be abused by older better connected players. If you wish to be completely independent in Eve, and have an easy life in which you never lose a ship, try low sec. Otherwise, I quite like life being difficult, it's what makes Eve fun. Please don't try and ruin it for the rest of us.


Actually, it doesn't make sov null living easier, it makes it harder. Deep within the blue ass of large sov null entities, you don't see a hostile for weeks on end. It's far safer than highsec, where every grey around the corner can gank you. This would fix that unchecked carebearing.Cool
Simi Kusoni
HelloKittyFanclub
#102 - 2012-01-15 17:31:05 UTC
Goose99 wrote:
Simi Kusoni wrote:
Valei Khurelem wrote:
Now people have said to me "have you gone into 0.0 space before?" and I have, the one thing that's the biggest problem isn't necessarily losing your ship, it's the fact that it's so damn hard to replace everything, there's no real market hubs in 0.0 space, the few people who are selling stuff are understandably selling stuff at high prices because of the risk involved in them mining. There are also no blueprints in 0.0 space for sale by NPCs so that means it is very difficult for people to re-stock what they've lost or even produce anything since you have to fly through 0.0 chokepoints with valuable blueprint originals inevitably waiting to get blown up by the gatecampers that love going after you for kicks if you aren't fast enough.

In fact oh look! I've just thought of an alternative to this idea for you! Why not have blueprint originals up for sale by pirate NPCs so that people who want to go and live in empire space might have a chance if they earn enough cash? The only problem then of course is you have to find a way to deal with station campers who wait for industrial players to come out and gank their ships even though they're the ones who built the very ships they're flying, which goes back to why I made this thread in the first place.

If you live in 0.0 and don't make enough ISK to replace ships then you are doing it wrong. Similarly, if you can't set up a supply chain to/from high sec in which you manage to not lose a reasonable number of ships then again, you're doing it wrong.

There are ways around it, even without joining an alliance (although that is recommended). For one thing, have you considered not living in 0.0, but raiding 0.0 systems instead?

As for station campers, again, if you can't avoid a station camp... seriously?! Undock, ctrl+space, redock. Learn not to buy stuff from heavily camped stations, use insta-warps to get out if they don't have a bubble/very quick lock etc.

Going solo in 0.0 isn't supposed to be easy, that is Eve at it's absolute hardest. Introducing mechanisms to attempt to address that non-issue will always just be abused by older better connected players. If you wish to be completely independent in Eve, and have an easy life in which you never lose a ship, try low sec. Otherwise, I quite like life being difficult, it's what makes Eve fun. Please don't try and ruin it for the rest of us.


Actually, it doesn't make sov null living easier, it makes it harder. Deep within the blue ass of large sov null entities, you don't see a hostile for weeks on end. It's far safer than highsec, where every grey around the corner can gank you. This would fix that unchecked carebearing.Cool

How, when that lone rifter uses this trick to get into deep sov space... where we then use this trick to escape him?

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Valei Khurelem
#103 - 2012-01-15 17:48:42 UTC
You seem to really hate lone rifters, did you get ganked by one? :D

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

Simi Kusoni
HelloKittyFanclub
#104 - 2012-01-15 19:29:40 UTC
Valei Khurelem wrote:
You seem to really hate lone rifters, did you get ganked by one? :D

Yes, it was an extremely traumatic experience and I'd prefer it if you never speak of it again Cry

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Mars Theran
Foreign Interloper
#105 - 2012-01-15 19:32:51 UTC
I notice there wasn't a single comment on that ship fitting up there. The one that uses every trick in the game to avoid getting ganked; plus has command bonuses, to give it some actual purpose besides jumping gates, and even probes.

Maybe that's because it would die in a fire.

