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Mynnna for CSM9

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Author
Veskrashen
Deep Core Mining Inc.
Caldari State
#81 - 2014-03-18 17:23:10 UTC  |  Edited by: Veskrashen
knobber Jobbler wrote:
mynnna wrote:


I think the third point is pretty self explanatory. In some ideal world top down sources like moons would be perks - great to have, worth fighting to take, but not crippling if you lack them.


But now we have renting on a massive scale as a method of top down income, which at least in my opinion is equally if not more detrimental to the game as whole than money printing moons ever were. In the 6 months the only real conflict driver was acquiring more space to rent out, to the point of being ridiculous in PL's case.


Edit: Forum ate my post.

So one thing I think we've yet to see is what kind of impact a multi-week or multi-month campaign of terror targeting an alliance's renters has on alliance income. We've seen from Mynna's post that moon goo isn't enough to sustain an alliance in the long term, and there's not much else available for top-down income.

In theory at least, putting heavy pressure on renters, to include empire wardecs, should significantly impact their ability to make isk. This in turn makes paying rent more difficult, and the prospect of renting far less attractive. While there's always someone else around the corner ready to take their place, well thought out psyops and/or PR campaigns can definitely reduce the quality of renters heading to that particular program.

The question then becomes how does an alliance respond? Do they step up roams in their own renter space as defensive patrols? Do renters start demanding reimbursements of losses or reduction of rent if the owning alliance isn't able to effectively secure their own space? Do they get the right to drop POSes or something? Or do they just say screw it and claim a wormhole instead, where the isk is as good or better and they have more control over their own safety?

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Estella Osoka
Cranky Bitches Who PMS
#82 - 2014-03-18 17:54:28 UTC
mynnna wrote:

On the other side of the coin - capture mechanics - I'm admittedly not really sure. I would be violently opposed to FW-like mechanics though. Capture buttons are flat and boring and just like FW encourage running away from a fight as much as sticking around for one if you're trying to take the space.



Why? Applying FW-like capture mechanics to nullsec could potenitally lead to the following:

a) Make it feasible for smaller alliances to take space
b) Encourage small scale PVP
c) Use of different ship types in fleets
d) Discourage the current blob mentality fights that are common to nullsec.
e) Could potnentially be used to tie in DUST to nullsec sov warfare.
f) Make nullsec entities actually have to defend ALL of their space.
Malcanis
Vanishing Point.
The Initiative.
#83 - 2014-03-18 17:56:12 UTC  |  Edited by: Malcanis
Whilst that might be effective for long term wars, wars don't generally last all that long. So far there has never been a war that I am aware of that was lost because one side ran out of ISK.

In practice, what tends to happen is that if the renters see their landlords getting beaten, they will just contact the aggressors and try to switch the rental payments to them instead. This is very desirable for the aggressors, because they can start making ISK on their campaign even before it has completed, and it greatly reduces their admin burden of finding new renters.

So the optimal strategy is not to kill those golden-egg layers, but to kick the farmer out of the farm house so the geese give the egg-gold to you, instead of you having to wait while new chicks hatch and grow to egg laying size.

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

Grath Telkin, 11.10.2016

mynnna
State War Academy
Caldari State
#84 - 2014-03-18 19:21:33 UTC
Estella Osoka wrote:
mynnna wrote:

On the other side of the coin - capture mechanics - I'm admittedly not really sure. I would be violently opposed to FW-like mechanics though. Capture buttons are flat and boring and just like FW encourage running away from a fight as much as sticking around for one if you're trying to take the space.



Why? Applying FW-like capture mechanics to nullsec could potenitally lead to the following:

a) Make it feasible for smaller alliances to take space
b) Encourage small scale PVP
c) Use of different ship types in fleets
d) Discourage the current blob mentality fights that are common to nullsec.
e) Could potnentially be used to tie in DUST to nullsec sov warfare.
f) Make nullsec entities actually have to defend ALL of their space.


