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Incursion fixes/feedback thread

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Author
George Holden
Garoun Investment Bank
Gallente Federation
#281 - 2012-01-27 11:27:34 UTC
Crawled through all the mud to get here :>

As always I'm seeing 3 camps here, the notorious "hater" the fluffy carebear and some objective views.

I guess the simplest solution would be to remove Incursions and pretend they never happened.

From what I've seen it's fairly low risk versus high reward much better than running Level 4 missions.

Few things that I think might work out, although I cannot supply "hard numbers"

- reduce Incursion spawns in highsec, increase in lowsec -> raise value of lowsec?
- reduce payout on "easier" sites or increase difficulty. I do not have insight in the developement process behind Incursions but I guess you have some kind of number on how much you should earn and how much you actually earn?
- gatecamps would support the whole EVE is harsh theme but I guess there is too much crying involved in the implementation of those
- greater spread on Incursion spawns if possible -> keep them farther apart
- more dynamic sites would be a great addition, maybe some kind of escalation chance based on killing stuff?
- rethink the influence bar, as far as I remember you were supposed to run smaller sites to reduce the resistance penalties so you can run the harder sites. Right now it doesn't have any real impact since skills/fitting negate the negative effects until the bar hits 0
- increase the time needed to "blue" the bar but make it act as some kind of hardcap, if you're pushing the Sansha's back as hard as it's going now they gonna sack up for one last attack and then retreat
- dynamic scaling of sites e.g. the harder you push the less easier sites you get

That's all I can come up with :>
Dztrgovac
#282 - 2012-01-27 11:57:31 UTC
Well I have to congratulate you on your victory. If CCP accepts 1% of "suggestions" from this thread Incursions will pay out less than L4 missions. See you on renewed "remove highsec L4s" threads soon.
Tallian Saotome
Nuclear Arms Exchange Inc.
#283 - 2012-01-27 12:16:04 UTC
Tian Nu wrote:
????

Please please PLEASE get someone to translate your posts for you. From what little I understood there is some very intelligent thought in the chaos that spews forth in your posts, but I cannot for the life of me figure out what it is between the spelling and grammar.

I'm not a perfectionist, but the scion of a family of teachers inside me cuts himself every time he sees something this bad.

Inappropriate signature removed, CCP Phantom.

corbexx
Sebiestor Tribe
Minmatar Republic
#284 - 2012-01-27 12:19:20 UTC
I think the main issue is the risk to reward as it is you can make as much isk doing incursions as you can doing c6 wh sites and your limited on them sites (ok can farm static but you then lose cap spawns and alot more at risk)

in null sec adnlow sec and wh space yoru at alot more risk of getting ganked (ok low and null have local and intel which helps)

people moan about ooh 1 falcon or blackbird can jam your logi and you lose 2 or 3 billion in ships.

well try it a low sec or null or wh space cos you'll lose your whole fleet then, simple fact is you wouldnt run them cos the risk woudl be to high so why should they pay as well as c6 wh stuff with no risk?

simple fact is the risk to reward is a joke for hisec incursions.

i'd also liek to see sansha adapt to people if every vanguard site is getting wiped they should spawn less and more of the sites that arent being done should spawn
Tallian Saotome
Nuclear Arms Exchange Inc.
#285 - 2012-01-27 12:39:37 UTC
corbexx wrote:
I think the main issue is the risk to reward as it is you can make as much isk doing incursions as you can doing c6 wh sites and your limited on them sites (ok can farm static but you then lose cap spawns and alot more at risk)

in null sec adnlow sec and wh space yoru at alot more risk of getting ganked (ok low and null have local and intel which helps)

people moan about ooh 1 falcon or blackbird can jam your logi and you lose 2 or 3 billion in ships.

well try it a low sec or null or wh space cos you'll lose your whole fleet then, simple fact is you wouldnt run them cos the risk woudl be to high so why should they pay as well as c6 wh stuff with no risk?

simple fact is the risk to reward is a joke for hisec incursions.

i'd also liek to see sansha adapt to people if every vanguard site is getting wiped they should spawn less and more of the sites that arent being done should spawn

My suggestion for fixing incursions is to get rid of HQ sites, and have the MS hotdrop people when she spawns. Forces people into bigger fleets, which forces them into the higher level sites, and more or less raises the risk level high enough that people would not be nearly as upset as now.

