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Missions & Complexes

 
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Concord LP Store

First post
Author
Carniflex
StarHunt
Mordus Angels
#281 - 2013-02-22 08:54:58 UTC
Daniel Plain wrote:
Carniflex wrote:
CONCORD permit to anchor a POS tower anywhere in hi sec without the needed standings (that would include also sec systems above sec 0.7). Say, you activate it and then get 15 minute timer to start anchoring.

Its annoying to ahve to juggle with altcorps for that stuff. Standings are not an issue you can buy an alcorp with needed standings for few hundred mil nowadays.

Or you could make that "permit stacable" so that for sec 0.5 you need 2 permits (one for sec 0.4), for 0.6 you need 3 permits, etc - or make the permit cost increase with sec, if that preferable, say each next level needs double the permits, 0.4 - 1; 0.5 - 2; 0.6 - 4 permits, etc up to 64 permits for sec 1.0 POS.

why not just add concord pos sticks that ignore sec status?


That would work ok as well, although I suspect that just adding some kind of charters would be easier than adding another POS asset, seeing how reluctant CCP is towards doing anything at all towards that section of gameplay which "affects so few" (I have to assume they count only the people who showel fuel into towers).

Charters you can just put in the database and all the art assets are already there - all you would have to do is to find a way to hack some kind of timed exception into the POS anchoring system if the charter gets consumed.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Darvaleth Sigma
Imperial Security Hegemony
#282 - 2013-02-22 15:18:22 UTC
A "get out of jail free" Concord-immunity token? Would cost a bajillion LPs, but would allow 1 (one) single criminal-act, that would normally illicit Concord-death, to be committed without punishment.

Give a man a match and you warm him for a day.

Set a man on fire and he's warm for the rest of his life!

Angelic Resolution
The Arcanum
#283 - 2013-02-23 14:00:00 UTC  |  Edited by: Angelic Resolution
Concord Tarrif x 5
  • - 5,000 LP
  • - Usable in Concord Outposts, Jump Generators
  • - Can be turned in for a security status upgrade (1 Tarif = .1 security status increase)

  • Concord Defensive Outpost BPC - 1 Run
  • - Deployable, 0.1 - 0.4, unable to be deployed around stations, stargates, planets or moons (I.E. Safe spots and Asteroid belts only).
  • - Only deployable from a Roq (S/M/L) or Orca (S/M)
  • - Deployable one per corporation at a time
  • - Small/Medium/Large - Deployable depending on Corporation size (8/16/32)
  • - Supports up to 4/8/12 Concord Weapon Emplacements
  • - Can be redeployed up to 3 times, cooldown of 12 hours after last use
  • - Attacks according to Corporation standings and aggression
  • - Normal Shield
  • - Cannot anchor within 1,000 KM's of another CDO
  • - Requires 8/16/24 Concord tarrifs to operate per hour, maximum of 4 hours per deployment. - Even if the ops over, you have to defend it until it times out otherwise...
  • - Upon destruction releases Concord Tarrifs (Dependent on time in operation remaining vs base amount of tarrifs) and causes a 1.0 Concord Standing loss across the corporation as a whole. If you can't defend it or think it'll keep you safe, you're going to lose out.
  • - 10 minute Anchor time; meaning you have to defend it to get it there.

  • Let's be honest, the risk vs reward for lowsec industrial corps is absolutely horrible. A way to deploy a defensive outpost to allow people to mine that still carries the risk of getting everything back to high-sec - meaning; there is still a chance for pirates to get in there and do their thing. What's more; it gets rid of the problem of pirates operating with impunity - and let's be honest here.. you do. Anyone on their own or in a 5 man gang can come along and just own small industrial corps even with some corp mates flying defensive. This decreases the risk (With the exception of a standing loss) of gank by small gangs but increases that of large gangs, either way; industrial corps chances improve which is seriously needed.

    If you're in a solo corp, want to mine low sec; it won't work for you.
    If you've got 10 people in a corp/fleet and have 6 mining, 4 defending this gives you the home court advantage A bigger more intelligent fleet will own you still.


    Concord Combat Outpost BPC - 1 Run
  • - Deployable, 0.0, unable to be deployed around stations, planets or moons (I.E. Safe spots, Stargates! and Asteroid belts only).
  • - Only deployable from a Roq (S/M/L) or Orca (S/M)
  • - Deployable one per corporation at a time
  • - Can be redeployed up to 3 times, after last use cooldown of 12 hours
  • - Supports up to 6/12/18 Concord Weapon Emplacements
  • - Small/Medium/Large - Deployable depending on Corporation size (12/24/36+)
  • - Attacks according to Corporation standings and aggression
  • - No Shield
  • - Cannot anchor within 250 KM's of another CDO
  • - Requires 24/36/48 Concord tarrifs to operate per hour, maximum of 4 hours. Can only be re-deployed with-in a 24 hour period.
  • - Sov increases deployed time by 5 (24 hours) and cooldown by 4 (48 hours).
  • - Upon destruction releases Concord Tarrifs and causes a 1.0 Concord Standing loss across the corporation as a whole.
  • - 10 minute Anchor time; meaning you have to defend it to get it there.