I'm not opposed to your bullet points or the overarching concepts behind the. Rather, it's the mechanics of FW buttons that I'm opposed to in particular. "Fly to point and faff around while a timer runs down" is barely more engaging than grinding structures is now, and there's little in the way of strategic or tactical depth, quite possibly even less than the current "handful of high EHP structures" system has. Plus, as we've seen so many complaints about lately, there's actually significant disincentive to stand up and fight in the FW plexes. So, while the general concept could be used as the basis for a new sov system (there are, after all, only so many archetypes to determine "control" to choose from), a straight port of the system or even a straight port with only minor adjustments is a laughably atrocious idea.


To some of your bullet points in particular:
a) Good thing in concept, not at all the only way for it to happen. If anything, while a smaller group could possibly take space in such a system, they'd also likely be severely disadvantaged against a larger one. More manpower means the ability to do more plex at once, or do some plex and also camp the smaller group into the station, or whatever.
b) Also true but again, definitely not the only way for small gang pvp to be encouraged or to matter.
c) With the notable exception of the Archon fleets that saw extensive use of in the Halloween war, this is a thing - a monochrome fleet is going to get hell dunked by a a fleet that brings proper support in the form of logi, dictors, tacklers, etc. Or are you thinking more along the lines of how plexes in FW are size-differentiated? If so, my reflexive response is one of distaste... but it's probably possible to allow for or even require more variety in ship sizes.
d) "The blob mentality" is, at least in my mind, the fact that going it alone in the current system is nearly impossible, that coalitions of many thousands are required these days. It's a pretty good goal, and if that's what you're getting at, great, I agree. That said, while I'm obviously biased on the subject, I don't think it means that large corps or alliances are bad. I also don't think that it means diplomacy should cease to be a thing, with the understanding that 'diplomacy' does not mean 'maintaining a huge blue list.'
e) Virtually any system can conceivably have DUST tied into it, FW mechanics aren't necessary. For example, in the existing system, mercenaries could fight to board the IHub or other structures, with victory for the attacker allowing them to do things like move the reinforcement timer, reduce the EHP, etc.
f) Technically this is the case now - if someone shows up in your sov, starts the process to take it, and you do nothing, you'll lose it. Blink I'm pretty sure I do get what you're getting at, though - the idea that everyone in null has these huge swathes of unused space, which is sort of true, but also sort of false and has some flat out exceptions - take a look at Deklein on Dotlan sometime, you can't deny that it's some of the most heavily used nullsec in the game!

Coming back to the point, though, I refer back to a concept I expressed earlier in the thread. The mechanics should support both opting to go 'wide' as is the case now, or go 'tall', eg willingly choosing hold less space by being able to develop and improve it to be just as valuable. Right now there wide is the only option, and are neither reasons for nor advantages to choosing to go tall. That's what drives "the blob mentality", large scale fleets being all that matter, the taking of large (but mostly unused) areas of space, etc.


I'll have to catch the rest of the posts later, as lunch is over.

Member of the Goonswarm Economic Warfare Cabal

mynnna
State War Academy
Caldari State
#85 - 2014-03-19 04:38:29 UTC
Okay, so the other questions now.

knobber Jobbler wrote:
mynnna wrote:


I think the third point is pretty self explanatory. In some ideal world top down sources like moons would be perks - great to have, worth fighting to take, but not crippling if you lack them.


But now we have renting on a massive scale as a method of top down income, which at least in my opinion is equally if not more detrimental to the game as whole than money printing moons ever were. In the 6 months the only real conflict driver was acquiring more space to rent out, to the point of being ridiculous in PL's case.

In your envisaged view of how you think null should be revamped, how do you see renting and top down income in the future? How do CCP increase conflict drivers? Would you also support moves to increase top down income as part of this? After all, the farms and fields concept in relation to upgrading systems for ratting in sov nullsec is really rather daft when you put it in context. Have CCP dug themselves so far into a hole that they can't get out of it in terms of game design?


Not sure that I've expressed this thought in public or not, but I don't think renting in and of itself is necessarily detrimental, merely that the way it interacts with the current mechanics and meta is pretty bad. If I'm right, that's good, though, as any system going forward will have to assume that renting will be a thing - it'd be exceptionally difficult to design it out of the system without adversely affecting a lot of other things.