How about one that is just evasion oriented?:

[Loki, NullScout, Semi-Realistic fit]
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
'Halcyon' Core Equalizer I
'Halcyon' Core Equalizer I

Republic Fleet 10MN MicroWarpdrive
Invulnerability Field II
Invulnerability Field II
Kinetic Deflection Amplifier II
Explosion Dampening Amplifier II

220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
Covert Ops Cloaking Device II

Medium Polycarbon Engine Housing II
Medium Hyperspatial Velocity Optimizer II
Medium Hyperspatial Velocity Optimizer II

Loki Defensive - Amplification Node
Loki Electronics - Dissolution Sequencer
Loki Engineering - Capacitor Regeneration Matrix
Loki Offensive - Covert Reconfiguration
Loki Propulsion - Interdiction Nullifier

Minus the recommended ECM drones which are so cool. (You have to take the time to deploy them, lock a target, and then hope that they will actually work; which isn't in my book of evasionary tactics, unless you already happen to be engaged.)

So, how fast would this die in a fire?

3 points and you're done of course, as it's not fast enough to outrun any interceptor and has no tank.
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Valei Khurelem
#106 - 2012-01-15 19:37:19 UTC
I did see that and commented on it >_< no need to spam the entire page with it.

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

Mars Theran
Foreign Interloper
#107 - 2012-01-15 19:40:10 UTC
Simi Kusoni wrote:
Valei Khurelem wrote:
You seem to really hate lone rifters, did you get ganked by one? :D

Yes, it was an extremely traumatic experience and I'd prefer it if you never speak of it again Cry


I think the problem with NullSeccers in big Corps and Alliances, is that they can't seem to realize how much they benefit individually, from the network, protection, and space that their Alliance provides. 100 people managing a corridor into Nullsec, while having blues all-around makes things a lot safer.

Even 4-5 people scouting, (min. for transporting through Null and Lowsec), and using CovOps Industrials, is a lot safer; though if you want any chance of success, you make that run with scouts when there is nobody around. Literally, you wait for the systems in route to empty out as people log off.
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Mars Theran
Foreign Interloper
#108 - 2012-01-15 19:42:54 UTC
Valei Khurelem wrote:
I did see that and commented on it >_< no need to spam the entire page with it.


It's not the same one Valei, and I wasn't referring to your comment or lack of; I was more interested that not one person arguing against introduction of new modules said it was a ****-fit, or that it would get raped by the willing quite quickly. It doesn't benefit them to do so, even though they are thinking it; so they don't, in order to keep the credibility of their arguments.

That's why I posted it in the first place.
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Valei Khurelem
#109 - 2012-01-15 19:55:33 UTC
Well that's what happens when you try and bring up an issue people are in complete denial about, look at the economy RL lol.

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

Simi Kusoni
HelloKittyFanclub
#110 - 2012-01-15 21:16:09 UTC
Mars Theran wrote:
Valei Khurelem wrote:
I did see that and commented on it >_< no need to spam the entire page with it.


It's not the same one Valei, and I wasn't referring to your comment or lack of; I was more interested that not one person arguing against introduction of new modules said it was a ****-fit, or that it would get raped by the willing quite quickly. It doesn't benefit them to do so, even though they are thinking it; so they don't, in order to keep the credibility of their arguments.

That's why I posted it in the first place.

Tbh we just ignored your post, personally I rarely take a real look at fits people post unless they are actively brought into the discussion. REAL null sec ninja ratting/plexing fits:

[Ishtar, pve]
Armor Thermic Hardener II
Armor Thermic Hardener II
N-Type Kinetic Hardener I
Medium Armor Repairer II
Co-Processor II

Y-T8 Overcharged Hydrocarbon I Microwarpdrive
10MN Afterburner II
Codebreaker I
Cap Recharger II
Cap Recharger II

Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Core Probe Launcher I, Core Scanner Probe I
Prototype Cloaking Device I

Medium Sentry Damage Augmentor I
Medium Sentry Damage Augmentor I


Garde II x5
Warden II x5
Hammerhead II x5
Hobgoblin II x5
Vespa EC-600 x5


Or a less skill intensive cane:

[Hurricane, Hurricane: Gabe's Nanocane!]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II
Nanofiber Internal Structure II

Invulnerability Field II
Warp Disruptor II
Large Shield Extender II
Y-T8 Overcharged Hydrocarbon Microwarpdrive

220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
Medium Energy Neutralizer II
Medium Energy Neutralizer II

Medium Anti-EM Screen Reinforcer I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I

EC-300

These fits are fast, they will get you around, and you can plex in them. The cane can probably even be improved with a T1 cloak for the mwd trick, or an extra nano.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Mars Theran
Foreign Interloper
#111 - 2012-01-15 21:53:47 UTC
The Ishtar's okay, but there is no way I would take that nanocane into Null solo. It's a Skirmisher for small gangs.

