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Make lowsec sentries less lazy

Author
Ras Blumin
A Cross The Universe
#1 - 2016-10-11 08:12:03 UTC
Right now, sentries stop wanting to shoot at Evil Pirates as soon they lose lock or the pirate moves out of range. The old system was too severe, however I find that Crimewatch is not severe enough. I suggest a Per-System Sentry Timer of 5 minutes. So, if you engage illegally in front of sentries, for 5 minutes, ALL sentries in THAT SYSTEM will engage you, and keep firing until they lose lock. The Timer WILL NOT reset just because a sentry sees you, however once they start firing, you will have to make them lose lock to make them stop.

This will have no direct effect on people who engage away from gates and stations.

The Timer should be visible in the top left corner, just like all other timers.

Addendum: Remove the hidden Limited Engagement Timer gotten from agressing targets in LS
Mordachai
Eternal Darkness.
The Initiative.
#2 - 2016-10-13 12:27:28 UTC  |  Edited by: Mordachai
tbh the old mechanic that they shot at you when your were flagged and while within 250km range i think or was it 150km ? dont remember wasnt even sever enough imho but we got used to it :) and abused it with sebolocking naga's ... can be done still if its 150km.
Ras Blumin
A Cross The Universe
#3 - 2016-10-13 12:38:12 UTC
It's still 150km. This change wouldn't affect snipers at all, yeah. Pretty much just a close range gate-camp nerf.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2016-10-13 17:23:12 UTC
Why?
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#5 - 2016-10-13 17:25:17 UTC
Danika Princip wrote:
Why?

Because it's easier to ask for CCP to deal with gate camps, then to do something about it personally.
Dolorous Tremmens
The Scope
Gallente Federation
#6 - 2016-10-13 23:30:18 UTC
Sounds like an attempt to make lowsec a safer place. Unsupported.

Get some Eve. Make it yours.

Ras Blumin
A Cross The Universe
#7 - 2016-10-14 08:42:27 UTC
Danika Princip wrote:
Why?

You don't need to change your setup or gang composition at all to gate camp nowadays. Do 2 warps and the only consequence is a suspect flag, and a bit of sec loss. It's too easy.
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2016-10-14 12:41:07 UTC
Ras Blumin wrote:
Danika Princip wrote:
Why?

You don't need to change your setup or gang composition at all to gate camp nowadays. Do 2 warps and the only consequence is a suspect flag, and a bit of sec loss. It's too easy.


Which is bad because...?
Ras Blumin
A Cross The Universe
#9 - 2016-10-16 11:55:58 UTC
Danika Princip wrote:
Ras Blumin wrote:
Danika Princip wrote:
Why?

You don't need to change your setup or gang composition at all to gate camp nowadays. Do 2 warps and the only consequence is a suspect flag, and a bit of sec loss. It's too easy.


Which is bad because...?


What do you mean?
Danika Princip
GoonWaffe
Goonswarm Federation
#10 - 2016-10-16 16:35:14 UTC
Ras Blumin wrote:
Danika Princip wrote:
Ras Blumin wrote:
Danika Princip wrote:
Why?

You don't need to change your setup or gang composition at all to gate camp nowadays. Do 2 warps and the only consequence is a suspect flag, and a bit of sec loss. It's too easy.


Which is bad because...?


What do you mean?


Exactly what I say. Why do you think it is a bad thing that gatecamps exist?
Rawketsled
Generic Corp Name
#11 - 2016-10-16 21:05:25 UTC
Dolorous Tremmens wrote:
Sounds like an attempt to make lowsec a safer place. Unsupported.

Making it (slightly) safer is key to getting more nerds out of HS and taking risks in LS.
Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#12 - 2016-10-17 18:20:52 UTC
Rawketsled wrote:
Dolorous Tremmens wrote:
Sounds like an attempt to make lowsec a safer place. Unsupported.

Making it (slightly) safer is key to getting more nerds out of HS and taking risks in LS.


But... then you're just changing it to be slightly more like highsec...
It's supposed to be a different type of space with more risk and more reward

This is a signature.

It has a 25m signature.

No it's not a cosmic signature.

Probably.

Btw my corp's recruiting.

Rawketsled
Generic Corp Name
#13 - 2016-10-17 21:07:34 UTC
It will still be a different type of space, with more risk and more reward.