The will run the same risks null/lowsec incursions face, but without having to submit to pvp.

Inappropriate signature removed, CCP Phantom.

Dztrgovac
#286 - 2012-01-27 13:50:59 UTC
95% of "suggestions" here are good enough that they might in practice mean "remove highsec incursiosn".

Just to remind everyone that if you nerf incursions just close to L4 money they become pointless. You take take to fleet up, you trust your ship to FC and logis. Even without this "risk" , having group activity pay same or less as solo one removes any incentive to do group activity.

Having fixed amount of ISK incursions can pay, or stopping site spawn once mom appears have same effect of making incursions lifespan into just hours. Only those who are lucky to have enough people close and online at moment incursions spawns will be able to earn anything.

No CONCORD or any similar is same as completely removing high-sec incursions. Its actually a even worse option as people would have proper high-sec systems in neighborhood and exploit broken high-sec agro mechanics to no end.


On real suggestion. Scouts, assaults and HQs should pay much more than they do now. HQs and assaults should pay the most; awarding pure human effort needed to gather 20 or 30 people in fleet.

VG payout sadly does need a nerf and anything else would be dishonest to say. Problem is that in end you must have HQs and Assaults lucrative so they would have to pay at least as much as VGs do today. And we know that those payouts are unacceptable to all pirates, griefers and 00 tech lords out there. And CCP must listen to this crucial 15% of EVE population.

Fixing VGs themselves. If you force people to mien ore in NMC and force people to hack in OTA you still leave Legion fleets happily actually being able to break 150M/hr.

Finally. Anything below 70-80mil/hr for a decent fleet in VGs make them pointless to do as you can do better solo in L4s in T1 BS if you have more than 10 braincells. This would mean 30-50 mil/hr for "scrub" fleets but its better than they can do with those setups in missions so they do get motivation.

More LP less isk is obvious fix for all; but trapped by oceans of LP people have accumulated over last year. You push payout balance so that people have to use up LP all the time; and you crash all highsec LP in EVE.
Goumeka Ghalvia
University of Caille
Gallente Federation
#287 - 2012-01-27 16:06:22 UTC


Vanguard Sport

Vanguard sites in Incursions have long become a sport. They are quick, not too difficult and fairly rewarding.

Because entering a site isn’t a big commitment there are plenty of fleets that are willing to compete for a chance to deny the opponent the payout and shorten their own time per site.
When there are no competitions, organized Incursion running clubs like SSN, ISN and alliances like Polaris and Sk33t Fl33t run sites in time trial mode and try to shave off as much time off the site as possible.
For many it has become more than a way to make ISK. It is a social low risk PvE sport where the competition and the tears of the losing opponents are worth more than money.
And this is where a way to lower the Incursion ISK output comes from.

Reward competition.

Decrease the payout per site if there’s only one fleet in it and increase the payout for competed sites.


Possible adjustments.

It is important to keep the payout balanced. Current 10 million ISK per site reward is good. Average time ranges from 3 to 6 minutes.

If the concept of competition is brought in, consider these payouts:

• 8 million ISK for a site with a single fleet of 10.
• 12 million ISK for a competed site with two fleets in.
• 14 million ISK for a competed site with three fleets in.

It’s enough of an incentive to push people into more competition thus lowering the total reward gained by everyone in a Vanguard system.

Role-players.

I’m aware that many role-players are upset about the never ending farming of Incursions and find it immersion breaking, however, think of the cynical nature of capsuleers as they are portrait in the lore. Profit and personal entertainment above needs of planet dwellers and generally others.
Vanguard sites are a perfect arena to flex your muscles and show your skill to the other fleets without engaging them in direct combat.


Leading the way.

Creating this sport will once again put CCP ahead of competition as this type of an experience has not been seen in any current or upcoming MMO.

Other Incursion sites.

All that said same concept can hardly be applied to Assault and Headquarter sites as they are a much bigger commitment due to the time they take to complete. Those sites also need to be rebalanced perhaps increasing the total payout and difficulty, making them a more common type of a PvE raid experience where your main enemies are the NPCs.

DarthNefarius
Minmatar Heavy Industries
#288 - 2012-01-27 18:01:31 UTC  |  Edited by: DarthNefarius
Isu Okaski wrote:

CONs-
1)Null-sec incursions miss out
2)Brick squad doesn't like buffs to high-sec incursions
3)Darius III will get butthurt.



