These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

low sec-the joke by CCP

First post
Author
Eugene Kerner
TunDraGon
Goonswarm Federation
#81 - 2013-03-04 17:14:19 UTC
This thread is returded.
And
If you find a active tanked gate camp in low sec run bs "a few" pirates...just kill them...they wont Do you much harm...

TunDraGon is recruiting! "Also, your boobs [:o] "   CCP Eterne, 2012 "When in doubt...make a diȼk joke." Robin Williams - RIP

Calathorn Virpio
Caldari Provisions
Caldari State
#82 - 2013-03-04 17:15:34 UTC
Destru Kaneda wrote:
I live in low and rarely see gate camps, so not sure if serious.

On average I hit one every 60 jumps or so. Just use your map and don't derp a Drake into a system with a ton of recent kills and you'll be fine.

Or you know, do it it anyway and take a couple down with you. Most camps are **** anyway.


i ran into the same loki in three differennt systems, and the one he got me in had no "giant blob of orange"

map can be used by both sides, pirates can look at were the traffic is and then find side systems were people trying to avoid the orange blobs go through, and get them there......

what the loki did to me

BRING BACK THE JUKEBOX

I attended the School of Hard Nocks, the only place you will ever learn anything of value, sadly most Americans never meet the requirments to attend

Mag's
Azn Empire
#83 - 2013-03-04 17:19:28 UTC
Calathorn Virpio wrote:
Angelique Duchemin wrote:
I sort of agree. Even the highest security parts of low sec come with gate camps. And not even good ones at that. Just cheaply fitted rag tag pirate bands that can tank the gate guns with ease.

I would welcome some sort of sliding scale for security.

it should take more to gate camp 0.4 than that.



Wonder if it's too much to ask that the gate warns you in 0.5 that the 0.4 exit is camped.

Not a big warning. Just a flashing light or something like that to alert that the gate guns on the other side were recently fired.


basically what i'm asking for.
There is already a warning you are entering low sec. If you want more info, you'll have to work for it like everyone else.Blink

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Darek Castigatus
Immortalis Inc.
Shadow Cartel
#84 - 2013-03-04 17:20:20 UTC
Theresa Lamont wrote:
Ranger 1 wrote:
A few points:

1: I agree with the idea that Low Sec should have unique rewards available there.



I also agree with you on that...the question is, what should these rewards be?



Im all for some expanded interactions with the pirate factions.

Hidden outposts that have to be scanned out offering pirate missions and/or missions to move contraband to highsec would be a good start, lets make dodging the customs officers actually mean something.

Perhaps expand faction warfare so that pirates who oppose a faction (guristas and the caldari spring to mind straight away) can degrade that factions system ownership (not take it, just degrade it) and give lp and loyalty store rewards accordingly.

Pirates - The Invisible Fist of Darwin

you're welcome

Calathorn Virpio
Caldari Provisions
Caldari State
#85 - 2013-03-04 17:26:33 UTC
Karash Amerius wrote:
This is a very creative troll that is laughing at all of you. Just saying.




Shocked

he found me!

quick! gotta hide somewhere before ISD gets meBig smile



seriously, i love how i posted a SMALL amount of info and isd insat locked me, this things trolling responses just keep goin and going and going though.

i sense a double standard here

BRING BACK THE JUKEBOX

I attended the School of Hard Nocks, the only place you will ever learn anything of value, sadly most Americans never meet the requirments to attend

Calathorn Virpio
Caldari Provisions
Caldari State
#86 - 2013-03-04 17:27:50 UTC
Ranger 1 wrote:
Karash Amerius wrote:
This is a very creative troll that is laughing at all of you. Just saying.

Undoubtably.

Fortunately, the OP's original intent is fairly irrelevant to this conversation. Smile



because y'all derailed it with all the troll threads

BRING BACK THE JUKEBOX

I attended the School of Hard Nocks, the only place you will ever learn anything of value, sadly most Americans never meet the requirments to attend

Angelique Duchemin
Team Evil
#87 - 2013-03-04 17:28:11 UTC
It's like. If 0.5 Gates have the ultimate anti gate camp defensive setup that is practically impossible for anyone to tank. Then shouldn't 0.4 have the second strongest after that?

How do we go from "No one can do it" to "everyone can do it" in one fraction? 0.4 Gates should have to take a serious well coordinated effort to tank and hold. Like dual logistic support.