To hit the other question - top down income certainly could stay around. On the renting side, well, imagine building tall, then imagine how many corps you could rent a single system to if that system were capable of supporting dozens of people simultaneously because it was super improved. And on the point source (moons etc) side, you're correct that farms & fields usually gets discussed in context of the sum of individual activity improving availability and value of individual activities, there's nothing at all that says it couldn't also contribute to enhancing top-down group leveraged resources as well.

So no, I don't really think they've dug themselves so far into a hole that they can't get out. We're talking about hugely dramatic changes, but they're not impossible.

"Veskrashen" wrote:

So one thing I think we've yet to see is what kind of impact a multi-week or multi-month campaign of terror targeting an alliance's renters has on alliance income. We've seen from Mynna's post that moon goo isn't enough to sustain an alliance in the long term, and there's not much else available for top-down income.

That's exactly the sort of thing that CFC Blackops does, and does very effectively, their actions just aren't really publicized. Ask TEST or EMP what happened to their respective renter programs though, if you can find anyone to give you a straight answer.

Continuing this in the next post so that I don't break the next reply in two...

Member of the Goonswarm Economic Warfare Cabal

mynnna
State War Academy
Caldari State
#86 - 2014-03-19 04:43:29 UTC
"Veskrashen" wrote:
The question then becomes how does an alliance respond? Do they step up roams in their own renter space as defensive patrols? Do renters start demanding reimbursements of losses or reduction of rent if the owning alliance isn't able to effectively secure their own space? Do they get the right to drop POSes or something?


Specifics depend on both the renters and the landlords but are fairly irrelevant. The difficulty in countering it comes down to the fact that AFK cloaking is a key component, and roams & defensive patrols are of limited use against cloaked campers & intermittent hotdrops; even if the camper is at the keyboard, they have complete control over when to engage. Dealing with it means putting a plausible looking baitship out there (which can be tricky itself, given the wide gap between fitting for PvE and fitting for PvP...), hoping the camper is active and takes the bait, and having enough people standing by for potentially hours to deal with whatever hotdrops... and if they're not active or don't take the bait, you've wasted potentially hours of several people's time.

Through watchlists & such it's possible to narrow down when the camper (and more importantly, when his friends) are active and whatnot and so better plan both traps and when you can safely go rat, but the whole thing does highlight one of the problems with AFK cloaking as a mechanic & tool, which I'll borrow someone else's label for - "asymmetry of effort". That is, working around and dealing with a camper & the implicit threat of his presence requires dramatically more effort than actually camping & occasionally hotdropping does. In that sense it's the ultimate guerilla warfare tool and while such tools aren't bad, it is possible for them to be too imbalanced. After all, one normally has the option to proactively try to root out the guerillas instead of just wait around and react to them.

And of course, mechanics that encourage people to go do something else instead of EVE are pretty bad, too. I could segue off that line into all kinds of other topics, but I digress. The above couple of paragraphs shouldn't be taken to mean that I'm saying "just remove AFK cloaking". Fundamentally, the tactic is a reaction to the fact that a pilot engaged in PvE is ill suited to engage in PvP (because of the requisite specialized fits), has no need to engage in PvP (because he loses nothing by fleeing), and is informed of the need to flee (because local functions as instant intel). Change all three and cloaked camping may well diminish as a tactic on its own, or could be forcibly addressed... to use a line that I think came from CCP Fozzie at EVE Down Under, it'd be implementing "options to increase interaction."

"Veskrashen" wrote:
Or do they just say screw it and claim a wormhole instead, where the isk is as good or better and they have more control over their own safety?


Some do. Some do other things entirely. Conversely, I know at least one corp renting from us actually came from a wormhole. The straight isk value is hardly the only factor in what people decide to do, after all. I've heard quite a few interesting and unexpected reasons for why people rent in the seven months I've been running our program.

Member of the Goonswarm Economic Warfare Cabal

Sephira Galamore
Inner Beard Society
Kvitravn.
#87 - 2014-03-19 08:58:53 UTC
mynnna wrote:
Some do. Some do other things entirely. Conversely, I know at least one corp renting from us actually came from a wormhole. The straight isk value is hardly the only factor in what people decide to do, after all. I've heard quite a few interesting and unexpected reasons for why people rent in the seven months I've been running our program.

