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Balancing High Sec suicide ganking by Hull Value - a realistic approach

First post
Author
Freedom Equality
Brutor Tribe
Minmatar Republic
#281 - 2013-11-05 14:32:06 UTC
Velicitia wrote:
Freedom Equality wrote:

1. A pilot gets some deadspace modules on his battleship, resist modules/a booster, damage mods, maybe even some caldari launchers(4x damage mods = 400+mil, launchers = 200mil, booster=600mil-1bil, boost aplifier = 200mil). He uses the ship to do missions. He gets scanned without knowing like it usually happens.

(more stuff)

The question here is how can he survive the gank? You claim pilots fly untanked/do something wrong. Show us how you would survive the gank or what you would do to prevent it.


1. Don't fit 1.5b+ of stuff on your BS Blink
2. DSCAN
3. fit for PVP instead of mission-specific
4. D-SCAN

Freedom Equality wrote:

2. The mission pilot has loot he wants to sell ... that is valued at about 10mil per 1000m3. He uses half of his cargohold, (400.000m3) ... has 4 bil in his cargo.

(stuff)

The question here is how can he survive the gank? You claim pilots fly untanked/do something wrong. Show us how you would survive the gank or what you would do to prevent it.


1. Hire RFF Blink
2. Fly with a group ... say 2 guardians (or T1 logi), falcons (or griffins, or hell scorpions/widows), 1 or 2 webbing frigates, and a scout. that much rep, ewar, web, etc will have the gankers looking at someone else in a heartbeat (or re-reviewing what you have because WTF).
3. Avoid the known ganking systems (Uedama?)
4. Use a closer/regional hub instead of Jita
5. Freight cans filled to about 500m or so (or 4 full, 4 empty) ... IIRC cans are calculated (with all their things) as one item, so they'd need all 8 cans to get 4b (or the right 4/8) ... also, split the expensive stuff around. Yeah, if you die, you lose all the things, but the "four cans" they get might not make up for the cost to gank you.

Obviously all ideas will probably work on their own, but your chances will go up dramatically if you use multiple things.


So fitting a BS with deadpace modules is suicide. That is exactly my point and i think things should change. We are talking about a huge number of modules people can`t fit as it essentially gets them killed. I doubt CCP intended for people not to be able to fit deadspace/faction mods without getting hunted and killed for profit in High Sec.


As for the freighter, if it has an escort it will not get attacked. They will just go for the one that has no escort. I don`t think people should escort a freighter in High Sec or lose it. Not in High Sec. This is fine for low sec as you can secure your space and make sure the freighter has a clear path(or use a jump freighter). But in High Sec you can`t clear a path, you can`t even War Dec the Suicide Gankers as they use NPC corps....

The other tricks are nice but they have the same flaw CONCORD has, they act a a revenge mechanic but don`t help you survive.



Astroniomix
School of Applied Knowledge
Caldari State
#282 - 2013-11-05 15:06:39 UTC
Freedom Equality wrote:


First of all, it`s m3 not KM3. Not sure where you got the KM3 from.



Do they not teach the metric system in school anymore?
Astroniomix
School of Applied Knowledge
Caldari State
#283 - 2013-11-05 15:10:32 UTC
Freedom Equality wrote:
I don`t think people should escort a freighter in High Sec or lose it.

Stop playing EVE. Right now.

This is clearly not the game for you.

Just.

Stop.



Teckos Pech
Hogyoku
Goonswarm Federation
#284 - 2013-11-05 15:17:17 UTC
Freedom Equality wrote:
baltec1 wrote:
Notice how he is avoiding the question I asked him on the last page.

I will ask again Freedom Equality, What ship are we using to scoop the dead freighters loot?


I did not avoid the question i avoided the trolls.

You use a freighter that scoops the loot and runs to the closest station where it docks. From there i can only think you move it in freighters that are clean(no kill rights/no flags) and in much smaller chunks.



Oh my god!!!! You mean the gankers are better haulers too?

