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Why is there no way for us to attack supply lines in eve?

First post
Author
Grimpak
Aliastra
Gallente Federation
#41 - 2013-05-29 12:14:46 UTC
Gwenywell Shumuku wrote:
Now, for the gank in highsec....really? If thats "working mechanics" for you, doing highsec ganks on JFs to stop alliance logistics, then we probably have nothing else to discuss here. Thats just way to different world views on how fun and working EvE PvP should look like to create more PvP in 0.0.


considering the ease of how nullsec is offloading stuff to empire and empire being the least safe bit of the travel, it is a valid mechanic.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Malcanis
Vanishing Point.
The Initiative.
#42 - 2013-05-29 12:16:29 UTC
baltec1 wrote:
Gwenywell Shumuku wrote:


Oh please, i hope you are smarter than this, because if this is how you work on the CSM...
EDIT: i see your trolled there a bit hm? ;) i take this issue very serous though, i have seen the good and bad times, and i don't like the "easy going" mentality at all that has become 0.0 life.

Easy logistics do 1 thing, and 1 thing only: make 0.0 small scale markets superfluous as you import EVERYTHING end export EVERYTHING to highsec to buy/sell high-volume.

For some time, a short time, we had at least some in-space logistics coming out of this, thus giving opportunity for PvP. That doesnt exist anymore, if you are no moron nobody will EVER catch you.

Risk/Reward, yes? Isn't that what we cry out for....


With or without jump freighters we would be importing just about everything because we simply cannot make it out in null.


Isn't it amusing how this inescapable fact always just gets handwaved away?

Almost as funny as people who get to use invincible 250-slot stations they can't get locked out of, for free, calling 0.0ers "lazy"...

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Gwenywell Shumuku
#43 - 2013-05-29 12:17:31 UTC  |  Edited by: Gwenywell Shumuku
@Malcanis

read the whole post, answer is in there.

@baltec
good, do that if you like freighter logistics, but THEN you will have to deal with freigher runs. More PvP opportunity right there.

The problem NOW is that you get your cake and can eat it too. It doesnt really matter what you do, there is no drawback anymore.

Quote:

Isn't it amusing how this inescapable fact always just gets handwaved away?


sure, because having a drawback (actually risking your stuff during transport) is the same as having none...at least try connecting the dots here?
Jenn aSide
Worthless Carebears
The Initiative.
#44 - 2013-05-29 12:22:51 UTC
Malcanis wrote:
No seriously though, Hi-sec has approximately 30 times as many build slots as sov null. 0.0 absolutely relies on importing goods from hi-sec because there simply isn't the industrial capacity to produce the ships and modules required.

And that's on top of the gigantic non-ISK subsidies that hi sec manufacturing gets, meaning that even if 0.0 did have the slots, which it doesn't, then it will still be far cheaper and more efficient to build in hi-sec than in 0.0

At the moment manufacturers are "FORCED" into hi-sec. Rest assured that your noble CSM representatives are currently working with CCP on how to make 0.0 manufacturing a viable option.


And there it is. Nothing in EVe can be viewed "in a vacuum" (yea, pun intended, I know it's a space game). Everything is interconnected.

Yea, jump capability (JFs, jump bridges, cyno beacons , carriers etc etc) makes it very hard to choke of an enemy's supply from high sec. if you COULD do that , the people who are stuck on the idea that null sec is stagnant (isn't not) and impenetrable by small groups (it's mostly not) would really, REALLY be right, because 2013 isn't 2003 and null and low sec alliances can bring thousands of people to camp-in-force the access points.

Maybe jumping stuff is too safe (like maybe cynos shouldn't be able to be lit so close to stations), but to keep EVE Online's main economy driving feature (null sec combat, null has 11% of the population and most of the games real, major ship killing) it has to be that safe. Major changes in the game (like armed freighters and a change to how bubbles work just to start) would be needed to make it where being able to attack "supply lines" wouldn't choke the whole game to death.
Malcanis
Vanishing Point.
The Initiative.
#45 - 2013-05-29 12:25:36 UTC
Gwenywell Shumuku wrote:
@Malcanis

read the whole post, answer is in there.

@baltec
good, do that if you like freighter logistics, but THEN you will have to deal with freigher runs. More PvP opportunity right there.

The problem NOW is that you get your cake and can eat it too. It doesnt really matter what you do, there is no drawback anymore.

Quote:

Isn't it amusing how this inescapable fact always just gets handwaved away?


sure, because having a drawback (actually risking your stuff during transport) is the same as having none...at least try connecting the dots here?