A professional effort. Not a for-teh-lulz drunk pirate gang out on a binge.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Abrazzar
Vardaugas Family
#88 - 2013-03-04 17:28:56 UTC
Theresa Lamont wrote:
Ranger 1 wrote:
A few points:

1: I agree with the idea that Low Sec should have unique rewards available there.



I also agree with you on that...the question is, what should these rewards be?


Here's a bit brainstorming from me:

thinking criminal underbelly of the empires
only available if you have security rating -5 and lower
hidden stations where lawful pilots get shot at and can't dock
hidden smuggler gates through low-sec, to NPC 0.0 and even high-sec
hidden pirate haven systems that can only be reached with smuggler gates
epic arc agent introducing you to the underground, giving you the first few bookmarks to hidden content
other bookmarks available as pirate storyline rewards
positions of criminal agents could be found as drops from rats like the old logs
work for an agent, get more bookmarks
of course people can copy and sell those, so no need for everyone to grind missions
easier access to booster production in criminal stations
possibly corpse reprocessing and implant manufacture
access to special manufacturing plants for PI that allow slave trade, drug manufacture and other illegal trades
access to meta-modules, faction rigs or new, restricted modules and/or ships

That just for the beginning, I am sure you can come up with more of the like.

I think someone wrote a ton about a low-sec overhaul, but I forgot where I saw that.
Darek Castigatus
Immortalis Inc.
Shadow Cartel
#89 - 2013-03-04 17:29:48 UTC
Abrazzar wrote:
Theresa Lamont wrote:
Ranger 1 wrote:
A few points:

1: I agree with the idea that Low Sec should have unique rewards available there.



I also agree with you on that...the question is, what should these rewards be?


Here's a bit brainstorming from me:

thinking criminal underbelly of the empires
only available if you have security rating -5 and lower
hidden stations where lawful pilots get shot at and can't dock
hidden smuggler gates through low-sec, to NPC 0.0 and even high-sec
hidden pirate haven systems that can only be reached with smuggler gates
epic arc agent introducing you to the underground, giving you the first few bookmarks to hidden content
other bookmarks available as pirate storyline rewards
positions of criminal agents could be found as drops from rats like the old logs
work for an agent, get more bookmarks
of course people can copy and sell those, so no need for everyone to grind missions
easier access to booster production in criminal stations
possibly corpse reprocessing and implant manufacture
access to special manufacturing plants for PI that allow slave trade, drug manufacture and other illegal trades
access to meta-modules, faction rigs or new, restricted modules and/or ships

That just for the beginning, I am sure you can come up with more of the like.

I think someone wrote a ton about a low-sec overhaul, but I forgot where I saw that.


I second all of these, someone give that man an internet

Pirates - The Invisible Fist of Darwin

you're welcome

Ginger Barbarella
#90 - 2013-03-04 17:31:59 UTC
Theresa Lamont wrote:
Ranger 1 wrote:
A few points:

1: I agree with the idea that Low Sec should have unique rewards available there.



I also agree with you on that...the question is, what should these rewards be?



As long as it's not Easy Button boolshite, I would agree, too...

"Blow it all on Quafe and strippers." --- Sorlac

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#91 - 2013-03-04 17:34:12 UTC
Darek Castigatus wrote:
Hidden outposts that have to be scanned out offering pirate missions and/or missions to move contraband to highsec would be a good start, lets make dodging the customs officers actually mean something.


Alts make this contraband stuff pointless, all you need is an alt, scout the gate and pick the mission when it's clean. Pointless!

Darek Castigatus wrote:
Perhaps expand faction warfare so that pirates who oppose a faction (guristas and the caldari spring to mind straight away) can degrade that factions system ownership (not take it, just degrade it) and give lp and loyalty store rewards accordingly.


You can already do something about it, get in to the opponent militia and mess with them.

removed inappropriate ASCII art signature - CCP Eterne

Ginger Barbarella
#92 - 2013-03-04 17:34:52 UTC
Abrazzar wrote:
Theresa Lamont wrote:
Ranger 1 wrote:
A few points:

1: I agree with the idea that Low Sec should have unique rewards available there.



I also agree with you on that...the question is, what should these rewards be?


Here's a bit brainstorming from me:

only available if you have security rating -5 and lower

I think someone wrote a ton about a low-sec overhaul, but I forgot where I saw that.


