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Make gate guns less size-dependent

Author
Serendipity Lost
Repo Industries
#41 - 2015-10-06 18:20:49 UTC
I see what you are saying with LS camping but I see a different scenario.

For the solo traveller I see a general increase in free passage. I think this would possibly draw more folks into LS travel. The old silent argument "should I cut through LS or go the whole way around?" Cut through LS may become a bit more appealing.

On the other side of the coin - instead of 12 dudes sharing gate aggro I see 6 2 man teams covering a system with a reasonable ability to support one another. I see the option of having a fast tackler paired up with some dps (be it a brawling hack or a stand off tornado). Pairs would work because there wouldn't be gate aggro to deal with and because incoming fleets would have to regroup.

Null I don't see how it will make much of a difference. Probably pilots will be become a bit better in general as travel (fleet or otherwise) will take some thought.

Again, I don't think travel in eve is broken. I do think if we went back to the original multiple spawn points it would add interest to the game. I think it will generate more explosions so I'm for it.
Frostys Virpio
State War Academy
Caldari State
#42 - 2015-10-06 18:49:50 UTC
Serendipity Lost wrote:
I see what you are saying with LS camping but I see a different scenario.

For the solo traveller I see a general increase in free passage. I think this would possibly draw more folks into LS travel. The old silent argument "should I cut through LS or go the whole way around?" Cut through LS may become a bit more appealing.

On the other side of the coin - instead of 12 dudes sharing gate aggro I see 6 2 man teams covering a system with a reasonable ability to support one another. I see the option of having a fast tackler paired up with some dps (be it a brawling hack or a stand off tornado). Pairs would work because there wouldn't be gate aggro to deal with and because incoming fleets would have to regroup.

Null I don't see how it will make much of a difference. Probably pilots will be become a bit better in general as travel (fleet or otherwise) will take some thought.

Again, I don't think travel in eve is broken. I do think if we went back to the original multiple spawn points it would add interest to the game. I think it will generate more explosions so I'm for it.


The people who never go in LS would not go more as the risk would still be there. It might be lesser because it require 6 camp to be sure to get caught instead of one but you can still draw a bad card and then, you really didn't do anything wrong but you are completely out of luck. Even with a count, it becomes painfull if you try to get somethign expensive past a gate. You jump the scout in and see nothing? Well now check local. If you are alone, jump the ship in because there can't be a camp. If you see someone, then you have to check all 6 spots to have a chance at safely jumping your stuff in but if you have them BM'd, the other guy might too so he could warp from on entry to another while you cycle through them.

All of that without really being sure there will be more explosion. Both your scenario and Reaver's one would obvioulsy sometime happen but more of one over the other? Nobody really can tell.

As for null sec, the issue is travel over many jump which can leave you with any ship sometime being singled out and killed by a camp. The ship might be one of the N+1 dps which leave the fleet going or it might be one of the token support roles in the fleet that really make the comp shine. Anything you lose needs to be replaced by a new ship which mean waiting for the guy to fly back and forth or returning with him. Saying one jump could kill a fleet because it's FC could be dead alone is a little pushing but over enough jump, you never really know how many "backup" of whatever role you brought could get killed. A gang could camp just one entry point and blueball everytime a large group spawn instead of just a token unlucky guy. It's EVE after all so even if gates gets "wonky" chances are people will take fight they think they can't lose much more often than the one they can. If you bubble the spawn point and camp around it, there isn't much the other side can do to prevent you from warping out as soon as the engagement looks too hard to take. You can't even force bust a gate camp because you don't know what % of your fleet will spawn on the right point to push them away. Even with only 6 spawn points, a fleet of 100 would still, once in a while have token guys drawing the worst card and and find them self in a situation they didn't "deserve" and with no practical way of getting out of. Losing ships is not really a big deal. Losing one because the game gave you a middle finger you could not protect against is more irritating.
Serendipity Lost
Repo Industries
#43 - 2015-10-06 19:54:09 UTC
What irks me on a basic level is how easily you say things like "The people who never go in LS would not go more as the risk would still be there. "

I have 3 kids. I've raised them and been there through all of it. I still wouldn't feel comfortable saying what they would do in the future based hypothetical situations. Would I do better than the average stranger? Sure. It may be semantics and minor, but you are very comfortable speaking for everyone who never goes to LS. They aren't even your kids - the population your are claiming to be able to predict with confidence are from a large cross section of the entire planet (age/country/morals/upbringing... everything) and yet you seem to know and state with certainty what the will or in this specific case will not do.