If you're already in Null, then it will work fine of course. The Ishtar is not likely to make it far either; given it will either be caught on the way in or on the way out most of the time.

Like I said though, currently the best defense against bubbles and gangs is waiting till they log off. Get your ship in when there is no opposition; then find a safe spot where you want to Plex, and go from there. If you're in Null, and have found relatively quiet space; then half the battle is already won.
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Valea Silpha
Sebiestor Tribe
Minmatar Republic
#112 - 2012-01-15 22:50:09 UTC
The thing is that bubbles, and tackle in general, is not a ganking tool. All they do is stop you from warping away immediately. That's all. Nothing more. Warping is certainly a powerful way to avoid being killed. The thing is that since you can warp ad infinitum, and you are invincible while you are warping, assuming you can always warp out there is only a few seconds window at a time during which any fighting can happen. And that means that no-one ever dies.

Right from the off set, eve always has had disruptors and scramblers to stop this happening. The devs saw that if you were going to let people fight, they needed some fort of mechanism to stop them just warping off. They also put in a hard-counter to them in the form of warp core stabilizers. 1 WCS = 1 disruptor that doesn't effect you. And you can use as many as you want. You could easily make a ship (assuming it had enough low slots) impossible for any single ship to prevent warping.

In fact not too far in the past there was a nerf of warp core stabs for simply being too powerful. Far from being used by people who didn't want to fight it was used by people who DID want to fight, but didn't want to die. This took advantage of the fact that even when they had no effect on combat ability, WCS still took up slots and thus gimped good ratting and other solo pvp ships.

WCS were the gankers tool. They were not often used by ratters, even when they knew that it would near certainly keep them alive, and borderline invincible. The ratters used local, and scouts, and intel channels to tell them when danger was near. With a single WCS, they probably would have needed any of them (scrams didn't have their current effect, merely 2 points at very short range and were almost unheard of). But they seldom used them.

They put their faith in the great all purpose approach to not dying - ie not being where the bad guys were. They never wanted to be on the field with someone pointing them, and a lot of people, including me never got popped.

The gankers on the other hand who were constantly putting themselves in harms way, going into places where they were going to have points thrown at them. It was their natural environment. And so they protected themselves from dying, not by tanking or jamming or any other way. They protected themselves by always being able to warp away. It meant that they were in a guaranteed no-loss situation. Every fight, they knew they at best would break even.

This was why WCS were nerfed to make them near impossible to use on combat fit ships. Gankers had taken a tool to protect unwary travelers and turned it into a free pass to attack everything everywhere with no risk. I once was in a 5 man gang that had a WCS raven jump into us. We put 5 points on him, and he just warped away after taking a moment to slap a thorax with torps.

And that is exactly what would happen with your module. If anything, they are even more dangerous than WCS, because you only need to give up one slot, and the number of combat ships with utility highs is very large. It makes every ship able to be a full combat platform, with max tank, max dps, and at the cost of a neut never have to worry about being killed.

That is the problem here. Almost every ship would be able to be incredibly aggressive at little to no risk to themselves. And that goes against the way that eve is. You CAN be aggressive now, but when you commit to attacking someone you take the risk of being killed.

Even assuming that we reframe the concept of your module into being something that reduces your number of targets to 0, scan res to zero and prevents you activating smartbombs, thus solving the problem of people taking it and using it aggressively, there are still problems.

Yes, it does protect people from being ganked on the field, once a point hits them.

There is a noble intention there.