What "drawbacks" do hi-sec industrialists face?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Gwenywell Shumuku
#46 - 2013-05-29 12:30:24 UTC  |  Edited by: Gwenywell Shumuku
Grimpak wrote:
Gwenywell Shumuku wrote:
Now, for the gank in highsec....really? If thats "working mechanics" for you, doing highsec ganks on JFs to stop alliance logistics, then we probably have nothing else to discuss here. Thats just way to different world views on how fun and working EvE PvP should look like to create more PvP in 0.0.


considering the ease of how nullsec is offloading stuff to empire and empire being the least safe bit of the travel, it is a valid mechanic.


Sure, in the broken world of todays logistics its a vailable mechanic, no argument there. But the sentence says it all, doesn't it? Bear Its the last resort for lack of other options, but its nothing i would advocate to stay this way.
Malcanis
Vanishing Point.
The Initiative.
#47 - 2013-05-29 12:32:39 UTC
Gwenywell Shumuku wrote:
@Malcanis

read the whole post, answer is in there.



I didn't see anything about how making stuff in 0.0 makes more ISK than making it in hi-sec. Maybe your reasoning is a little too subtle for me. Could you make it explicit to me how you'd make more ISK manufacturing in 0.0 than you would in hi-sec?

We'll start with you sharing a 50-slot Amarr outpost with everyone else in the alliance who wants to make stuff, and take it from there. BTW your nearest minmatar outpost is 3 jumps away.

OK: go!

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#48 - 2013-05-29 12:39:05 UTC  |  Edited by: Infinity Ziona
Malcanis wrote:
Infinity Ziona wrote:
Malcanis wrote:
Stonecrusher Mortlock wrote:
Why is there no way for us to attack supply lines in eve?

The addition of Jump capable ships, made supplying large groups less of a chore, but had the adverse effect of making supply lines completely immune to attack in any meaningful form.


http://eve-kill.net/?a=home&scl_id=600

There sure are a lot of "completely immune to attack in any meaningful form" ships dying out there.

Yeah because titans are supply ships. Pretty sure he's talking about cargo ships, the ones that you could actually hunt in null. The ones that would occasionally be full of mega and zyd. He's absolutely right too, having had the pleasure of hunting those ships way back then, there was some risk to null seccers. Now there's none.


You know that there's no Rhea class titans, right?

Look at that page again.

That Rhea made a stupid mistake. You have to make one jump into Mai from high sec. Maybe a scout would have been advisable, on the high sec side too :) ?

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Gwenywell Shumuku
#49 - 2013-05-29 12:41:16 UTC  |  Edited by: Gwenywell Shumuku
double post
Gwenywell Shumuku
#50 - 2013-05-29 12:44:55 UTC
Gwenywell Shumuku wrote:
Malcanis wrote:


What "drawbacks" do hi-sec industrialists face?


Ok, in a world where logistics "matter", who cares really? The moment i don't have to compete with highsec anymore as an industrialist because i can sell everything in bulk-orders in 0.0 (where i build it), i don't fricking care what the highsec dude does...let him stay there. Whats that fixation an the highsec dude? He has no way to get his stuff to 0.0 so let him do his thing.

And the moment the price gets so low in high that logistics are done by alliances, tada, we have PvP opportunity again...good by me, i don't care HOW i get PvP opportunity.

Look, arn't you/we in the process of advocating 0.0 industry changes RIGHT NOW? Arn't we finally getting more slots in 0.0?

All i'm saying is the "next big thing" to revisit is LOGISTICS...and maybe by some ppl who actually have seen both worlds, both extremes.

[quote]
I didn't see anything about how making stuff in 0.0 makes more ISK than making it in hi-sec. Maybe your reasoning is a little too subtle for me. Could you make it explicit to me how you'd make more ISK manufacturing in 0.0 than you would in hi-sec?


Simple, i don't have to make "much" more then in highsec (few %), i just have to make the same minus logistic hassle (if logistics are a hassle). At that point you have an advantage over highsec, and you can sell in bulk orders without 0.1 games. Thats enough, enough ppl would take that deal.
Jenn aSide
Worthless Carebears
The Initiative.
#51 - 2013-05-29 12:52:30 UTC  |  Edited by: Jenn aSide
Gwenywell Shumuku wrote:


All i'm saying is the "next big thing" to revisit is LOGISTICS...and maybe by some ppl who actually have seen both worlds, both extremes.



And that's where you fall off the track. The pin-prick changes to null industry don't change the basic equation. Null sec still won't even be able to supply itself with the levels of ammunition it needs to keep the current tempo of war let alone other things.

The game would need a major re-write to make what you are suggesting viable ie non-game killing. EVE's economy works now because no one can turn off the "materials spigot" which means people can throw ships at each other with abandon in null sec.

You think MOON cartels and such are bad (I don't know if you do, but many people do), wait until big alliances like TEST can own all of null sec with a few gate camps. Because human nature is fickle and rather than try to push into null sec (something most of EVE's players already don't do), people will just let null wither even further than it has already.