Sure you're arguing my points, but you're doing it with 'facts' that are actually crap generalizations that clearly can't be proven one way or the other. It's difficult for me to listen to a person that uses a prediction of what eve will do as a fact and take them seriously.

Reaver says what he THINKS will happen - that's a discussion about the future outcome of a change. You say what WILL happen - like you know. One is good stuff and one is a preposterous attempt to manipulate suppositions and conjecture into facts.

"Your idea is bad for roaming fleet because it put them at risk to be scattered and killed piece meal every time they take a gate. The "safe" move from that point is to stay in your system because your support will always be with you. "

I'm assuming you're talking about a pvp fleet and that your complaint is it won't be possible to move them around without total control of the entire roam so the only "safe" move is to not roam. I think this highlights a deep rooted issue with some of the larger null groups. Somehow the options have become "sure win" or "don't engage". That makes me sad. It's risk aversion at the corporate level. If a change to gate travel forces large comfy dominant alliances to face their risk aversion and once again experience the thrill of conflict where the outcome isn't predetermined, then so be it. (the smart move it to hop in a hurricane and go get your pvp on - they are cheap)

I'm not a fan of large scale TIDI pvp. I'm not a fan of alpha pvp. I am a fan challenging and meaningful conflict. I understand that everyone who joined a large dominant alliance to be on a winning team so that can't lose will more often than not disagree with me.

Get out and live a little. Playing a predictable game is the opposite of what (IMO) eve is about.
Reaver Glitterstim
The Scope
Gallente Federation
#44 - 2015-10-06 20:02:05 UTC
Serendipity Lost wrote:
For the solo traveller I see a general increase in free passage. I think this would possibly draw more folks into LS travel. The old silent argument "should I cut through LS or go the whole way around?" Cut through LS may become a bit more appealing.

I like the idea of bringing more rabbits into lowsec.
(I'll define rabbits as: defensive flyers, potential victims, and other non-aggressive pilots)
(I'll define wolves as: aggressive residents, pirates, and other target-seeking pilots)
I don't know the numbers, but it would seem that most of the folks in lowsec (not counting parties who fit neither type) are wolves, with rabbits being a much smaller slice of the population. Part of that is likely because rabbits are much less likely to live in lowsec and are often just passing through as quickly as possible, but nevertheless it leads to a target poor environment despite the relative lack of safety on part of most rabbits.

I think a good solution needs to support both the rabbits and the wolves--to some extent, as a rabbit, you're going to have to judge the risks and accept a certain level of unknown, but that unknown should be in the hands of the wolves. It's difficult enough to give the wolves enough power to satiate them without driving their prey away, I think it's important to keep out factors which are beyond the control of both sides as much as possible. Just as the wolves wouldn't know where the rabbits will land, the rabbits also don't know where the rabbits will land. Rabbit fleets will quickly become disorganized and likely still manage to flee, but may get split up and stuck. That's no fun for either side. If the rabbit fleet got trampled instead, they immediately find themselves back at home base while the wolves get to savor their juicy kills. Nobody is stuck waiting--and that's perhaps another big factor: nobody wants to be at the mercy of a random Russian Roulette system, and nobody wants to sit around waiting for a chance to make a move.