Quote:
1. A pilot gets some deadspace modules on his battleship, resist modules/a booster, damage mods, maybe even some caldari launchers(4x damage mods = 400+mil, launchers = 200mil, booster=600mil-1bil, boost aplifier = 200mil). He uses the ship to do missions. He gets scanned without knowing like it usually happens. He is a careful pilot and usually stays aligned in his mission but he has to move toward the objective at some point. The cloaked ship that also scanned him waits for 5minutes until the missions ship moves to his objective no longer staying aligned. Then he calls for the Suicide Gank squad, 10 destroyers. At this point the mission ship is under attack from both the NPC`s and the destroyers. He explodes.

We are talking about a mission fit here, that will not survive that kind of damage and he has no way to avoid getting caught.

Now you, as an expert pilot can help say what can that pilot to and survive. He is in High Sec and after all he has the right to be able to exist just like the Suicide Gankers and also has the right to make profit. You always say people getting killed are stupid/fail to fit a tank and so on. So show us how to survive/prevent that scenario.


Yeah, he has a right to do all of that, fit his ship like a loot pinata, and do so where he has no way of spotting a hostile in system (i.e. most mission hubs are jammed packed and most pilots will appear as neutrals and so you can't spot the one guy who is scanning you down). But these are foolish choices...choices that put him at risk. If he wants to accept that risk, then full steam ahead.

However, if you find that risk unacceptable, then you are in trouble. That pilot has made decisions that enhance his risk and do so for, IMO, very little return (that super expensive fit is not going to be that much more efficient than a T2 fit). You have a couple of incorrect views of this game, IMO.

1. That high security space means very little or no risk.

In some ways, high sec is worse than low or null sec in terms of safety. Taking that super expensive fit to null could actually lower your risk since you have a better chance of spotting a hostile...possibly even a few systems out depending on how active your buddies are reporting stuff in intel channels. You have already noted this.

2. That in high security space the game mechanics should work to prevent people from doing bad things to you.

The game has never, ever worked this way and based on how the game has been set up from the very beginning this is by design--i.e. on purpose. This has always been a game of where players create much of the content--i.e. a sandbox MMO. A sandbox MMO is where the players have tremendous freedom to do things in the game. As such, CCP is not there to provide you with content and a safe zone to enjoy that content. Instead they give you the environment, resources, and ships and modules, and fitting limitations, and that is pretty much it. What the players decide to do with that is what makes the game interesting.

Based on 1 & 2 you can get suicide ganking. Do I like it? Not when I have to haul 1 billion or more in stuff around high sec cause then I have to make 2 trips at least. But I do like the sandbox nature of the MMO and I accept that players are going to do things that impact my game play. Otherwise the game becomes very boring. This is a game for people who can think, plan, and anticipate the actions of others. If a person has a hard time doing that or doesn't like doing that, this is the wrong game for them.

TL;DR: This is Eve, a sandbox MMO where players drive the content, as such they are allowed to do things you may not like...so learn to deal with it or find a game where you don't have to deal with it--i.e. a non-sandbox MMO.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Freedom Equality
Brutor Tribe
Minmatar Republic
#285 - 2013-11-05 15:21:24 UTC  |  Edited by: Freedom Equality
Astroniomix wrote:
Freedom Equality wrote:


First of all, it`s m3 not KM3. Not sure where you got the KM3 from.



Do they not teach the metric system in school anymore?

My bad here. I read 1000km3.

I just came up with another idea. How about after you Suicide Gank something, for 3 days(the number can be adjusted), anyone in EVE can kill you at no penalty while in High Sec. This way a new profession would be introduced and Suicide Gankers would have a predator. Just like anyone else does. I think it fits the spirit of EVE. Players will punish the Suicide Gankers for their criminal actions, taking the matter into their own hands, sand box style. CONCORD would still act as a revenge mechanic for the Suicide Gank victim, but now players can actually CLEAR the Suicide Gankers from an area.

The other advantage is that it would benefit the Suicide Gankers if they are in the same Corporation, otherwise, during the 3 day period they will be killed 1 by 1 with only their corp members being able to help them/attack their attacker. Of course, this would only work if the corporation is not a NPC corp, otherwise it would not allow anyone to help. Another benefit of the idea.

A win - win. I will make this my favorite idea in the OP.

Say hello to the new profession of EVE - the Suicide Ganker hunter, protector of the weak and bane of the griefer.


Later addition:

The first idea would allow people to go in first with some war ships and clear the way. It would add risk in the form of PVP for the Suicide Gankers. They are already doing some kind of PVP but now their targets might actually shoot back.