Sorry if I'm leaving the scope of your campaign, but could you share those (anonymously)? ~curiosity~
mynnna
State War Academy
Caldari State
#88 - 2014-03-20 06:07:58 UTC
My favorite was probably "We've got a bunch of newbies in our little corp and want to give them an adventure." "We want a place to call home" is another fairly common one, occasionally accompanied by a request to build a station. "We want to get away from wormholes", which was an amusing contrast to part of Veskrashen's question.

Really, two things are true: The reasons are just about as diverse as the corps that rent, and the stereotype that all renters are just a bunch of (often botting) isk farmers would be hard pressed to be further from the truth.

Member of the Goonswarm Economic Warfare Cabal

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#89 - 2014-03-20 16:23:43 UTC
I have removed a rule breaking post and the one replying to it.

The rules:
5. Trolling is prohibited.

Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.

ISD Ezwal Community Communication Liaisons (CCLs)

Veskrashen
Deep Core Mining Inc.
Caldari State
#90 - 2014-03-20 20:22:49 UTC
Thanks as always tor your responses. As a (nearly) year-long FW resident, I find myself entirely unsympathetic to those that cannot PvE in an environment with hostiles. I disagree that you can't PvE in PvP fit (or at least PvP capable) ships, and have zero sympathy for people who hide from cloaky alts.

But that's me, and I can totally understand folks not wanting to bring out the bling when there's a possibility of loss. It's part of why I'm a bit skeptical of the theory that nullsec has to have the best rewards, because ::Risk::. If an environment is supposed to be ::Risky:: to merit such amazing rewards, risk averse persons probably shouldn't be able to make a good living there.

As far as "encouraging increased interaction" goes, I'd love to see measures that made it possible for a fast, cloaky PvP pilot to have a chance to grab that unsuspecting PvE boat before local allows him to run away. If you're on the ball with d-scan, you should be fine, but otherwise it's too easy to avoid action.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

mynnna
State War Academy
Caldari State
#91 - 2014-03-21 03:16:16 UTC  |  Edited by: mynnna
Veskrashen wrote:

But that's me, and I can totally understand folks not wanting to bring out the bling when there's a possibility of loss. It's part of why I'm a bit skeptical of the theory that nullsec has to have the best rewards, because ::Risk::. If an environment is supposed to be ::Risky:: to merit such amazing rewards, risk averse persons probably shouldn't be able to make a good living there.

If the environment is risky and thus merits such amazing rewards, than the risk averse person - the one hiding, in this case - isn't actually making a good living there. Blink


Anyway, as you said, some reworks so that vigilance is more rewarded when it comes to survival (note: I'm not entirely sure how mashing dscan is going to help you against a fast cloaky pilot Blink) and sloth or inattentiveness punished would be good, rather than the fairly low bar local sets currently. I do stand by what I said earlier though, that addressing the other two legs of that triangle are good.

But with that out of the way, why is it only the ratters who should have to increase exercised vigilance? An AFK cloaker has to exercise zero vigilance, after all! So let's apply that idea equally. I propose a probe that can detect cloaked ships and emit a pulse that decloaks them.

Before the objections come in, there's a BUT, unlike most similar ideas:

The scan time on this probe is long. Narrowing down the gravity signature of a cloaked ship (can't hide mass!) takes time and finesse after all. Note that "long" is in context of combat probe scanning, so perhaps a couple of minutes or so. And, the decloak pulse is only effective within a relatively short range, where "relatively" in context is "some significant fraction of d-scan range."

These would be useless against an active, vigilant cloaked pilot, such as a recon scout in a hostile system. The long cycle time and short range requirement would mean that you'd be able to evade the probes in a game of cat and mouse even in a small system. But if you're not watching, as you naturally would not be if you're AFK...

Fair's fair, right?

Still, as I'd said before I'd be awfully hesitant to address either local or AFK cloaking itself without all three things I'd mentioned being considered.

Member of the Goonswarm Economic Warfare Cabal

Kaarous Aldurald
Black Hydra Consortium.
#92 - 2014-03-21 07:31:05 UTC
That has some merit, I must say.