I have an alternative solution:
Split up highsec into four main continents--one for each empire, and containing one major trade hub each. Then add a stronger gradient to lowsec security, with fairly strong security at the top end, while the bottom end is little more than disallowing bubbles and bombs. Provide multiple possible paths between highsec islands with exactly one path between each that never goes deeper than the high end of lowsec. I'm of the feeling that 0.5 security space should be turned into the top end of this new lowsec gradient, and I think that would cleanly divide highsec into four main continents without adjusting the sec status of any systems. (can someone check for me?)

Upper-end lowsec security could come from navy ships that spawn to protect gank victims--they would lack the instakill weapon that CONCORD has and would themselves be killable, but could pose a significant threat which could go a long way to put the balance in favor of the defender. Should they be ready to put up their dukes, they may make themselves into a less than desirable target. (Keep in mind that the navy ships would not be the same ships which engage in faction warfare but would be separate ships balanced specifically to defend against illegal attacks in lowsec.)

This would lead to several very significant effects on the New Eden economy:
1.) players need to put more thought into deciding whether to travel between empires or stick with what only one empire has to offer
2.) prices of region-specific goods will go up in the other regions (example: Rifters will cost more in Caldari highsec)
3.) upper lowsec may see defensive fits such as battlecruisers or battleships built for solo combat which would be ineffective when solo in lower lowsec and unnecessary in highsec, this would push for invention of new fitting styles
4.) players will be able to test the waters before plunging straight into danger, and it may help newer players (or players who are simply new to being outside of highsec) to better understand where the danger is coming from and help squash a lot of the unfounded myths going around highsec about what life is like outside of highsec
5.) players who want more danger than highsec offers, but aren't ready for lowsec, can play in upper lowsec to find their sweet spot. I hear a lot of people argue that players have a binary attitude on danger in which given a choice of gradients they will almost unanimously choose either the lowest or the highest safety but I believe this is completely false and that it only appears to be true because we don't have any gradients, and thus everyone is forced to adapt to a system in which 0.5 sec is far safer than 0.4 sec.
Please, nobody try to explain that lowsec is less dangerous than highsec. I am talking about the level of freedom of choices a player has to fly in reasonable safety, not the maximum level of safety that can be obtained by a wise and experienced pilot.

I think in a system like I described above, 0.5 and 0.4 security systems would begin to see a lot more rabbit traffic. While anything above a paper tank is pretty safe in 0.6 and up, tanked combat ships could be pretty safe in 0.5, you and your buddy could fly safely in 0.4, and even a slippery ship might be pretty hard to catch in 0.3 sec as long as it stays near stargates and stations and remains on the move. This influx of rabbits being caused by improved safety will lead to wolf frustration as it becomes difficult for them to catch the new more resilient defensive flyers, but if the rabbit population goes sufficiently higher than the wolf population, it will lead to complacency on part of the rabbits, which will allow a lot of room for keen wolves to spot weak prey, while the other rabbits shrug at the kill and move on.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Reaver Glitterstim
The Scope
Gallente Federation
#45 - 2015-10-06 20:02:49 UTC  |  Edited by: Reaver Glitterstim
continued from above...
Lowsec residents who prefer not to live surrounded by rabbits have plenty of room down in 0.1, 0.2, and even 0.3 sec systems where most of the folk they see will be residents. This not only offers more playstyle options but still leaves in existing playstyle options, with the one major downside I can see being that people might have to re-locate their home base if they can't adapt.





Frostys Virpio wrote:
Losing ships is not really a big deal. Losing one because the game gave you a middle finger you could not protect against is more irritating.

This is an important point, which I talked about above. I couldn't quote it in the previous post because it was too long.



Serendipity Lost wrote:
What irks me on a basic level is how easily you say things like "The people who never go in LS would not go more as the risk would still be there. "

I have 3 kids. I've raised them and been there through all of it. I still wouldn't feel comfortable saying what they would do in the future based hypothetical situations. Would I do better than the average stranger? Sure. It may be semantics and minor, but you are very comfortable speaking for everyone who never goes to LS. They aren't even your kids - the population your are claiming to be able to predict with confidence are from a large cross section of the entire planet (age/country/morals/upbringing... everything) and yet you seem to know and state with certainty what the will or in this specific case will not do.

