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Another Null Sec local / warfare proporsition

Author
Maria Jyrgen
Notion of Malice
#1 - 2011-12-20 13:35:00 UTC  |  Edited by: Maria Jyrgen
I know there is few topics related to local, cloaks in it, how list is shown and so on. This topic is publishing an idea, what no doubt might not be so original, but still take a few moments and post concrtuctive idea or develop the idea bit further. And I’m sorry that there is so much to read and about my English but I hope you get the idea.

Now this is about Null sec and null sec only. There is three types of null, player dominated, npc dominated and unclaimed. First of all by default null local chat should be hidden from all players and would be shown “if” conditions are met. Also I would like to point and handle Cloaking and BlackOP fleets with this matter.

So keeping in mind that by default system is hidden from all players we need some kind logical scheme to who and how it is revealed. It would be easy just make it shown to the Alliance who holds the Sov., but there is cases where Alliance does not want to share things with their blues and just exact opposite or why not even with neutrals or fellow alliance members. Also it would be just to easy and dull. I would love to see this be solved with two modules. Thee’s modules can be installed only by Sov. holding alliance and there is two ways to install it, to the POS or to the Outpost. On case of Outpost I would love to see them attached by default to egg systems.


  • Module One - Data Hub
  • This module would be connected to all system star gates and would exchange information between hub, star gates, jump bridges and players. It will register every single gate activation register player to the local or erase it from local depending is player leaving or coming. Player would be registered no matter of it’s ship type. The same hub will also dedect cynos and on cyno creation it will connect / hack cyno creating or jump engine activating ship, this includes Jump bridges. How ever this module will not be ablel detect cover cyno fields or monitor anything what moves on/in/out them. The hub would also be the module who transmits gathered information from and to players on depending it settings, but we come to that bit later. Also you could encounter this with System Blocking unit, but we come to that bit later. If Alliance owns multiple systems it will be able to communicate next door system Data hub’s to werify gate travels. You might ask why, but it comes clear on part where I explain System Blocking.


  • Module Two - System Scanner (Requiers Data hub)
  • This module would scan system every 5 seconds and will transmit information to players on depending it settings, but like last module we cover that bit later. It will show every single ship in system what is not cloaked. Question is what would be time delay before it removes cloaked ship from local system. This is something what can be developed and talked further. Now here is the thing what I would like to see with this module. It would be module what can be installed on any POS by Sov. holding Alliance. And you can install them on multiple POS’es. So why install multiple ones? So they could give you round location of found ship. They would work almost like probes, exept they cant give you accurate location but they can give you direction where to send your probes. There would be some cases where they could give you exact location, like if ship is 500 km proximity of Gate, Module Two, POS, Customs office or anyother player owned installation. More you have installed them more accurate change or direction you would get. Idea needs bit more thinking and drawing how 5 second system wide ping would work or would it even be system wide, maybe it would have limited range.


  • System Blocking unit.
  • Now we have something like this in game, but I would like to take it bit further and give it ability to break up Data hub connectivity. If and when it is installed it will break all data connectivity to hub on it’s range 500 km. What this would mean that Data hub will not be able process or get any data from that gate or it’s players. If fleet goes to destroy this unit they will loose connectivity to the hub and by this ability to see local anymore until unit is destroyed. Also during the time unit is active it will no register any of the ships entered to the system, but if Alliance has next door Data Hub it will receive data from that hub and by that being able to add or remove player from local. Important thing is to remember that it will only break connectivity on gate it is installed. Also it needs some kind anchoring time so Data Hub with system scan could detect it presence and give warning to holding alliance and encounter it before anchoring or online cycle completes.


  • Access rights
  • Installation anchoring corporation could define it’s data stream just like at pos, so it would stream either Corp Only, Alliance Only or Standing based. On standing based you could give access to the neutrals (Keeping CVA at Providence in my mind)


  • BlackOP/Covert
  • I believe that this system would make and give BlackOP fleets their true meaning. System could not detect them unless they decloak and fall under 5 second ping. So in this case, you cant see them if they don't **** up or want you to know they are there.