My ideal situation would be, that it requires it's own kind of probes, first of all. It doesn't show signatures as being anything besides "Cloaked Ship" until it's fully scanned down, at which point the person is decloaked. (and possibly given a popup to that effect)

Interestingly, we could also add in a bunch of "cloaked sites" or something of the like along with such a mechanic, to add another dimension to exploration.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Veskrashen
Deep Core Mining Inc.
Caldari State
#93 - 2014-03-21 11:47:47 UTC
Fair is fair, that's for sure.

To expand on that idea, one could also include a class of probes with a much higher sensor strength than currently, and much higher range, that could give a cloaked ship an arbitrary minimum signature radius. Some that would require a max skilled pilot with implants to be able to find, for sure, but possible. It'd also increase the scan time by a significant amount if you include it in a probe pattern.

Adjust the scan deviation and such to where it'd take several probe attempts to get a ship locked down, but I think you might be on to something.

It'd also help with those "unprobable" link alts who are providing significant fleet boosts while essentially AFK.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

mynnna
State War Academy
Caldari State
#94 - 2014-03-22 01:40:29 UTC
Yep, plenty of minor adjustments that could be made. Don't think going out of the way to intentionally make it require several probe attempts is necessary (I read this as "sometimes you'd just flat out miss even if you shouldn't", correct me if I'm wrong?) if we're already talking about a couple of minutes duration on the scan time, since having to start at long range just to get the general location in system, step down from there, and still probably have to do another scan cycle or two by the time your probes are within dscan range is quite a lot of time for the cloaked prey to hit dscan and get out of dodge.

Member of the Goonswarm Economic Warfare Cabal

lowryder
Equal Opportunity Haterz
FullTard
#95 - 2014-03-22 02:07:27 UTC
I have enjoyed following the CSM elections this year and just listened to the "Declarations of War" podcast where you talked about Industry and all kinds of changes that you would like to see. Now that CCP has let the cat out of the bag with the summer mineral changes what kind of follow up changes/iterations will you, and by extent the CSM as a whole, be pushing? A second question: With the refining changes being very fair (I think we all know CSM8 had to shoot down some pretty crazy ideas) is there anything you personally don't like or anything that you are very happy was included? Thanks for a Great CSM8, and best of luck with CSM9!
Ella Echerie
The Scope
Gallente Federation
#96 - 2014-03-22 11:40:26 UTC
Open minded and clearly focussed on the future of eve. I really like your thoughts on pretty much everthing. +1
Veskrashen
Deep Core Mining Inc.
Caldari State
#97 - 2014-03-22 16:38:04 UTC
My concern with any device that can actively decloak something - even with a long activation timer - is how that interacts with gate camps, especially bubbled gate camps. Not everything is a cloaky T3 - and not being able to sneak in somewhere because someone brought a scan probe that auto decloaks you would really swing things too far in the opposite direction.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

roigon
TURN LEFT
#98 - 2014-03-22 16:52:59 UTC
While there is something to be said about AFK cloaky campers in nullsec, from some of the video's I've seen some smartbombs or perhaps ECM burst, should have helped these defenceless carriers against the bomber/cov-ops tackling them and Cyno'ing up.

But regardless I think the balance of hunter/hunted in null is wrong atm. When I go hunting for ratters in null in a fleet, and I'm scouting in my interceptor the chance to catch anything is incredibly low. Generally the second local goes up the ratters warp off and I have seconds to warp to the correct anom or belt to catch them while they are aligning. Given that most upgraded systems have 20+ anoms this is more or less like throwing a die whether or not I will catch them. Sure there are methods to use d-scan and common sense to determine where a ratter is, but that simply takes time that I as the hunter do not have.

Even as recent as two years ago it was much more feasible to catch ratters. At least in my perception. I don't know if ratters have simply become more skittish or if something else changed that has tipped the balance. But only on the rarest of occasions have I been able to catch a ratter in null in recent time.

As such it's no surprise that people who specifically want to catch ratters have resorted to a technique that has a much higher chance to catch ratters. i.e. AFK cloaky camping.