As I mentioned above about the lowsec boundary being relatively binary, it is very well known and observed that large numbers of people will find many niche playstyles if they are available and can potentially serve a purpose to the player. We see a gimping of that in some parts of EVE due to an outdated set of mechanics that unreasonably constrict the number of valid options for gameplay.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Serendipity Lost
Repo Industries
#46 - 2015-10-06 20:10:04 UTC
"As for null sec, the issue is travel over many jump which can leave you with any ship sometime being singled out and killed by a camp. The ship might be one of the N+1 dps which leave the fleet going or it might be one of the token support roles in the fleet that really make the comp shine. Anything you lose needs to be replaced by a new ship which mean waiting for the guy to fly back and forth or returning with him. Saying one jump could kill a fleet because it's FC could be dead alone is a little pushing but over enough jump, you never really know how many "backup" of whatever role you brought could get killed. A gang could camp just one entry point and blueball everytime a large group spawn instead of just a token unlucky guy. It's EVE after all so even if gates gets "wonky" chances are people will take fight they think they can't lose much more often than the one they can. If you bubble the spawn point and camp around it, there isn't much the other side can do to prevent you from warping out as soon as the engagement looks too hard to take. You can't even force bust a gate camp because you don't know what % of your fleet will spawn on the right point to push them away. Even with only 6 spawn points, a fleet of 100 would still, once in a while have token guys drawing the worst card and and find them self in a situation they didn't "deserve" and with no practical way of getting out of. Losing ships is not really a big deal. Losing one because the game gave you a middle finger you could not protect against is more irritating."

For me this paragraph pretty much defines the current position on super combat. "It's perfectly OK to lose my ship as long as it's on my terms under the conditions of my choosing" You need to remember - the game wouldn't be giving you the middle finger in your above discussion - the guys camping the gate that you got popped on would be giving you the middle finger. You're pretty much saying that if you can't do what you want when you want to do it, then the game is screwing you. That's not a good way to play the game.


I'll say again that it's not reasonable for you to portray every jump as a perilous move that will slowly whittle your fleet down to where it's no longer vialble. You're pretty much saying for the game to be fair it should let you take an unbeatable fleet from A to B without risking its integrity. If every jump you take is littered w/ adversaries I'm thinking "yeah, pvp!!" (smugly I'm thinking you need to get better at policing your space).

I haven't read the rules in several years, but it never used to say SOV null was supposed to be easy. You used to have to work at keeping your space (that includes working to keep your members happy in your space so they don't leave) - has something fundamentally changed?
Serendipity Lost
Repo Industries
#47 - 2015-10-06 20:22:04 UTC
I've always liked the islands idea. JF make it much more reasonable. No matter where this discussion goes I'm routing for CCP Seagull to get us back on track for meaningful pvp and somehow breaks some of the current entrenched lines of thinking.

"Losing ships is not really a big deal. Losing one because the game gave you a middle finger you could not protect against is more irritating."

At this point in eve history I don't see the game ever giving you the middle finger. There are guides written for all pve content in the game, so losing a ship to npc isn't about getting the finger it's about learning to read up, not play above your weightclass and so on. CONCORD actions are pretty clear and easily available, so losing a ship to them is more about learning also.

That leaves other players outplaying you by some means - that's NOT the game giving you the middle finger. That's pvp.


Reaver Glitterstim
The Scope
Gallente Federation
#48 - 2015-10-07 02:26:28 UTC
Serendipity Lost wrote:
At this point in eve history I don't see the game ever giving you the middle finger.

In a situation in which your exit point into a system is not predetermined and a fleet can be split up multiple ways, you are to some extent at the mercy of the random number generator. A well-organized fleet can get past this hiccup nearly every time, but it still impacts the fleet more some times than others, and it incentivizes having more roles centered around leadership structure which leads to leadership chaos and detracts from other important roles.