CCP sometimes thinks like you do.. Example, the 1st null upgrade system/anomaly nerf that was supposed to "give alliances a reason to fight over space" but that really just turned null back into a desert as people took their pve alts and fled to high sec incursions and faction warfare button orbiting.
Frostys Virpio
State War Academy
Caldari State
#52 - 2013-05-29 12:55:48 UTC
Malcanis wrote:
Gwenywell Shumuku wrote:
@Malcanis

read the whole post, answer is in there.



I didn't see anything about how making stuff in 0.0 makes more ISK than making it in hi-sec. Maybe your reasoning is a little too subtle for me. Could you make it explicit to me how you'd make more ISK manufacturing in 0.0 than you would in hi-sec?

We'll start with you sharing a 50-slot Amarr outpost with everyone else in the alliance who wants to make stuff, and take it from there. BTW your nearest minmatar outpost is 3 jumps away.

OK: go!



What if they started by scrapping that stupid racial outpost with different service availability BS and made outpost one size fits all with module plugged to get what you want out of it and if it eat fuel (I really am not sure) then make it able to eat any kind of race fuel. I can understand the "lore" reason to have lesser quality of service in an outpost compared to a station in empire since you are at the far ass end of the universe so you might not have access to the same tooling and such but if I was to design an outpost to start populate the far ass end of space, I would make damn sure I don't need for different model to do what I need semi efficiently.

John Doe : Welcome to our station Mr Smith.

John Smith : Pleased to visit. I'm looking to manufacture stuff to support the living of people here. Do you have any facility available for that?

J D : Yes we do sir.

*Visit of the facility*

J S : Those production lines are really nice, I can't wait to see the refining facility get the material ready for production.

J D : We do not have refining ystem here. *Point to a far point on a map* For this, you will have to talk to the guys in that other station.

J S : Why didn't you get a refining system in the design of the station, it would even allow you to cut the grass under those guy's feets.

J D : Look, we do manyfacturing here, reprocessing is not what we want to do

J S : *palm connect with face*
Malcanis
Vanishing Point.
The Initiative.
#53 - 2013-05-29 12:57:06 UTC
So what you're saying is that if "safe" logistics ("Safe" meaning that JFs only die in ways that you're "not prepared to discuss", because apparently dying in hi-sec doesn't count) were removed, then somehow magically 0.0 industry becaomes worthwhile because all the crippling disadvantages that it suffers compared to the same activity in hi-sec will magically disappear and nullsec players will happily pay 500 mill for a T1 BS hull?

Yeah...no. That's straight up bullshit. What happens is that 0.0 empties out even further because it's no longer viable to live there any more.

Easy logistics exposed that massive imbalance. They didn't cause it, and it won't go away if you nerf logistics. All that will happen is that by leaving that imbalance in place, even fewer people will live in 0.0, because everything will cost far more than it does now, and there won't be any improved capability to make stuff. You're trying to solve the problem by metaphorically burying 0.0 alive.

The actual solution is to correct the imbalance, not to "shoot the messenger" of logistics. When it's more profitable - and possible - to make ships, modules, etc, in 0.0, then that's where they'll be made. The problem is that the imbalance is so incredibly large that people like you are recoiling from the size of the adjustment that you know will be required and are desperately trying to make out that the problem lies elsewhere.

It doesn't.


I know it, CCP know it, you know it, and what's more I know that you do even if you won't admit it.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Gwenywell Shumuku
#54 - 2013-05-29 13:01:03 UTC  |  Edited by: Gwenywell Shumuku
@Jenn
Thats the "the sky would fall" argument. EvE did work before, you know? There was a time when it was harder to do this stuff.

Now, i don't disagree on the difficulty to change anything, we just see a different possible OUTCOME. I look back and see what we have lost (yes, even the tedium).

OF COURSE a major rewrite would be necessary, we are starting from a different position today then back in 2006+. CBs and JFs ruined alot, and it would take a steady carefull approach to change it BACK.

I argue that it is a valuable path to take. I just see too many ppl stating it would be "too hard" to do and its better how it is now. I call bullshit on that.
Othran
Route One
#55 - 2013-05-29 13:01:18 UTC
The amusing thing that most of the advocates of "nerf null-sec logistics" fail to realise (or do but don't care) is that if you nerf JFs for example, you are nerfing small corps and individuals in null.

Large corps can adapt rapidly, small corps can't.

At the moment small corps can either jump their own stuff in or get Black Frog to do it for them.

That gives them a foothold in npc null without having half the corp assets destroyed at the regional gate.

Null is boring enough, the very last ******* thing it needs is more logistics tedium and blues.

YMMV of course.
Malcanis
Vanishing Point.
The Initiative.
#56 - 2013-05-29 13:05:52 UTC
Gwenywell Shumuku wrote:
@Jenn
Thats the "the sky would fall" argument. EvE did work before, you know? There was a time when it was harder to do this stuff.