Please Move CONS 2&3 to PROs :)

OK all kidding aside Null sec's complaints about incursions only apply to the HI SEC incursions with the exception I occasionally hear that they can disrupt travel (jump bridges?) My counter would be WH's have sleepers & NULL has moon goo I guess I could whine about that ( and occasionally do sarcastically :) but I still put forth each sec status should have its faucets because it is fun and fun is what its about & generally a NERF always becomes a reduction of fun.
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Dztrgovac
#289 - 2012-01-27 19:00:09 UTC
Oh and for Incursion not to be unfair breaker of risk/reward and all that.

As I said, overall ISK payout should be reduced by 20-30%, with LP increased so in end VGs pay 10-20% less than current; and Assaults and HQs paying much more, to reward effort of gathering larger fleet and risking more (losing ships in HQ sites is more of a when then if).

But also. Tweak the multipliers and base payout so that while highsec sites pay as outlined above, lowsec and null incursions pay noticeably more than highsec. Currently math says its 45%, they should at least pay 60-70% more than highsec sites.

Increase anom payout a bit, increase anom faction ship spawn rates a tiny bit, and also escalations chance a tiny bit up.

And if you want to create utopia rework T3 material requirements so we don't have 1 diamond worth bottleneck and 50x more "useless junk".
Herzog Wolfhammer
Sigma Special Tactics Group
#290 - 2012-01-27 21:03:05 UTC
For a future note:

When are the Empires going to strike back? Is Kuvakai a moron who's going to just keep throwing ships at the cosmic meat grinder forever?


Bring back DEEEEP Space!

Isu Okaski
The Break Room
#291 - 2012-01-28 00:31:35 UTC
Quote:

My suggestion for fixing incursions is to get rid of HQ sites, and have the MS hotdrop people when she spawns. Forces people into bigger fleets, which forces them into the higher level sites, and more or less raises the risk level high enough that people would not be nearly as upset as now.



So you want to remove the highest level site and(other than mom) and then have mom hotdrop so it forces people into bigger fleets and bigger sites? But you just removed the biggest site?

HQ sites do not need to be nerfed. HQ sites do not make THAT much money. In fact, if you are on EVE anytime other than peak Euro hours you will make less than 30m/hr running HQ sites and sometimes you will not even be able to run them due to lack of pilots. The advantage to HQs is that it gets pilots to cooperate and form large fleets, also newer players can join as there is little to no contestation.

VGs need the nerf. Not going to sugar coat it...it is too easy to get a 10 pilot mach fleet together and pump out 100m/hr. In my opinion the ISK/hr should be more for the larger fleets as they take more coordination and effort.


Now having said all that, I would not mind a bit of risk injection into all incursion sites. At this point it takes no effort to beat these sites, even HQs and motherships. All of the spawns and ship stats are all documented...a bit of randomness and difficulty would be fun.
Cornwalace
Aliastra
Gallente Federation
#292 - 2012-01-28 01:35:53 UTC  |  Edited by: Cornwalace
Crazy Idea 1:


Have 1 incursion in low-sec/null sec and another in hi-sec. Whenever 1 goes down, have several scouts in random places show up. The scout with the lowest amt of player interaction will be the site that exponentially grow's in 'size' (as in bleeding into other systems) and eventually growing the scout site into becoming the HQ site where the MOM show's up. It will grow into the size of a normal incursion now, then MOM show's up.

Now that the MOM show's up (after a few days, of course), things can get tricky. Upgrade the MOM site into the kinds of things fleet's dread to fight with rats at gates, planets, and everywhere (It is an incursion after-all) annoying the **** out of whomever is in that system. Let's say people want to keep the MOM site up to farm it - start bleeding the incursion further into neighboring systems (with unrewarded incursion Sansha "rats" at planets/gates/etc). As that is taking place, increasing the Assaults into HQ sites (without the MOM component), and Vanguards into Assaults, and so on can take place. Rewards can be based on the amt of sites as well, to curb some of the farming - for example, 8 vanguard sites paying a group of ten, 10 mil ISK, but, if there are 8 vanguard sites, have a 5 mil ISK reward for a group of ten, and so on. The idea is that there would be more work than its worth, to actually develop a blitzing/farming system.



