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Lowsec faction cops

Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#21 - 2014-08-24 19:56:28 UTC  |  Edited by: Rivr Luzade
More risk than High sec and less risk than Low sec? So, what do you want to remove from the Low sec risk and add to the High sec risk? Concord spawns after 5 minutes of fighting and disciplines the quarreling children? Faction police patrolling 0.4 systems? No aggression until both/three sides agree on the terms?

And more importantly, where do you want to put that space? Reduce High sec? Reduce Low sec? Reduce 00 sec and make some of the border systems Low sec and put How/Ligh sec in between High/Low?

To be quite frank, for me there is definitely not enough differentiation between High, Low and 00 sec. They are all the same for me risk and effort and reward wise. There's no perceptible differences between the sec levels. If I had a say, High sec could be a safer pony land, and if you enter Low sec and 00 sec, you'd get a big culture shock; you'd feel and experience something completely different from High sec.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Danika Princip
GoonWaffe
Goonswarm Federation
#22 - 2014-08-24 19:56:35 UTC
Reaver Glitterstim wrote:


Danika Princip wrote:
And the next time someone shows up to bash a POS, or accidentally jumps a titan and starts a fleet fight, the servers explode from the thousands of NPC cops suddenly required...
Easy solution: player-owned station has a cop-free zone around it (the grid). If you're close enough to any POS, there are no cops. It makes sense, too, because it would be up to the players to run their own security in that sector of space.



I assume this would extend to POCOs, gates, any grid with a cyno or a station, missions and faction warfare plexes as well, right?

Otherwise, you're still going to have the same issues with thousands of NPCs spawning whenever someone tries something hilarious.
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