Now, i don't disagree on the difficulty to change anything, we just see a different possible OUTCOME. I look back and see what we have lost (yes, even the tedium).

OF COURSE a major rewrite would be necessary, we are starting from a different position today then back in 2006+. CBs and JFs ruined alot, and it would take a steady carefull approach to change it BACK.

I argue that it is a valuable path to take. I just see too many ppl stating it would be "too hard" to do and its better how it is now. I call bullshit on that.


It's not 2004 and it never will be again. You need to accept that if you're going to discuss game conditions and mechanics in 2013.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Jenn aSide
Worthless Carebears
The Initiative.
#57 - 2013-05-29 13:07:22 UTC
Gwenywell Shumuku wrote:
Thats the "the sky would fall" argument. EvE did work before, you know? There was a time when it was harder to do this stuff.


Which was ok because you had fewer people/characters.

Quote:


Now, we don't even differn in argument, we just see a different possible OUTCOME.

OF COURSE a major rewrite would be necessary, we are starting from a different position today then back in 2006+. CBs and JFs ruined alot, and it would take a steady carefull approach to change it BACK.

I argue that it is a valuable path to take, to change it back. I just see too many ppl stating it would be "too hard" to do and its better how it is now. I call bullshit on that.


The underlined part is why what you wasting your time talking about can't happen. CCP tried to introduce pants and eye pieces and damn near lost everything, you think they're going to change a situation that works so you and I can shoot supply convoys?

Yea, lets, sit back and wait for that to happen. Cool
Malcanis
Vanishing Point.
The Initiative.
#58 - 2013-05-29 13:08:49 UTC
Malcanis wrote:

The actual solution is to correct the imbalance, not to "shoot the messenger" of logistics. When it's more profitable - and possible - to make ships, modules, etc, in 0.0, then that's where they'll be made.


I'll reiterate this. When 0.0 industry is balanced with hi-sec, then "easy logistics" won't be an issue for anyone except alliances moving into 0.0 for the first time, and alliances who are getting kicked out of their space. Neither of which group really needs the boot putting in any more than it is already.

Until that happy day arrives, then I will absolutely oppose any further logistics nerf. Handwave all you like; JFs do die. Christ do I know it.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Jenn aSide
Worthless Carebears
The Initiative.
#59 - 2013-05-29 13:10:09 UTC
Othran wrote:
The amusing thing that most of the advocates of "nerf null-sec logistics" fail to realise (or do but don't care) is that if you nerf JFs for example, you are nerfing small corps and individuals in null.

Large corps can adapt rapidly, small corps can't.

At the moment small corps can either jump their own stuff in or get Black Frog to do it for them.

That gives them a foothold in npc null without having half the corp assets destroyed at the regional gate.

Null is boring enough, the very last ******* thing it needs is more logistics tedium and blues.

YMMV of course.


That's exactly it. A 10,000 character coalition wouldn't sneeze at any change, that 10 man corp of real life buddies living in Curse and carrier jumping ships in to play with and killing stuff would do more than sneeze lol.

Syreniac
Garoun Investment Bank
Gallente Federation
#60 - 2013-05-29 13:12:10 UTC
I wonder how many of the issues with nullsec industry will be fixed by the hopefully inevitable POS fix?

Imagine if industry in general, not just in nullsec was not based around the indestructible stations that we all know and love. At the moment, this is inevitable because the hassle of setting up a POS for production doesn't outweigh the bonuses of having one, but that is symptomatic of a variety of underlying issues.

The first is that there are far too many manufacturing slots in Highsec in general. Whilst if I want to run a ME research job in Highsec I have 20+ days in waiting time, almost all stations with manufacturing facilities have no waiting times for production. And contrast the profitability of running a highsec research POS with running a highsec construction POS - one of these is relatively common, the other much rarer.

I would prefer a world where a big time industrialist should consider a POS the normal construction environment rather than doing it all inside stations. That would put a lot more potential for highsec economic warfare in place, because a corp would have to place a lot more at risk to become a major industrial power. The only real issue would be making sure there are ways for new players to get into industry when they don't have access to their own corp POS - one I'm sure can be fixed.

The second is the clunkiness of the POS system in general. It really needs an overhaul, and many better ideas than anything I can come up with have been suggested before on these forums. Perhaps most importantly is the disparity between the station and the POS refinery mechanics. If stations were made equal to POSes in refinery efficiency and/or time, or POSes were made closer to station efficiency, then I think industry in nullsec would be a lot more productive, even if not necessarily easier.

If you can fix the difficulties of producing in nullsec, then the current need (and it is a need, as other people have written already in this thread totally accurately) for massive amounts of imports from high to null would be massively reduced. Then, and only really then, can people seriously discuss reducing the ability for nullsec to import most of its items from highsec.