In a similar vain we have a bunch of gate campers in our region that will always run away when we try to fight them. So we started BLOPSing them because that's the only way for us to force the issue.

I'm not implying this is the primary reason, but I do think there is a correlation.

There is also no incentive for the ratters to fight us. We can literally do their anoms and plexes and they will logout or wait for us to leave. Because they know we didn't go there to do PvE we came there for fights, and the second they give us a fight we will be back some other day.

Now there is of course the point to be made that they don't owe us anything, if it's more beneficial for them to stay docked up then that is exactly what they will do.

But it does pose a conflict with the perception that there is supposed to be risk in nullsec. But for the ratter there is no risk, just an opportunity cost while safely docked.

Now this no doubt segways nicely into farms&fields, but so far the ESS has done very little in this hunter scenario. The locals are still better off staying docked.

Now to boil this down to some hypotheticals.

Would you like to see nullsec become more dangerous for PvE centric null players? Perhaps not trough a direct change in the balance versus hunter/hunted. (because honestly the answer to that would be just for the hunted to dock up sooner rather then later)

But perhaps via stimulants for the hunted to undock and defend. Like say if a small gang with a combined DPS of 2k or 5k or something could for instance "disable" the anom spawning sov upgrade, resulting in a 3 -6 hours timer where it's not active. (With the sov upgrade thingy having a high enough HP regen to ignore low-DPS. but only enough HP to take a 2K or 5K DPS fleet 10 minutes to disable.)

Then they can still choose to stay docked up, but the opportunity cost will become much larger. The "stakes" of undocking now becomes the average income for the next 3-6 hours, instead of just the time the hunters linger in system.

This if not a concrete idea or anything, but just a illustration of the type of balance shift I would like to see.
mynnna
State War Academy
Caldari State
#99 - 2014-03-23 07:15:10 UTC
Veskrashen wrote:
My concern with any device that can actively decloak something - even with a long activation timer - is how that interacts with gate camps, especially bubbled gate camps. Not everything is a cloaky T3 - and not being able to sneak in somewhere because someone brought a scan probe that auto decloaks you would really swing things too far in the opposite direction.


Fair point, but I'm not saying that the pulse is something you could just activate at will and decloak anything within (radius, perhaps grid?) Doing so would require your probes knowing where the cloaked ship is, which would only happen at the end of the scan. Even if you jump into a camp that has probes out and ready for this function, there's a multi-minute scan cycle that's gotta happen first, which would be more than ample time to get clear.


lowryder wrote:
I have enjoyed following the CSM elections this year and just listened to the "Declarations of War" podcast where you talked about Industry and all kinds of changes that you would like to see. Now that CCP has let the cat out of the bag with the summer mineral changes what kind of follow up changes/iterations will you, and by extent the CSM as a whole, be pushing? A second question: With the refining changes being very fair (I think we all know CSM8 had to shoot down some pretty crazy ideas) is there anything you personally don't like or anything that you are very happy was included? Thanks for a Great CSM8, and best of luck with CSM9!


Conveniently enough the responses to both "what kind of followups & iterations do you want to see" and "what don't you like" are pretty similar.


  • I'd like to see a little more value to be had for those who mine in null. 20% boost to income by refining in a Tier 3 station is a good start, but does unfortunately still come up short - at today's mineral prices you're looking at an average of (at best) about 37m/hr from clearing the 'most valuable' site... on paper. One quirk of that site is that fully clearing it takes a lot of movement, though. As it happens, if highsec and lowsec ores were simply removed from grav sites and then the mineral content of the remaining nullsec ores tweaked a little more so that the overall mineral content of a site were the same (or similar), you'd see around 39m/hr from the Small site, about 45m from the medium and large, and about 55m from the xlarge and giant. Those values would, I feel, not only return mining to being a popular profession, but also be a reward for being able to achieve and maintain the highest levels, whereas right now a very small price variation across all five classes of sites means the Large one is actually the best - it takes the least movement to mine clean.
  • I'm not a big fan of POS based compression, especially as it's meant to be used to replace the current compression techniques. Main (only, really) complaint about it is that as courier contracts cannot be made to POSes it's a load of extra and mandatory effort to a task that, currently, you can pay to have done. In other words, it's a quality of life downgrade.
  • I'd like a bit more flexibility when it comes to controlling how I tax things in a player owned station. Specifically, I'd like to be able to both set tax rates by item type (I don't care about and in fact don't WANT to tax Alchemy), I'd like to be able to somehow exempt certain people from taxes for certain item types (I don't want to tax compressed ore that capital and supercapital builders bring from Empire), and I'd like the option to set what form I receive my taxes in (if I could take 5% of ore pre-refine in outlying stations it would allow me to compress and move it to somewhere more convenient, which is something I can do now).