Things like the MWD+Cloak trick allow players to make lowsec safer. Bouncing to evade gate guns makes lowsec more dangerous. You could argue that both of these balance out. However, I'd like to have more nerds from highsec coming in to run escalations.

And this effect only makes gates and stations safer. Belts, and DED sites are still just as dangerous in lowsec.

Disrupting gate camps isn't a bad thing.
Shae Tadaruwa
Science and Trade Institute
Caldari State
#14 - 2016-10-17 21:46:32 UTC  |  Edited by: Shae Tadaruwa
Rawketsled wrote:
Dolorous Tremmens wrote:
Sounds like an attempt to make lowsec a safer place. Unsupported.

Making it (slightly) safer is key to getting more nerds out of HS and taking risks in LS.

I would like to see evidence for this.

It seems more like an assumption that may or may not be true at all.

It also seems to assume that there are players in highsec, who would leave except that they are afraid of gate camps and have no other reason for not going to lowsec. I'd like to see the numbers and whether they outnumber the people who enjoy gate camping.

It's just as reasonable to say that making lowsec safer will **** off more people that left highsec to find more risk and **** off gate campers, and they'll be less inclined to play the game.

Also an assumption. Also not based on any evidence. Also a useless basis for making changes.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Rawketsled
Generic Corp Name
#15 - 2016-10-17 23:21:01 UTC
Yeah, fair criticism. It is an assumption I've made, yes.
PopeUrban
El Expedicion
Flames of Exile
#16 - 2016-10-18 00:13:22 UTC  |  Edited by: PopeUrban
I don't really care about making is safer or less safe. The problem is that you have these guns, right. Their whole purpose is supposed to keep losec combat off of gates and stations while allowing it in the rest of the system.

Currently they don't do that.

If they can't do the one thing they're supposed to, then why have them at all?

Either losec needs to be "like a middle ground of risk between hisec and null" or "null with shitter ISK value"

The current mechanics don't do either particularly well.

If you're gonna have gate guns, they should work, and by work I mean they should shoot people that are aggressing illegally on grid with a gate so that they have to set up a bubble or gank or whatever not at the gate. If they can't control PvP at the gate, then what's the point of having them?

Either make the gate guns work reliably as gate guns, or get rid of them. Currently its just a halfassed system.
Ras Blumin
A Cross The Universe
#17 - 2016-10-18 20:01:08 UTC
Danika Princip wrote:
Why do you think it is a bad thing that gatecamps exist?
I do not think that. I do not want gatecamps removed. I want their cost in resources/planning to be higher.

Ie. want to permacamp a gate? Bring logi/remote reps! It's not even that high a cost that I am suggesting; if it's a low->low gate, you can just jump through and camp there for a bit, with the cost being that if you follow someone, you will get sentry fire on uncloaking.
Dolorous Tremmens
The Scope
Gallente Federation
#18 - 2016-10-19 02:54:48 UTC  |  Edited by: Dolorous Tremmens
They do shoot people. They add dps in favor of the defender. It is as balanced as it needs to be.
Yes tankable, but in high security they are not. Lowsec really just has restrictions on weapons and warp disruption that make it higher security than null, and that is all it needs. You get a moonwalk-out-of-a-solo-ganking card gauranteed as long as you take proper steps.

Get some Eve. Make it yours.

Ras Blumin
A Cross The Universe
#19 - 2016-10-20 15:57:49 UTC
Dolorous Tremmens wrote:
You get a moonwalk-out-of-a-solo-ganking card gauranteed as long as you take proper steps.

If you mean cloak+mwd; that is not that great on combat setups and it is not gauranteed.
Dolorous Tremmens
The Scope
Gallente Federation
#20 - 2016-10-21 07:24:03 UTC
Cloak+mwd, warp stabs would be for the non combat inclined. The complaint about gate guns not being effective enough sounded like it was for the combat adverse.

For those looking and able to bring a fight, they're on their own, and scouts are a thing. My last comment was to point out that bubbles and bombs are still not permitted, however smartbombs and burst ewar are. The guns are meant to be a token deterrent. they scare away frigates but not much else. That makes sense.

What is the first thing you think of when you want fast tackle and disposable ships that can take out industrials? Tin-can frigates.

Anything more serious should not be really deterred too much from being able to shoot what they want going through those gates. Its lowsec. Its not meant to be safe, people are meant to fend for themselves without the real advantages of gatecamps in ownable space(nullsec).

Get some Eve. Make it yours.

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