An addition can be made, as in during the 3day(actual number to be decided) period any Suicide Ganker should be allowed, if he wants to, to pay a fine(fine value should be directly related to the ISK value of the items/ships he destroyed, not an equal value by all means, but 5% to 10% of that value). Paying the find would end the time period in which he can be attacked by anyone.

This can be used to avoid mistakes, for example some new player using a BS targetting and destroying a frigate/cruise by mistake.(as if it is a mistake he would only fire once) This way, after he gets taken out by CONCORD, he can pay the fine and be done with it. The fine in a such a case would be minimal, 5% to 10% of the cruiser value would not be much(in most cases under 1 mil ISK) for a player already owning a BS and would be a good way to not punish people for making mistakes.

The fine for a Suicide Ganker killing a Marauder/Freighter or constantly ganking mining ships.... would be substantial, big enough so it can`t be payed after every successful gank to avoid the time period in which he can be shot by anyone.

It should be enough for the Suicide Gankers taking out miners as i have just looked at a very known corp specializing in taking out mining barges in High Sec. Their estimated destroyed ISK value for one of their players(they work alone or in pairs) was 8bil+(yes he killed a lot of mining barges) so 5% to 10% of that would be 400mil to 800mil, enough as not be cheap for them to be able to just pay the fine without taking a loss, as the fine is intended to either let players that made a mistake get away with it or be used AT A LOSS by the Suicide Ganker to be able to stop ganking and the retribution associated with it.

For the time period anyone can attack the Suicide Ganker, the Suicide Ganker should be noticeable in local(adding an icon to them) so when they enter local, people looking at local can notice a gang of Suicide Gankers is entering and decide if they want to risk it or just go and dock. This gives them the same option 0.0 players have, even less as they have no intel channels. This would provide a way for miners/people doing missions that are in belts/missions to defend themselfs by paying attention.

I will add this to the post where i presented the idea the first time. I find it quite balanced as now once a Suicide Gankers has actually Suicide Ganked people, everyone knows(for a time) what he does. If they are slow/don`t pay attention they will get caught and killed, but if they are paying attention and move faster than the Suicide Gankers they will escape. Now the victim has a chance. And the Suicide Gankers can become the victim of just about anyone if they Suicide Gank people, giving them the same treatment as their victims, who can be Suicide Ganked by anyone.

The Suicide Gankers still only risk 10-15mil ships while their potential victims risk 1bil+ ships(so 100 times more) but it would be fair now as the victim can at least pay attention and escape if he is fast enough.
Teckos Pech
Hogyoku
Goonswarm Federation
#286 - 2013-11-05 15:23:26 UTC
Freedom Equality wrote:
Astroniomix wrote:
Freedom Equality wrote:
...he is moving the junk mission NPC`s drop, that is valued at about 10mil per 1000m3.

What the **** are you hauling that costs 10mill per 1km3 and comes from missions?


First of all, it`s m3 not KM3. Not sure where you got the KM3 from.


*faceplam*

10 mill per 1,000m3 = 10 mill per 1 km3.

I am embarrassed for you. Oops

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Velicitia
XS Tech
#287 - 2013-11-05 15:28:08 UTC
Freedom Equality wrote:

So fitting a BS with deadpace modules is suicide. That is exactly my point and i think things should change. We are talking about a huge number of modules people can`t fit as it essentially gets them killed. I doubt CCP intended for people not to be able to fit deadspace/faction mods without getting hunted and killed for profit in High Sec.

Not necessarily, but when chances are good (and 50% is good) that any particular module will drop, then maybe blinging out a ship with half (or more) of the modules being bling, then you're painting a target on yourself.

Be unpredictable -- fly mostly T2 ships, but bring out a bling ship only for the "hard" things (e.g. "The Blockade").
I mean, look at if from the other side, if there's a 10% chance of you getting scanned every time you undock, and "The Blockade" (or other "difficult for that level" mission) only occurs 1/20 times (5% of the time), over 100 missions, you're looking at a 0.5% chance of actually getting scanned out as having a bling ship.

That's pretty good odds in your favor, as opposed to the "100% chance" of getting scanned if you only fly the bling ship.