I agree with everything you suggested, except the above. Anyone above -5 should still be able to get into it like they can now. Restricting access is just dumb. Why should all those elite peeveepee'ers only be able to shoot people in high sec?? Pirate

"Blow it all on Quafe and strippers." --- Sorlac

Darek Castigatus
Immortalis Inc.
Shadow Cartel
#93 - 2013-03-04 17:48:26 UTC
Sergeant Acht Scultz wrote:
Darek Castigatus wrote:
Hidden outposts that have to be scanned out offering pirate missions and/or missions to move contraband to highsec would be a good start, lets make dodging the customs officers actually mean something.


Alts make this contraband stuff pointless, all you need is an alt, scout the gate and pick the mission when it's clean. Pointless!

Darek Castigatus wrote:
Perhaps expand faction warfare so that pirates who oppose a faction (guristas and the caldari spring to mind straight away) can degrade that factions system ownership (not take it, just degrade it) and give lp and loyalty store rewards accordingly.


You can already do something about it, get in to the opponent militia and mess with them.



Ok ill give you the point that they would have to revamp the customs police to avoid alt acout mission completions.

But you seem to be ignoring one simple fact with your second statement - I dont want to work against the militia, I want to work for the pirates. Im not interested in competing with a bunch of random militia pilots for LP just to get a shallow feeling of what i actually want to do.

Pirates - The Invisible Fist of Darwin

you're welcome

Ranger 1
Ranger Corp
Vae. Victis.
#94 - 2013-03-04 17:51:59 UTC
Sergeant Acht Scultz wrote:
Darek Castigatus wrote:
Hidden outposts that have to be scanned out offering pirate missions and/or missions to move contraband to highsec would be a good start, lets make dodging the customs officers actually mean something.


Alts make this contraband stuff pointless, all you need is an alt, scout the gate and pick the mission when it's clean. Pointless!

Darek Castigatus wrote:
Perhaps expand faction warfare so that pirates who oppose a faction (guristas and the caldari spring to mind straight away) can degrade that factions system ownership (not take it, just degrade it) and give lp and loyalty store rewards accordingly.


You can already do something about it, get in to the opponent militia and mess with them.

I think the interesting extension of this idea would be for FW to influence the actual security status of the system as well... with the ultimate goal being to eventually be able to turn a system into high sec.

Pirate factions could then focus on keeping that from happening, or reversing it, in those designated systems... perhaps with their own set of perks for success and penalties for failure beyond the obvious.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Takseen
Federal Defense Union
Gallente Federation
#95 - 2013-03-04 18:01:06 UTC
Ranger 1 wrote:

I think the interesting extension of this idea would be for FW to influence the actual security status of the system as well... with the ultimate goal being to eventually be able to turn a system into high sec.


Why on earth would FW players want to shut down their own warzone?
Ranger 1
Ranger Corp
Vae. Victis.
#96 - 2013-03-04 18:02:02 UTC
Sentamon wrote:
Ranger 1 wrote:
Sentamon wrote:
[quote=Katran Luftschreck]Get eight friends with battleships together and show them what you think of their gate camp.


Very true, except you miss the point that those 8 Battleships now control the gate, and access through that system.


You don't control anything in lowsec. Assuming it's only 1 gate and your lame gatecamp might be semi effective at system control, well ... I can run a gatecamp in my sleep.

I've been on both sides of the equation, in Low Sec, Null, and in High Sec war situations. Preventing gate camps even in a multiple gate system isn't difficult if you have the right ships and people in place. In this manner you do indeed "control" the system, at least to the extent that you are interested in doing so. This does not mean you drive the pirates out of system, or even stop them from trying to get the occasional gank at a gate or station, but you can easily render their efforts against anyone in your coms relatively ineffective (unless they are in something entirely inappropriate to the situation or simply stupid).

As I said, if the anti-pirates are well organized you are vulnerable when running a low sec gate camp (you are congrated in one very predictable spot, usually because you are too lazy to use tacticals). It is also true that similar gate camps in Null are even more vulnerable, and incredibly juicy targets. In fact, there exists a subset of highly skill players that specialize in breaking such gate camps solo... but that involves a completely different set of tactics... but it an awful lot of fun. Smile

The only thing that keeps most gate campers alive is the fact that the vast majority of the time their targets are too poorly organized to counter them.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#97 - 2013-03-04 18:03:22 UTC  |  Edited by: Ranger 1
Takseen wrote:
Ranger 1 wrote:

I think the interesting extension of this idea would be for FW to influence the actual security status of the system as well... with the ultimate goal being to eventually be able to turn a system into high sec.