  • System Scanner Data
  • You can access information via System Map where would be red spheres to indicated scanned neutral / hostile fleet.


  • Local Chat
  • Local chat would stop existing. If Data Hub does not transmit to you data you cant talk or read. But if you are on access list then yes you can chat and read chat. I know it is downfall of smack talking. But you could always make Data Hub Stream accessible to all but on that case they also would see local status and players in it.
Maria Jyrgen
Notion of Malice
#2 - 2011-12-20 13:35:11 UTC  |  Edited by: Maria Jyrgen

  • I’m hostile!!!
  • Well sucks, you cant see who is in system, not even if you try to talk. Your transmission fades to darkness of space as hub will ignore you.


  • I camp my system gate
  • When gate is activated, hub gets feed from gate. So if you camp gate A and you are 500 km range on it you will get text message that Player A arrived to system. What it means if you see that message, it came from your camped gate. If not, then it’s on other gate. If traveler is on access list, message will not be transmitted.


  • What about unclaimed systems?
  • They would apply under same regulations and rules than Wormhole space.



  • What about NPC null systems.
  • Now I gave some tought to this and this what I came up. NPC will have their own access list and it will base on the standings. So if you have positive standings towards dominating NPC you will get local feeds. Question is how high this standing should be. But on NPC system they would not have multiple system scanner so they wont give you direction for probing. Second question is can you install system blockers to disrubt gate feeds to the Data hub? And what about systems with out stations?


  • Warfare
  • Like I said there could be two ways to obtain thees modules. To the POS or to the Outpost. In my mind Outpost should have them integrated, what means you cant destroy them unless you destroy Outpost. However on POS both modules should be installed outside of the POS because shielding would disrupt their data feeds. This would mean if enemy fleet decides to souly attack thees modules they would take your ability to local. But Data Hub Should have Advance own shielding with really advance regeneration with variation resistance sequences. What would mean that if now shielding is EM95 THM85 EXP99 KIN75 then ten seconds later it can be EM99 THM75 EXP85 KIN95. Question is how this should work and how strong should be regeneration is matter of its own.

I went bit long this one. But my idea is not give complete solution as this system not might work, but give something to think about. System can not be with out flaws and cant benefit only one side with out downfalls. It has to be interesting, it has to be vournable and it has to be defensible.

Thank you for your time
Tal'Shi Sonya
Imperial Shipment
Amarr Empire
#3 - 2011-12-21 13:34:59 UTC
Highsec - local always on
Lowsec - local always on
nullsec - local (recent speakers mode) + count of people online in system.
WH space - no data (recent speaker mode) - no count of people online.

This keeps highsec/lowsec/WH as they are, but means in null you know there is 100 people in system, but not who they are...

job done, easy to implement, no one will complain (much) :)
Lord Zim
Gallente Federation
#4 - 2011-12-21 16:14:38 UTC
Except carebears will leave. We've already seen what a reduction in reward does to carebears, and with this suggestion we'd see what added risk/effort will do to the population.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Wolodymyr
Breaking Ambitions
#5 - 2011-12-21 18:43:53 UTC
Yeah I know we like to think that nullsec is all manliness all the time and nobody carebears. But if you make it too dangerous (too easy to get ganked) then nobody is going to live out there. Even now every time I warp into a haven I think to myself, "You know I could be making more isk running incursions up in empire."

If we screw up the risk vs reward in nullsec any more then it's going to be a bunch of ghost towns with a few capitol ships fighting over tech moons from time to time.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Dr'MeTaL
Taranis Innovations
#6 - 2011-12-22 20:34:10 UTC
im not reading all that. No, local should stay the same. if you want delayed local go live it WH space. it is mostly like null other than no supers, no sov, and no gates.

GO LIVE IN A WORMHOLE IF YOU WANT THIS.
Maria Jyrgen
Notion of Malice
#7 - 2011-12-23 07:08:18 UTC
Null is to easy.
Poster before me is one of typical players. " Go live in wormhole " An additional " no local " worm holes are punished with; No Static entrance, No Cyno, No Station, No Markets, No Clones and so on.... So comparing this solution with wormhole is invalid.