Freedom Equality wrote:
As for the freighter, if it has an escort it will not get attacked. They will just go for the one that has no escort. I don`t think people should escort a freighter in High Sec or lose it. Not in High Sec. This is fine for low sec as you can secure your space and make sure the freighter has a clear path(or use a jump freighter). But in High Sec you can`t clear a path, you can`t even War Dec the Suicide Gankers as they use NPC corps....


I generally don't have my freighter escorted in hisec, and have lost a grand total of one(1) ... because I got the math wrong between "Eve Time" and "local time". I've moved (all told) about 100b+ worth of goods in it (no not at one time, I limit to 1-1.5b).

Freedom Equality wrote:
The other tricks are nice but they have the same flaw CONCORD has, they act a a revenge mechanic but don`t help you survive.


Not sure WTF you're talking about here. There is only one thing guaranteed in hisec, and that is concord WILL destroy someone for "unlawful" aggression. Anything after that is the players swinging things in their favor.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Freedom Equality
Brutor Tribe
Minmatar Republic
#288 - 2013-11-05 15:42:40 UTC
What do you think of the idea above?
Quintessen
The Scope
Gallente Federation
#289 - 2013-11-05 15:46:57 UTC
For those on all sides just posting the same points over and over again. If people disagreed with you before, they're not going to agree with you on your 40th time saying the same *** ***** thing.

Haulers and industrialists have risks.
Gankers have risks.

There are no guarantee here of profit. The fundamental problem is that freighters can't fit a tank and escort duty blows. There are better ways to make ISK than running an escort duty operation.

The second point that keeps being missed is that the loss of the freighter hull is what hurts much more than the loss of the goods. Freighters are too expensive and the only way to make that money back efficiently is by running more expensive stuff/m3. Otherwise you'll get your money back months or years later.

Oh, and hauling stuff itself is pretty annoying. The problem is that barring finding some compassionate friend(s) who are willing to run escort duty 50 freaking jumps with almost the slowest thing in the game is that you are forced to run solo in a freighter or just not use it.

If CCP does anything, it should be to find a way to make escort duty not the boringest thing ever. Oh and drop the cost of freighter hulls a bit by dropping the required materials to build one.

On the gank side... yes, ganking should be in the game and no, it's not always successful, but frankly it's a lot more fun than doing the freighter pilot thing. Frankly fear of a gank is the only reason to really even pay attention half the time in this game.

Also for the guy who keeps asking why it's so rare if it's profitable. Logical fallacies aside which doesn't require they be related, there are many possible reasons. It can be that it's rare because it's hard to get that many people together at once. It could be rare because it's not very fun. It could be rare because most people who like PvP live in low and null. It can be insanely profitable and rare. They are not mutually exclusive.

The fundamental problem here is that you have two very different groups of people who apparently have decided that the enjoyability of the game for the other person doesn't matter. Gankers don't care if the game sucks for haulers and haulers don't care if the game sucks for gankers. Rather than treat each other as enemies, why doesn't everyone come together to figure out a way to make it fun for both. I regularly play in game where I lose and enjoy the fact that I can. Losing isn't the problem.

To the haulers, if you really want a game where you can just click on things and get rewards with no real player interaction, get on Facebook and play social games.

And to the gankers, if you really just want a game where you can annoy people you don't know for fun, you're just an ******* and EVE doesn't need you.

But we can have both. A world where hauling is interesting and challenging and a world where ganking is interesting and challenging and both can be profitable.

Zan Shiro
Doomheim
#290 - 2013-11-05 15:47:07 UTC  |  Edited by: Zan Shiro
Freedom Equality wrote:

So fitting a BS with deadpace modules is suicide. That is exactly my point and i think things should change. We are talking about a huge number of modules people can`t fit as it essentially gets them killed. I doubt CCP intended for people not to be able to fit deadspace/faction mods without getting hunted and killed for profit in High Sec.


As for the freighter, if it has an escort it will not get attacked. They will just go for the one that has no escort. I don`t think people should escort a freighter in High Sec or lose it. Not in High Sec. This is fine for low sec as you can secure your space and make sure the freighter has a clear path(or use a jump freighter). But in High Sec you can`t clear a path, you can`t even War Dec the Suicide Gankers as they use NPC corps....