Why on earth would FW players want to shut down their own warzone?

A change in security status would do nothing to stop the ongoing war between the various factions in those select systems. Those systems would be earmarked as "turnable".

While it would not affect conflict between the different empire militia's (they are at war), it would have significant affect on any pirates that wish to operate in those area's (thus providing incentive). I can think of plenty of other incentives as well including pirate faction rookie ships for members, and excellent pricing through the pirate loyalty stores on various pirate faction vessels and modules... perhaps boosters could figure into this as well.

To expand (very briefly) on this, the only hurdle really is how do pirates "liberate" a system from empire control... assuming the other Militia can't get the job done.

Not too difficult really. While in a "turnable" or border system that an empire has assumed control of and eventually raised it's sec status to .5, Concords role becomes that of protecting the common citizen. Meaning that for anyone other than a representative of a militia Concord would respond as normal. However ships and facilities owned by an empire milita (or militia member) are considered to be part of a military force that is expected to provide it's own security... not only against attacks by other empire milita's but also against pirate activites. They (and their facilites) are not considered (in these systems) to be under Concords civilian protection.

Beyond these "Border" systems Concord maintains it's all encompassin law enforcement edict as per normal.

This means that if regular militia activities don't knock a given border system back to negative sec status, the pirate factions could take matters into their own hands.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#98 - 2013-03-04 18:06:59 UTC
Sergeant Acht Scultz wrote:
Ranger 1 wrote:
The gate guns are there to put the pirate camp at a disadvantage, not to eliminate it completely. The game mechanics are there to encourage hostile encounters, not to ensure they don't happen at all.


The idea is not bad, unfortunately the way gate guns are so easy to tank just made of gate camps nothing more than graveyard camping, thus not increasing pvp but diminishing pvp.

This is not pvp, it's just another shooting ducks game, with space ships. yay!!

Gate gun fire restricts the fits and ships available to pirate gate camps, and ensure that at least one of those ships is under pressure at all times (making it more vulnerable if primaried).

That is really the only thing gate guns have ever been intended to do.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Takseen
Federal Defense Union
Gallente Federation
#99 - 2013-03-04 18:37:02 UTC
Ranger 1 wrote:
Takseen wrote:
Ranger 1 wrote:

I think the interesting extension of this idea would be for FW to influence the actual security status of the system as well... with the ultimate goal being to eventually be able to turn a system into high sec.


Why on earth would FW players want to shut down their own warzone?

A change in security status would do nothing to stop the ongoing war between the various factions in those select systems. Those systems would be earmarked as "turnable".

While it would not affect conflict between the different empire militia's (they are at war), it would have significant affect on any pirates that wish to operate in those area's (thus providing incentive). I can think of plenty of other incentives as well including pirate faction rookie ships for members, and excellent pricing through the pirate loyalty stores on various pirate faction vessels and modules... perhaps boosters could figure into this as well.

To expand (very briefly) on this, the only hurdle really is how do pirates "liberate" a system from empire control... assuming the other Militia can't get the job done.

Not too difficult really. While in a "turnable" or border system that an empire has assumed control of and eventually raised it's sec status to .5, Concords role becomes that of protecting the common citizen. Meaning that for anyone other than a representative of a militia Concord would respond as normal. However ships and facilities owned by an empire milita (or militia member) are considered to be part of a military force that is expected to provide it's own security... not only against attacks by other empire milita's but also against pirate activites. They (and their facilites) are not considered (in these systems) to be under Concords civilian protection.

Beyond these "Border" systems Concord maintains it's all encompassin law enforcement edict as per normal.

This means that if regular militia activities don't knock a given border system back to negative sec status, the pirate factions could take matters into their own hands.


So by creating a 0.5 system out of a 0.4 FW system we in FW
-lock out the -5.0 and below pirates, one of our best source of fights
-allow anyone not -5.0 to get a free aggress on us, while we don't get to shoot first because Concord will blap us?
-Lowers mission rewards, belt rats, exploration spawns and everything else based on sec status

Yes from a lore PoV it'd make sense for the Gallente militia to want to increase the security status of say Old Man Star, but in practical gameplay terms its not so clever.


Hurtini Hilitari
Doomheim
#100 - 2013-03-04 18:45:32 UTC
I think it would be better if we had people fighting for pirate factions to turn 0.5 systems, ie, Hek, into 0.4 systems. Now that would be interesting Twisted