  • Why? Sneak mining ops, Gate Camps became harsher to crack BUT SOV security also becomes a lot better for when you're on the defensive. Hard for an enemy force to get in but what happens when they gain a foot hold and get minor sov? They then become your worst enemy. 18 ECM's/Turrets/Webbers/Scramblers etc won't stop a whole fleet but they'll definitely mull-out the odds.

    What's it all mean? You jump into 0.0 as an industrial corp, you've got 25 people on, 10 mining, 5 logistics, 10 defensive. There's nothing stopping a grief squad coming in and blasting all of your miners. If they can get through 10 ships and 12 emplacements. At the very least, the industrial corp will need to mount up and bring the guns whilst defending. The attacking corp gets a great engagement and skills comes into it instead of blanket numbers for the attacking corporation.

    In either low-sec or 0.0, the industrial corps get a sense of safety as they're backed up by some guns which means they'll actually risk there Billion ISK mining fleets to mine a a few belts and defending the outputs. It also means that pirate corps that control small systems get something they can fight for and actually risk a few ships - because let's be honest.. most mining op defences are a laugh when fielded by small/medium corps and merc cover really isn't worth the 50mill an hour + loses cover.

    Concord Jump Portal Generator
  • - Deployable in Hi-Sec
  • - Half the stats of a normal jump gen
  • - Tarif Price per hull type. Frigates: 8, Cruisers: 12, BC's: 18, BS's: 24, Orca: 20, Roq: 30
  • Get's you into low/sec 0.0 to by-pass the camps, thus making it harder for pirates to gate-camp

    Concord Cyno Beacon
  • - Deployable in Hi-Sec
  • - Tarif Price per hull type. Frigates: 8, Cruisers: 12, BC's: 18, BS's: 24, Orca: 20, Roq: 30
  • Guides you home

    Concord Ship Jump Portal Generator
    Not sure on this. To be honest the Concord Cyno to get your stuff in and your minerals out seems right. You avoid the gate-camps and require roaming gangs to spot the mining operation.

    Basically the outline gives high-sec corps a defensible way of using low-sec and 0.0 space. Pirates and roaming gangs will need to actually roam instead of sitting on a gate.

    Gives 0.0 corps a way to close off 0.0 routes and makes home systems more defensible, especially considering the number of corporations in alliances.

    Dunno about all of you but the idea of a cyno being lit, having ships engage and then both sides stick up an outpost to aide either side. Awesome ^_^
    Estella Osoka
    Cranky Bitches Who PMS
    #284 - 2013-02-24 15:59:07 UTC
    Since we are talking about CONCORD here, I say this:
    1. Concord Warp Disruptor - has a 2 to warp scramble strength and a 25km range.
    2. Concord Warp Scrambler - has a 3 to warp scramble strength and a 10km range.
    3. Concord Stasis Web - negative 75% velocity bonus, 10.5km range
    4. All the low-grade implants (alpha to omega)
    5. Concord Nanite Repair Paste - more effective

    Don't put mods in the CONCORD LP store that will allow Incusioners to farm incursions more effectively. They do it too well already, as evidenced by the faction ships and fits most incursioners have. Instead put in mods that are more pvp-oriented to encourage incursioners to go do pvp, and pvpers to run incursions for better pvp mods (prolly just wishful thinking on that).
    7'62 SKS
    Doomheim
    #285 - 2013-02-25 05:11:48 UTC  |  Edited by: 7'62 SKS
    1. A CONCORD diplomatic pouch that lasts a certain # of days which allows you to carry illicit goods (such as boosters) inside it. Volume can be scaled to the LP+ISK cost. Basically a container with contents immune to cargo scanners. The volume should be kept low. Yes this would be used against gankers, but as the pouch itself would be visible, it would cause much the same reaction as plastic wrap in a freighter.

    2. Access to a special CONCORD chat channel that announces any CONCORD action. A bit like having a police radio scanner. IE: When CONCORD is responding to a crime, the details are pasted in the channel. "[Aggressor Name] has illegally attacked [Victim Name] in [System Name] near [Nearest Gate/Station/Celestial]! Armed response in route!" You have to keep buying access time with LP. Only works if you are within 3 jumps of the action.

    3. CONCORD modified modules. T2 module + LP + ISK = 10% improved module. Warp scrams + disruptors + webs with 10% improved range. Prop mods with 10% improved speed. 10% more heat damage as a drawback. ECM with 10% improved strength. (This gives a reason to take the fitting/cap hits from T2 mods which have identical, cheaper, easier to fit, less cap hungry meta 4 variants. It would also make the ECM pilots feel a bit better about all the nerfbatting they've endured recently.) These mod choices are meant to be a pale reflection of the super-buffed mods CONCORD uses.