The other tricks are nice but they have the same flaw CONCORD has, they act a a revenge mechanic but don`t help you survive.






use c or b type...usually much cheaper. And yes ccp wants a hint of danger to fitting these mods. They'd like you to make 20 mil per tick vice 40 mil. A type gets those higher ticks. Half of eve's economic problems right now is with all the new stuff too much isk is made. I remember getting plex for 300 mil, lower even.

Mission runner could also work on skills. Me I am a cheap mission runner. I start off blingy then trim it off as I go this or that not needed. I also try to not just button mash my way with an over tanked monstrosity through a mission to do this. Want the lazy uber tank, want the attention.

When in doubt with cheaper gear....warp out. Just a 1 minute warpout and warpings can save hundreds of millions in isk. If 5 more minutes has you getting all emo raged I envy you. I have rl scenarios where minutes do count. Eve for me is a break from that.

And as I said way back on page 1....gank is isk control in empire. Uber blinged ships basically undesirable to gank would be major isk faucets. CCP does not want that. Like I said I made damn good isk in 0.0. But I was in space poor alliances with no reimbursements for most of what I flew and lost. Insurance helped on t1 some. Hacs and recons however....expensive hobby when the tides turn against you


And in empire you just need common sense. Lose this its not fair I can't haul 4 bil in stuff idea. Hauling 4 bil is idiotic. 1 bil or less has kept many freighter pilots gank free for years. It works, accept and move on. I ran a decent t2 bs production line using the 1 bil or less guideline. This would be back in the days of insurable gank rides even. talking the good ole gank bs' days. High alpha glass cannon but tankier still over todays tier 3 bc's.
Delt0r Garsk
Shits N Giggles
#291 - 2013-11-05 15:47:28 UTC
People will complain about gankers until they are invulnerable in highsec. ie 100% safe to afk in anything with anything in the hold.

Personally i want more sand in the sand box. Titans in highsec, Bombs and Bubbles.

It would be really funny. Since a bubble would make you a criminal anytime someone tried to warp in the bubble. There is no way a bomb is not going to hit something that is not illegal, like smartbombs. You could get a sec status of -10 in about a second. And then there is all the killrights.

Of course if we can have carriers and titans in highsec, then perhaps concord should get a few. Now that is the highsec i want.

AKA the scientist.

Death and Glory!

Well fun is also good.

Astroniomix
School of Applied Knowledge
Caldari State
#292 - 2013-11-05 15:57:00 UTC
Freedom Equality wrote:
Astroniomix wrote:
Freedom Equality wrote:


First of all, it`s m3 not KM3. Not sure where you got the KM3 from.



Do they not teach the metric system in school anymore?

My bad here. I read 1000km3.

I just came up with another idea. How about after you Suicide Gank something, for 3 days(the number can be adjusted), anyone in EVE can kill you at no penalty while in High Sec. This way a new profession would be introduced and Suicide Gankers would have a predator. Just like anyone else does. I think it fits the spirit of EVE. Players will punish the Suicide Gankers for their criminal actions, taking the matter into their own hands, sand box style. CONCORD would still act as a revenge mechanic for the Suicide Gank victim, but now players can actually CLEAR the Suicide Gankers from an area.

A win - win. I will make this my favorite idea in the OP.

Say hello to the new profession of EVE - the Suicide Ganker hunter, protector of the weak and bane of the griefer.

The marked characters simply won't undock for 3 days, or fly around baiting newbies into trying to kill them so they can break their stuffs as well.

We will still be right where we are with people like you crying about "no risk" because they are good managing it.
Freedom Equality
Brutor Tribe
Minmatar Republic
#293 - 2013-11-05 16:01:58 UTC
Astroniomix wrote:
Freedom Equality wrote:
Astroniomix wrote:
Freedom Equality wrote:


First of all, it`s m3 not KM3. Not sure where you got the KM3 from.



Do they not teach the metric system in school anymore?

My bad here. I read 1000km3.

I just came up with another idea. How about after you Suicide Gank something, for 3 days(the number can be adjusted), anyone in EVE can kill you at no penalty while in High Sec. This way a new profession would be introduced and Suicide Gankers would have a predator. Just like anyone else does. I think it fits the spirit of EVE. Players will punish the Suicide Gankers for their criminal actions, taking the matter into their own hands, sand box style. CONCORD would still act as a revenge mechanic for the Suicide Gank victim, but now players can actually CLEAR the Suicide Gankers from an area.