Crazy Idea 2:

Have a WH that's greater than a C6, where the Sansha are ultimately based, and have it be accessable, but, not beatable unless a combination of many things, involving all aspects of Incursions, have been met. Make it practically a suicide mission. People will try and fail over and over, but they'll have fun, since they'd be aware that they're going to go all out, losing their ship. It will inspire massive fleet fights against the strongest of the NPC's, the likes of which nobody has ever seen.



Crazy Idea 3:

Do whatever changes that don't have anything to do with my other Crazy Idea's, and just have a very rare spawn of several battleships with scraming capability, hit a fleet at random.
Gevlin
Pator Tech School
Minmatar Republic
#293 - 2012-01-28 04:43:18 UTC
I played incursion 6 months after it came out
I played a Guardian in the Armor fleet.
It got very boring after the first few times as people just kept farming the most lucrative incursion over and over again.
The DPs just followed down the same a list of targets over and again.
If you were even partially sober you could complete an incursion with out any effort or risk.

Things be can to become interesting when we had to do the mining related mission because the other incursion were engaged.
- the scampering for mining drones. etc. there was excitement because the list was a little different.

I listen to Ender Black on Podgoo and he had some good ideas.
http://www.podgoo.com/podpress_trac/web/388/0/enders_editorials_1.mp3

Vary the trigger spawns, very the fleet types
once the Mother ship appears the Rate of return drops for isk per hour as Concord becomes discourages from the Capsulers drawing out the engagement and allow more innocents to be kidnapped. The mobs become stronger as their moral hightens as thier flag ships has no joined the battle.

There should be some battles that Capsulars need to try to escape from. A good story teller in a role playing game needs to provide a varrying amount of challenge to the Player Characters. Trivial 20%, Moderate 20% Challenging 45% Almost too mush 10% Easily over Whelming 5% - I will not only give breaks in the story but will make the players question do I stay or do I leave? Do I take the chance?

I think incusions even though provide an awsome revenue source, I think it needs to be entertainment not a grind.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Caellach Marellus
Stormcrows
#294 - 2012-01-28 04:52:07 UTC  |  Edited by: Caellach Marellus
Here's the problem to the Mom spawn affecting payout.

When a new system is up all the co-ordinated teams are instantly there, they have the logistics and capacity to mass transit across fast. They're in and up and running, most of the time the first 24 hours of a new constellation is all shiny fleets.

Then the more casual player will arrive, the one who only gets a couple of evenings a week to play, or only has time at the weekend to really get any time in a fleet.

The incursion has been up 48 hours, the Mom's spawned. On top of his already low end pay, it's now slashed in half.


Affecting payout in that way is bad. Here's an alternative.

When you complete a site you get credited, like you currently do with LP but you don't get the isk. See the suggestions I put for how a Mom should have a spawn delay timer and then a 72 hour despawn timer once it's up.

If the Mom escapes, no one gets paid. Not isk, not LP, nada, zip, nothing.

When it dies, everyone gets cashed out for a job well done.


You want to farm tears? Suicide gank those Mom fleets, and deny a lot of people their payout. You want risk vs reward right, it's what you keep harping on about well here's the risk: You've got to pull off one hell of an impressive gank. Your reward: You'll be causing bigger floods than global warming with the amount of insane QQ.

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

Lan Staz
Silver Technologies
Minmatar Fleet Associates
#295 - 2012-01-28 10:05:00 UTC
The rewards should be self-balancing.

You decide up-front how you'd like to see the payouts spread across hisec/lowsec/nullsec and scout/vanguard/assault/hq, so, for example, 12% of incursion payouts should be hisec vanguards, Then the system automatically increases/decreases payouts to maintain this ratio.

Too many people doing hisec vanguards? No problem, because the payouts for that will drop like a stone. If you decide that 7% of payouts should go to lowsec assaults, and almost no-one is doing them, the rewards for the few who do will be massive.


Ultimately the auto-balancing should be extended to include missions, exploration sites, belt rats, etc.
h4kun4
Senkawa Tactical Division
Crimson Citadel
#296 - 2012-01-28 14:12:12 UTC
I dont like beeing mad, but now its really annoying...everything is full of Whine, tears and hate...
ZOMFG, so many crap I read here...lets spawn double number of Highsec Incursions and double the Cash and LP -.-

No ISK only LP --> NOT ACCEPTABLE!
Nerf to Level 4 ISK/h --> NOT ACCEPTABLE!
No site spawns when mom spawns --> NOT ACCEPTABLE!
Buff Lowsec or 00 Incursions --> SENSELESS!
Remove 00 Incursions --> LOL Seriously?