With the exception, perhaps, of the whole mining income thing, though, these are fairly minor quibbles and for the most part I am extremely pleased with the change. I think there's some unexplored potential that it allows as well. For example, it is currently impossible to allow people to build "better than perfect" as it would mean minerals created from thin air - you'd get more back when you refine. The mineral & refine revamp change that though, and in general terms that opens up the ability to have further bonuses to efficiency. For example, imagine if FW had effects that were more far reaching, such as a bonus to production efficiency in stations of winning factions, representing how increased morale affects your work?

Some food for thought there. Bear

Member of the Goonswarm Economic Warfare Cabal

mynnna
State War Academy
Caldari State
#100 - 2014-03-23 07:22:28 UTC
roigon wrote:
While there is something to be said about AFK cloaky campers in nullsec, from some of the video's I've seen some smartbombs or perhaps ECM burst, should have helped these defenceless carriers against the bomber/cov-ops tackling them and Cyno'ing up.

But regardless I think the balance of hunter/hunted in null is wrong atm. When I go hunting for ratters in null in a fleet, and I'm scouting in my interceptor the chance to catch anything is incredibly low. Generally the second local goes up the ratters warp off and I have seconds to warp to the correct anom or belt to catch them while they are aligning. Given that most upgraded systems have 20+ anoms this is more or less like throwing a die whether or not I will catch them. Sure there are methods to use d-scan and common sense to determine where a ratter is, but that simply takes time that I as the hunter do not have.

Even as recent as two years ago it was much more feasible to catch ratters. At least in my perception. I don't know if ratters have simply become more skittish or if something else changed that has tipped the balance. But only on the rarest of occasions have I been able to catch a ratter in null in recent time.

As such it's no surprise that people who specifically want to catch ratters have resorted to a technique that has a much higher chance to catch ratters. i.e. AFK cloaky camping.

In a similar vain we have a bunch of gate campers in our region that will always run away when we try to fight them. So we started BLOPSing them because that's the only way for us to force the issue.

I'm not implying this is the primary reason, but I do think there is a correlation.

There is also no incentive for the ratters to fight us. We can literally do their anoms and plexes and they will logout or wait for us to leave. Because they know we didn't go there to do PvE we came there for fights, and the second they give us a fight we will be back some other day.

Now there is of course the point to be made that they don't owe us anything, if it's more beneficial for them to stay docked up then that is exactly what they will do.

But it does pose a conflict with the perception that there is supposed to be risk in nullsec. But for the ratter there is no risk, just an opportunity cost while safely docked.

Now this no doubt segways nicely into farms&fields, but so far the ESS has done very little in this hunter scenario. The locals are still better off staying docked.




mynnna wrote:
Fundamentally, the tactic is a reaction to the fact that a pilot engaged in PvE is ill suited to engage in PvP (because of the requisite specialized fits), has no need to engage in PvP (because he loses nothing by fleeing), and is informed of the need to flee (because local functions as instant intel). Change all three and cloaked camping may well diminish as a tactic on its own, or could be forcibly addressed... to use a line that I think came from CCP Fozzie at EVE Down Under, it'd be implementing "options to increase interaction."


In other words, 'I agree'. Blink


With respect to your hypothetical though... that particular style of mechanic gives me pause since, as with many things, it's just begging for people to get ****ed by timezones. Oh what's that, you're in a USTZ-centric alliance and some EUTZ raiders came through just before your people started getting home from work and you couldn't stop them? Hope you didn't want your primetime ratting hours! Still, in general overall concept, we're basically in agreement.

Member of the Goonswarm Economic Warfare Cabal