A win - win. I will make this my favorite idea in the OP.

Say hello to the new profession of EVE - the Suicide Ganker hunter, protector of the weak and bane of the griefer.

The marked characters simply won't undock for 3 days, or fly around baiting newbies into trying to kill them so they can break their stuffs as well.

We will still be right where we are with people like you crying about "no risk" because they are good managing it.


Well, it adds some risk and allows players who don`t like Suicide Ganking to fight the gankers. Sure the Suicide Gankers can stay docked for 3 days after every gank... i think they should be allowed, as everyone can stay docked and mitigate risk.

I like it because if you dislike Suicide Ganking and want them to stop you can now go and stop them. And it is totally player based, no automatic mechanics... just good old PVP.
Astroniomix
School of Applied Knowledge
Caldari State
#294 - 2013-11-05 16:06:45 UTC
Freedom Equality wrote:
Astroniomix wrote:
Freedom Equality wrote:
Astroniomix wrote:
Freedom Equality wrote:


First of all, it`s m3 not KM3. Not sure where you got the KM3 from.



Do they not teach the metric system in school anymore?

My bad here. I read 1000km3.

I just came up with another idea. How about after you Suicide Gank something, for 3 days(the number can be adjusted), anyone in EVE can kill you at no penalty while in High Sec. This way a new profession would be introduced and Suicide Gankers would have a predator. Just like anyone else does. I think it fits the spirit of EVE. Players will punish the Suicide Gankers for their criminal actions, taking the matter into their own hands, sand box style. CONCORD would still act as a revenge mechanic for the Suicide Gank victim, but now players can actually CLEAR the Suicide Gankers from an area.

A win - win. I will make this my favorite idea in the OP.

Say hello to the new profession of EVE - the Suicide Ganker hunter, protector of the weak and bane of the griefer.

The marked characters simply won't undock for 3 days, or fly around baiting newbies into trying to kill them so they can break their stuffs as well.

We will still be right where we are with people like you crying about "no risk" because they are good managing it.


Well, it adds some risk and allows players who don`t like Suicide Ganking to fight the gankers. Sure the Suicide Gankers can stay docked for 3 days after every gank... i think they should be allowed, as everyone can stay docked and mitigate risk.

I like it because if you dislike Suicide Ganking and want them to stop you can now go and stop them. And it is totally player based, no automatic mechanics... just good old PVP.

But why can't you just kill their freighter? You don't even have to fight concord over it.
Mag's
Azn Empire
#295 - 2013-11-05 16:11:47 UTC  |  Edited by: Mag's
Astroniomix wrote:

But why can't you just kill their freighter? You don't even have to fight concord over it.
That's too easy and profitable. I hear people don't want easy ISK, they actually require a challenge.

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

Freedom Equality
Brutor Tribe
Minmatar Republic
#296 - 2013-11-05 16:19:41 UTC
You have a very limited window to get the freighter, in a minute it will be docked. And it only punished the hauler - don`t know why everyone wants to punish the haulers even more.

My idea adds risk AND forces them to be in the same Corporation otherwise they can be picked off 1 by 1, with only corp members able to help.

I would say it fixes everything nicely.
Kyalla Ahashion
KarmaFleet
Goonswarm Federation
#297 - 2013-11-05 16:50:21 UTC  |  Edited by: Kyalla Ahashion
Freedom Equality wrote:
Hello,

I have recently returned to EVE and i noticed that there is a lot of suicide ganking, with corps dedicated to it. While i agree they should be allowed to do it, i think they should risk a lot more than they currently do.(the average Suicide Gankers risks 10-15mil per person(and stands to gain from 50 mil up to even 1 bilion) while the average victim loses 1bil+ and stands to gain nothing - at best it can hope to keep what it already had.



Introduce Damage reduction mechanics of some sort: that make cheap swarm gank fleets less viable against large defenseless targets. Subtract a value from incoming damage that's very close to what a "disposable" ship can deliver,, but trivial for something of comparable cost to land, and call it a day.