It does not need the brutal way like: "OMG its annoying, lets kill it with a nuke"

It needs balancing, the word balnce indicates small changes to keep the balance.
You dont rip your head off when your Haircut sucks...

Easy balancing changes:
- Lower the the Vanguard Ticks by 9%
- Raise 00 Sanctum and Haven Bountys
- Raise LP output a bit (10%)
- Raise the strengh of negative effects or raise the time it needs tu blue up the bar
No assault changes, no HQ changes, no Moon changes, no whing, no senselss removing of something that is in the way of 00 carebaer logistics...

btw. endless Incursionfarming is not possible, because incursions despawn after 7 Days...you may lower the duration to 4 or 5 days, that may also cause a little nerf
Dztrgovac
#297 - 2012-01-28 14:41:49 UTC
h4kun4 wrote:
I dont like beeing mad, but now its really annoying...everything is full of Whine, tears and hate...
ZOMFG, so many crap I read here...lets spawn double number of Highsec Incursions and double the Cash and LP -.-

No ISK only LP --> NOT ACCEPTABLE!
Nerf to Level 4 ISK/h --> NOT ACCEPTABLE!
No site spawns when mom spawns --> NOT ACCEPTABLE!
Buff Lowsec or 00 Incursions --> SENSELESS!
Remove 00 Incursions --> LOL Seriously?

It does not need the brutal way like: "OMG its annoying, lets kill it with a nuke"

It needs balancing, the word balnce indicates small changes to keep the balance.
You dont rip your head off when your Haircut sucks...

Easy balancing changes:
- Lower the the Vanguard Ticks by 9%
- Raise 00 Sanctum and Haven Bountys
- Raise LP output a bit (10%)
- Raise the strengh of negative effects or raise the time it needs tu blue up the bar
No assault changes, no HQ changes, no Moon changes, no whing, no senselss removing of something that is in the way of 00 carebaer logistics...

btw. endless Incursionfarming is not possible, because incursions despawn after 7 Days...you may lower the duration to 4 or 5 days, that may also cause a little nerf


Looking at all secure sov nullsec incursions not being touched by residents actually makes me think they certainly need a boost.

And HQ and Assault sites need a point and purpose. Effort of gathering more people and actually taking greater risks (way easier for something to go wrong with 40 people involved than with 10) must be rewarded or its pointless.

LP increase , ISK decrease is nice in theory; but fact is that people who had been doing this since release have accumulated stupid amounts of LP. Shifting the weight of payouts from ISK to LP would force them to start utilizing that LP and would crash both CONCORD and all empire faction LP for a considerable amount of time, until those oceans of LP are used up.
h4kun4
Senkawa Tactical Division
Crimson Citadel
#298 - 2012-01-28 17:19:19 UTC
Now Assaults an HQs are not frequently touched in three Reasons like I see it.

1st: Nobody really flys them and nobody really wants to do them because Vanguards are more ISK/h

2nd: Because nobody really flys them, nobody can really FC them

3rd: Most ppl think its dangerous, but its not, if you have an FC who knows how it works (which are rare, because nobody really flys them)

OK, I agree with you in the point that 00 Incs may need a buff, but remove? no sir...
In my humble opinion 0.0 Space needs a buff in isk, so that they dont need to steal our incursions with their alts^^
Shiu Juan
Garoun Investment Bank
Gallente Federation
#299 - 2012-01-28 17:48:38 UTC  |  Edited by: Shiu Juan
I previously posted about Scouts and newbies, and figured I would expand now that I have more time to post.

Newbies and Progression

I would like to see more Incursion content for newbies. Newbies have a lack of skill points, and they have a lack of experience. I think a progression could have value for both areas. Several people have mentioned "I haz Drake, and I
can't get a fleet invite" "butt-hurt", which I found surprising, as someone who haz Drake with T1 launchers and gets fleet invites. In E-Uni, we have "I haz Caracal, can I get a fleet invite?"