But eve is not a noble universe. And particularly in 0.0, every ship has to be looked as as being a potential huge threat. There is no way to know what ships are newbies trekking out to see what there is to see, and which are potentially bearing cyno fields, and by extension bringing with him everyone in alliance and their alts with their capitals and supercapitals to your door step.

And I can guarantee that this would be the primary purpose your module would be put to. Because veterans are... well... bastards. They will use every tool available to them to get the upper hand. There is no honor in space, there is just winning and losing.

To return this back to where we started...

How did most people chose to protect themselves from being attacked, even when there was a cheap and powerful counter to tackling ? They chose the most reliable approach, namely being someplace else than where the people who wanted to kill them were. They used intelligence channels and local and scouts to warn them of impending attack. And they warped out before anyone could point them.

And that is the crux of the matter. The key to not being ganked is not in having the means to escape once combat has started, its to not be involved in combat at all, being many AU from the nasty people. There certainly already are ways to escape even large numbers of people trying to hold you down and kill you, but that's irrelevant here.
Valea Silpha
Sebiestor Tribe
Minmatar Republic
#113 - 2012-01-15 22:50:20 UTC  |  Edited by: Valea Silpha
If you look at it from the other direction, you should see that there is almost every possible tool needed in order to prevent being ganked by not being where the gankers are. Here are the tools that you have to help you not be where the killing is:


  • Local chat - The key intelligence tool. It will tell you if there are people in this system, and how many.
  • Directional scanner - This will tell you where anyone in local is and what they are flying. It will tell you if there are mobile bubbles, or bubble creating ship.
  • The map - This will tell you how many people have jumped between systems, how many people have died, and to a limited degree how many people are in any given system at any given time. Not quite in real time, but with little enough delay that it should be easilly possible to tell where there are people sitting still awaiting you
  • The ability to create 'safe' spots anywhere in space - This means that you can easilly warp to somewhere that it is very hard to find, and certainly not quickly. If you have a number of them, you are impossible or at least very hard to find.
  • Friends - From intelliegence channels for the alliance-bound, to just a few mates who can scout you through, to making an alt and calling it a friend for the forever alone. Not even an alt account is needed. I know at least a few people who have made a second character on the same account, moved it where they wanted to move their main and just logged it in and out to have a quick gander. Other people, or at least other characters/accounts can physically show you what there trying to shoot you.


Given all of these tools that everyone has available to them, where you can see not only what is in system but where they are and what they are flying, as well as making educated guesses as to how many people are lurking in any system in the galaxy, it is in fact fairly hard to find an excuse for being on grid with people when you don't want to.

Even if all of the above methods fail you, the social (or just imaginary friend) option gives you absolute protection. Something expendable (a shuttle, a noob ship) can be warped ahead, and if that dies, then you need not risk anything else.

If you don't want to risk being killed you can use all of these in combination to not put yourself in harms way. Aside from a live map and a d-scanner than works next door too (which a scout gives you) its hard to imagine more perfect tools for providing you genuinely perfect protection from attack namely not being on the same grid as anyone who wants to shoot you.

The truth of the matter is that your module while claiming to solve problems it is totally redundant. If you don't want to be shot, don't be in a position where you might be shot at. You can take an alternate route, or simply be patient.

What your module facilitates is essentially people being able to do whatever they want all time without thought and preperation and without acknowledging other players in the game and their various intentions. 0.0 is a player dictated environment, the players make the rules, they set the agenda and being able to ignore them would be a huge paradigm shift, not just for 0.0 but for the whole of eve. Even in high sec other players can hurt you and kill you if they want to. Mostly they don't, but that's not the point.

Eve is a world that reflects the real world quite well in this regard. Even the most solitary hermetic loner has to acknowledge what other people are doing and what they do and even if they chose not to interact with anyone at all. You have to wait in line, and go through the toll booth. Even if you totally object to that, you can't just murder everyone else (it'd just take too long). You have to modify your behavior. Pick a different route, wait for things to be delivered. Even then, not leaving your house, the other people are effecting you, and the wishes of the controlling power is being taken account of in your behavior.