Basically, require a single projectile alpha damage higher than ganking ships can put out. Either subtract it out, or make it a threshold. - the damage is shrugged off if the threshold isn't met.
Mag's
Azn Empire
#298 - 2013-11-05 16:55:14 UTC
Freedom Equality wrote:
I would say it fixes everything nicely.
We are still waiting for you to show a problem, that actually needs fixing.

You could start with providing those numbers and citations. When you are ready of course. No rush.

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

Zan Shiro
Doomheim
#299 - 2013-11-05 17:23:26 UTC
Kyalla Ahashion wrote:


Introduce Damage reduction tactics that make cheap swarm gank fleets less viable against large defenseless targets. Subtract a value from incoming damage that's very close to what a "disposable" ship can deliver,, but trivial for something of comparable cost to land, and call it a day.



then caps, mommies and titans become harder to kill. Some of these ships got hp adjusted to die in more reasonable timeframes.
Gang damage reduction takes that away.


Defenceless is also a relative term. One ccp can't define readily. Jump a dread like say phoenix and it is defenseless against other caps and BS'. Caps can speed tank it half decent and bs's are a total waste of ammo.

Disposable also relative. One player can be broke as hell and can't afford to lose an AF. Another player can lose these often and not care. Also have to factor in the level of pvp. In the blob when its going to crap you know fc's main concern is getting caps and above off the field. Fleet BS's are disposable/expendable. BC's and below are usually SOL since even lower on the priority list
Pollux 'Gemini
The Gemini Initiative
#300 - 2013-11-05 17:45:14 UTC
Teckos Pech wrote:
Freedom Equality wrote:
Astroniomix wrote:
Freedom Equality wrote:
...he is moving the junk mission NPC`s drop, that is valued at about 10mil per 1000m3.

What the **** are you hauling that costs 10mill per 1km3 and comes from missions?


First of all, it`s m3 not KM3. Not sure where you got the KM3 from.


*faceplam*

10 mill per 1,000m3 = 10 mill per 1 km3.

I am embarrassed for you. Oops


I do not normally post in the forums, but bad math is something I cannot choke down.

1,000 m3 =/= 1 km3

The math on this is quite simple.

a cubic meter is just that 1m3 and 1000 m3 is simply 1000 of those cubic meters placed side by side (or you can arrange then in any arrangement you may like)
a cubic kilometer has three dimensions each 1000 meters in length, or 1 kilometer.
By multiplying it all out, you find that there are in fact not 1000m3 in 1 km3 but 1,000,000,000 m3 which is a huge difference, (imagine if a freighter could hold that much loots!) and if you doubt me, just ask google 'how many cubic meters in a cubic kilometer.'

With that out of the way I thought I would offer something constructive for the thread as well.

This can be remedied by the proper understanding of the concept of risk. The OP believes that the freighter pilots risk more than the suicide gankers who gank them, and in a sense this is true, but it must be understood that the risk that one side faces is actually not dependent on the risk of the other, the risks are in fact separate.

The freighter pilot has, whether you believe so or not, a hand in minimizing his risk, he can do this any number of ways I have seen detailed in this thread thus far, I will not go into those, but it is his duty to minimize his own risk, just as it is the duty of the gankers to minimize their own risk.

Risk management is important in any endeavor, especially an economic one, which virtually all endeavors in eve are.
Successful gankers have minimized their risk tremendously, they have found good fits, relatively cheap fits, use proper coordination and numbers. In addition they minimize their risk further by choosing targets that have not done so, targets that have not minimized their own risk. This is why the system seems to favor them to the OP.

The reality is, if all freighters flew with escorts and logistics you would find that it in fact is simply an arms race, some adapt and some do not, eve is purposely a dog-eat-less-risk-minimizing-dog-world (is that how the saying goes? Pirate )

It is this risk management that makes the game fun, and quite rewarding to those who understand this.
At the pith of it though, risk management in eve comes down to two things, knowledge and man power.
If you don't have enough friends to guard your loots, haul less. If you want to fit expensive mods to your ship, you better be willing to protect it. And if you want to mine all day, you should be willing to protect that too, at least with a half decent tank.
Risk cannot me minimized to nothing though, for any style of gameplay, if it could then it would hardly be fun, and it most certainly would not be EVE.