I might be convinced to side with a system in which your entry point into a system is not the same as the exit point (ie. it drops you at a beacon instead of at a stargate) but I can't agree with not being able to know where you'll wind up.

We should get back on topic though.

One concern I have with the suggestion you made is on the thread topic: if player ships coming through stargates land at a position other than the stargate, we'll need to place gate guns at the landing beacons as well. This sort of change can disrupt the balance of lowsec travel and should be considered along with such a suggestion.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Serendipity Lost
Repo Industries
#49 - 2015-10-07 11:46:04 UTC
I'm pretty comfortable saying that all of my 'great ideas' NEVER come true, so arguing against me is putting you on the winning team anyway. Maybe I should start gaming the CCP by arguing for stuff I don't want. Hmm...... so many possibilities just opened up to me.

I sometimes think we should just get rid of LS gate guns. I'm not sure how much deterent value they really add. Looking at them objectively - the only function they really have right now is to keep tackling frigates off low sec gates and making the guys being bad on the gate fit more tank and less gank. Tanking them was solved long ago for cruisers and up. I guess a big function they have right now is keeping the FW frigate jocks in line so they don't go bad. I normally fly xlasb cruisers or command ships, so I haven't considered LS gate guns at all for several years.

Frostys Virpio
State War Academy
Caldari State
#50 - 2015-10-07 12:44:39 UTC
Serendipity Lost wrote:
I've always liked the islands idea. JF make it much more reasonable. No matter where this discussion goes I'm routing for CCP Seagull to get us back on track for meaningful pvp and somehow breaks some of the current entrenched lines of thinking.

"Losing ships is not really a big deal. Losing one because the game gave you a middle finger you could not protect against is more irritating."

At this point in eve history I don't see the game ever giving you the middle finger. There are guides written for all pve content in the game, so losing a ship to npc isn't about getting the finger it's about learning to read up, not play above your weightclass and so on. CONCORD actions are pretty clear and easily available, so losing a ship to them is more about learning also.

That leaves other players outplaying you by some means - that's NOT the game giving you the middle finger. That's pvp.




The game is giving you the middle finger because you could not prevent the loss no matter how much effort you could put in once you made that jump. That's what I mean. Of course it's part of a PvP game to lose said ship if you end up in such a terrible situation but you only ended up there because the game rolled a dice for you and it got a bad result. You jump with a fleet of 15 and you are alone "rolling" the spawn point number 5. GJ, you are not in a bubble with a gang shooting at you. You report your misfortune to your fleet but die while they warp to you. You lost a ship which is no big deal. People lose ship all the time. The reason why you lost a ship on the other hand is wrong because you did nothing wrong. EvE is supposed to punish you for mistakes, bad play and lack of effort. I don't remember it being supposed to punish you at random because of a diceroll. That's why I think it's a bad idea. There is effectively no defence against this RNG excep N+X (as opposed to N+1 because only one more pilot won't really help) to raise your chance of not spawning neck deep in **** by yourself.

Serendipity Lost wrote:
I'm pretty comfortable saying that all of my 'great ideas' NEVER come true, so arguing against me is putting you on the winning team anyway. Maybe I should start gaming the CCP by arguing for stuff I don't want. Hmm...... so many possibilities just opened up to me.


We get enough bad idea in here so please keep up with your idea that have one or more good side to them even if not completely good.
Reaver Glitterstim
The Scope
Gallente Federation
#51 - 2015-10-07 18:46:02 UTC
Maybe we need a rework of gate guns to give them a more succinct role. I'd like to maintain their purpose of keeping tacklers off the gates because it enables travel to the wary nomad, but maybe there could be some other purposes for the security in lowsec. There's still a lot of folks who feel that lowsec security is effectively meaningless, while there are others who feel that in certain cases it's nearly as strong as highsec. Perhaps we could find some middle ground--a reason to call it "low security" instead of "certain cases security".

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

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