Eve is at its core a PvP game. And that means that at all times, you have to deal with what other players are doing. If you don't they will force you to. If you do, you can essentially ignore them.

That is at its core the big problem with your idea. Like I said, it is a noble enough idea. The problem is not that it makes fighting near impossible, or even that in your form it actually facilitates ganking. The problem is that it allows people to at all times do exactly what they want.

The whole of the galaxy is built around players interacting with each other, from the market to pos networks and infrustructure to wars to rebuilding the infrustructure. Players interacting. And like I said, to change that is breaking the universe.

And that, in lots and lots of words, is why your idea is both functionally redundent (because we already have the tools to never be near other players) but also very philosophically threatening to the concepts of eve.

If you don't like the rules of the eve universe, and more widely of multiplayer sandboxes, then you don't have to play here. If you do not enjoy the challenge of having people standing between you and your goals, then you have picked the wrong game. You can certainly bend the eve universe to your wishes, but you don't do that by crying to the forums about how you shouldn't have to pay attention to other people. You do it by building a fiefdom to your own designs, where other players will protect you from being ganked.

Fin

Edit -

That's 2000 words of why you are wrong btw. You better appreciate it, and be suitably crestfallen.
muhadin
Brutor Tribe
Minmatar Republic
#114 - 2012-01-15 22:57:24 UTC
Learn to play better and not die. When you solo, and when you fight, you either choose to Commit, or you don't, but when you commit you go all the way and don't try to run like a little girl. Ive killed dramiels in my taranis quite a few times with 20% structure left, if i decided to run when i was hitting structure because a gang jumped in i would die and not get a kill.

The idea is learning when to fight and when not to, and to use falcon alts/scout alts.

Welcome to eve.

"Love the Life you Live, Live the Life you Love"

Simi Kusoni
HelloKittyFanclub
#115 - 2012-01-15 23:08:43 UTC
Mars Theran wrote:
The Ishtar's okay, but there is no way I would take that nanocane into Null solo. It's a Skirmisher for small gangs.

If you're already in Null, then it will work fine of course. The Ishtar is not likely to make it far either; given it will either be caught on the way in or on the way out most of the time.

Like I said though, currently the best defense against bubbles and gangs is waiting till they log off. Get your ship in when there is no opposition; then find a safe spot where you want to Plex, and go from there. If you're in Null, and have found relatively quiet space; then half the battle is already won.

The ishtar is not likely to be caught if piloted well. The cane is also fine for ratting, escaping small camps and killing the odd random toon you come across in a belt. Each is fine, depending on what it is you intend to do in null sec.

In fact, there is a whole thread on ninja plexing written by a guy that makes it his sole profession, who uses that ishtar (check the missioning forum for ninja plexing master guide). As for the cane, I've made numerous trips with it through goon/test null sec when I was in Aridia and needed to grind my sec. I never lost one, despite all their attempts to kill me. Closest call I ever had was when they had a rook, and even then I just burnt away until only the ceptor could keep up and continue laying down DPS. Eventually I finally got a lock and set the ECM drones on him and warped off.

Anyway, I think Valea made the point more eloquently than I ever could have. I'd like to see some of you try and answer her post point for point, and try and come up with some honest justifications for this module.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

betoli
The Scope
Gallente Federation
#116 - 2012-01-15 23:58:51 UTC
Valea Silpha wrote:
The thing is that bubbles, and tackle in general, is not a ganking tool. All they do is stop you from warping away immediately. That's all. Nothing more. Warping is certainly a powerful way to avoid being killed. The thing is that since you can warp ad infinitum, and you are invincible while you are warping, assuming you can always warp out there is only a few seconds window at a time during which any fighting can happen. And that means that no-one ever dies.


Personally this is where I see the problem. You can always warp off. It should be harder to warp off.

Quote:

Right from the off set, eve always has had disruptors and scramblers to stop this happening. The devs saw that if you were going to let people fight, they needed some fort of mechanism to stop them just warping off.