What I am looking for is the progression that some people have been discussing, but not just a progression of more reward and risk in the same ships, but also more skill points, as well as more out-game skill. So, I would like to see things that people can do in small groups with little coordination, (ie you need to apply more damage than one player could normally
put out, but that does not require an experienced FC to potentially screw up.) in T1 cruisers. Maybe this is just a matter of clearing gate camps and belts, maybe it is Scout sites. (IIRC, there is no reward for clearing incursion gate camps, other than to deal with the pain in backside of getting by them every time. )

Once you have gotten used to small group activities, you start learning the fleet commands (FC duties, as well as the Need-Energy/Armor/Shield, tagging, etc.). In parallel, you have to start fielding ships with better tanks (both in resist/depth, as well as more and more competent logistics pilots.) Maybe in Scout sites you can either fit a really good local rep, or you only need 1 baby logi (Osprey/Exequror). (eg these Sansha recognize that damage is a threat, but don't realize the problem with repping. I can't really think of another way of avoiding needing a logi pair and as a result blowing up the size of the fleet.)

Some have proposed zero rewards for too many pilots. I would suggest not. I think it should be a viable tactic to blob them with weak ships, it just doesn't pay as well, to lower the barrier to entry. While there is some amount of being able to
make up for a lack of SP by spending ISK (using faction gear), there is still a fairly high minimum below which Incursions are just not an option. (particularly, if a Drake is not good enough to get into a fleet.)

Variation and Training

The other thing that I would like to see is that there are several ways of completing sites, and drawing in more skills to do it. ( I have only managed to do Vanguards so far, so I will take examples from that. ) I like that the designed way of completing an NMC is to mine ore, and to do an OTA is to hack. It is not the optimal way it turns out, but that is something to iterate on. Further, I am not sure which one it is, but I have heard that there is a need for sniping ships in one of the Assault sites, so I would like to see it being a decision as to whether you bring in sniper's and just lob stuff at each other while everyone else
deals with the near stuff, or whether you use ewar to try to damp the Sansha snipers down to useless or draw them in range of the regular guns. Likewise, it would be nice to see a use for ECM. (I am hesitant to propose that neuting be effective, since some of the laser boats use it as another ET. ) The problem with bringing EWar in is that the boats are generally very squishy, which is fine in PvP, because your fleet can still be successful if you hero-jam, etc. but there is no incentive in Incursions because once the boat gets squashed, you get no payout (and there is less point in ECMing frigate-sized things than battleship-sized things, though I could see the possibility in an NCO of deciding based on who you pick up whether to power through the Mara's reps, take out the Mara if you can get range on it, or assign someone to keep it perma-jammed.) Maybe one could even design a mechanic for making stealth bombers viable, eg allow cloaked activation of the warp gate, or allow warp-in on a fleet member in the pocket.

I would also like to inject a comment on random-ness to shake stuff up in those long incursion sessions: If this is in fact designed to simulate PvP mechanics, there is some value to it being routine and predictable. With PvP, you get a one-time try at a particular situation. Over the course of many encounters, you get a sense of the impact of various strategies in general and what works well in particular situations. There could be some value in having a situation where you can do-over under the same conditions to change stuff out and see what works and start to get an intuitive sense of how things work. (For example, I had been flying an ECM boat for about 2 months before I finally found out how to know whether my jams had landed. If I had a predictable scenario like a mission (or Incursion) where I could see missed jams and successful ones outside the stress of a 1 or 2 minute engagement after an hour long hunt for targets, I would not have had to ask such a "stupid" question.) However, there is definitely some value in having re-runs of very similar conditions, but with variations. Maybe the variations are one or two extra of something that is susceptible to some specialized skill, or some particular counter. So if you go all generic, you can complete slower sometimes, but if you had brought ECM to shut down that extra thing, you could complete faster. Then it is a decision as to whether you go generic damage, or lose one of your DD in favour of an ECM just in case that condition might come up. Likewise, if you could have extra Niarje spawns, maybe it makes sense to fit ECCM on the logis instead of tracking links, or maybe you just take the chance and have good enough coordination to take them down before they jam. Or maybe you have your own ewar to shut them down.
ugh zug
Aliastra
Gallente Federation
#300 - 2012-01-28 18:16:58 UTC
give an incursion an isk pool at the start, once it has exceeded said amount of disbursement the incursion ends.

Want me to shut up? Remove content from my post,1B. Remove my content from a thread I have started 2B.