And they found a sledgehammer fix. Unlike all the other combat interactions, its a binary on off button in most situations. In a typical many vs few scenario the outcome is so predetermined its laughable.

Quote:

They also put in a hard-counter to them in the form of warp core stabilizers. 1 WCS = 1 disruptor that doesn't effect you. And you can use as many as you want. You could easily make a ship (assuming it had enough low slots) impossible for any single ship to prevent warping.

In fact not too far in the past there was a nerf of warp core stabs for simply being too powerful. Far from being used by people who didn't want to fight it was used by people who DID want to fight, but didn't want to die. This took advantage of the fact that even when they had no effect on combat ability, WCS still took up slots and thus gimped good ratting and other solo pvp ships.


WCS works against any single ship. But single ships are not the inhibitor, blobs are. WCS isn't a problem because of overpowered/underpowered, its just a crap mechanic.

Quote:

And that is exactly what would happen with your module. If anything, they are even more dangerous than WCS, because you only need to give up one slot, and the number of combat ships with utility highs is very large. It makes every ship able to be a full combat platform, with max tank, max dps, and at the cost of a neut never have to worry about being killed.


I agree, his module is OP. However that doesn't mean the problem he's trying to fix isn't a problem.....

Quote:

That is the problem here. Almost every ship would be able to be incredibly aggressive at little to no risk to themselves. And that goes against the way that eve is. You CAN be aggressive now, but when you commit to attacking someone you take the risk of being killed.


Something that I think everyone would agree with. But surely this is easy to correct, you just stop it working for 10 minutes if you shoot at something.

But as you say its a noble objective.... So why so keen to preserve the status quo. The game would be better if all play styles were possible in 0.0 - including solo (without the scout, most arguments break down).

Personally I'd get rid of the 'points' and have an additional resource - say a warp battery separate from cap, with its own set of boosters, re-chargers, and neut type modules creating a range of options for offence and defence each with their own fitting implications. The problem with points is they are so fecking binary in their effect.

alternatively if you are going to have a I_LIVE module it should come with a hefty penalty (say 5m ISK for a cruiser charge + 75% damage to all layers), a large reload time (5 minutes), and also prevent you from leaving the system or docking for 30 minutes (including logoffsky), thus forcing a game of hide and seek in which the runner really has to work hard to survive.


Lord Zim
Gallente Federation
#117 - 2012-01-16 00:09:10 UTC
Mother of god, can this thread (and this idea) please just die off? It's horrid.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Khoda Khan
Vatlaa Corporation
#118 - 2012-01-16 00:44:11 UTC
Valei Khurelem wrote:
It isn't a guaranteed escape at all, it just evens the odds, if you want to instantly win then you should be playing singleplayer games against stupid NPCs or doing PvE missions, this would force gankers to be more intelligent with the gatecamping tactics you use and actually have to hunt down your prey rather than just pop them in five seconds.


Perhaps it is you that should be playing one of those singleplayer games against stupid NPCs or doing PVE missions, as this would allow you to avoid those terribly mean schoolyard bullies. Well, at least the gatecamping variety. I'm not a gate camper, and haven't ever been particularly fond of them myself, preferring a slightly more personal touch to my fights, but I'm sorry, if you're having a problem where you think proposing an idea like this is even necessary then you're not doing something right and should avoid situations where all the schoolyard bullies will come beat you up at the same time.

No sympathy for OP, no support for OP's proposal.
Valei Khurelem
#119 - 2012-02-05 16:01:29 UTC
Bumping because I'd like to see more opinions on this and hate :D

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

Nikk Narrel
Moonlit Bonsai
#120 - 2012-02-05 17:19:13 UTC
How about this:

A module that supercharges microwarp drives, in exchange for being unable to engage full warp drive. 5 minute cycle time, reset by gating.

This would leave the only escape as going back through the gate they came in by.

Activating warp would also put the module on cooldown, so it would be unusable for 5 minutes after warping.
(This would keep it from helping bypass gate camps from the side of the gate the camp is on)
Again, it is reset by gating, making it available almost exclusively to retreat back from a gate camp, never for getting past one.