Like I started Null sec is to easy. It is to easy to scout out who, where and what. It shouldn't be that easy. Statement that this would banish Capitals and Super Capitals from null is also invalid. Greed is a good drive engine to hold and dominate high grade null systems. Greed, no matter is it greed to power, isk or prestige, will make sure that people will live there no matter what. Also word " Carebear " has lost it's meaning compared to 2008 and not gonna talk about 2005.

There is no Risk at Null sec, good region intel channel will keep you on your toes minutes before anyone even is close to your system. And ISK what you can make is much higher than risk. True you can make in incursions at high sec a million per minute. But please, in null that's about the same with out faction drops and u get alot of those + Officer visits.

Null sec is to easy, needs to be more tactical and more maintenance.

Big smile
thatboydc
State War Academy
Caldari State
#8 - 2011-12-24 01:50:30 UTC
More structures to shoot at, exactly what nullsec needs.
Andski
Science and Trade Institute
Caldari State
#9 - 2011-12-26 13:00:23 UTC
you are a ******* moron

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Andski
Science and Trade Institute
Caldari State
#10 - 2011-12-26 13:10:55 UTC  |  Edited by: Andski
Maria Jyrgen wrote:
Null is to easy.
Poster before me is one of typical players. " Go live in wormhole " An additional " no local " worm holes are punished with; No Static entrance, No Cyno, No Station, No Markets, No Clones and so on.... So comparing this solution with wormhole is invalid.


So you want nullsec to have all the disadvantages of living in wormholes with everything else remaining the same? Get lost.

Maria Jyrgen wrote:

Like I started Null sec is to easy. It is to easy to scout out who, where and what. It shouldn't be that easy. Statement that this would banish Capitals and Super Capitals from null is also invalid. Greed is a good drive engine to hold and dominate high grade null systems. Greed, no matter is it greed to power, isk or prestige, will make sure that people will live there no matter what. Also word " Carebear " has lost it's meaning compared to 2008 and not gonna talk about 2005.


But you HAVE TO SCOUT in the first place. If you don't, you could easily get hotdropped at a beacon, jump into a bubble, or otherwise die hilariously.

Maria Jyrgen wrote:

There is no Risk at Null sec, good region intel channel will keep you on your toes minutes before anyone even is close to your system. And ISK what you can make is much higher than risk. True you can make in incursions at high sec a million per minute. But please, in null that's about the same with out faction drops and u get alot of those + Officer visits.

Null sec is to easy, needs to be more tactical and more maintenance.


Sov nullsec is the riskiest space to live in. The prospect of losing your space and all of your assets within is very real, and usually impossible to recover from without firesale, recapture or evacuation via spies. Believe it or not, hostiles 4 jumps away can be headed in literally any direction. High-sec incursions are skewed off the scale in terms of risk/reward, while nullsec anom running is very risky for the reward - ever heard of awoxers? Also, do you have any idea how drops work? A faction/officer spawn (which is rare as hell to begin with) doesn't guarantee a good drop, you can easily end up with metal scraps after all that work.

tl;dr: you're a moron who has never been to nullsec and should not discuss any nullsec-related topics

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Andski
Science and Trade Institute
Caldari State
#11 - 2011-12-26 13:14:19 UTC
if any changes are ever made to nullsec local, high-sec incursions should be removed entirely and l4 missions reduced to a pittance that no amount of faction/deadspace gear can possibly make up for

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Nullbeard Rager
Doomheim
#12 - 2011-12-26 16:37:32 UTC
Andski wrote:
I just wanted to remind everyone that I'm an ******* and I support nullbear welfare because nullbears are special...yes playing a game makes me more special than you, you morons...


LolRollP

Field of Trolls:  "If you chum it, they will come."

Takara Mora
University of Caille
Gallente Federation
#13 - 2011-12-26 17:08:13 UTC
Nullbeard Rager wrote:
Andski wrote:
I just wanted to remind everyone that I'm an ******* and I support nullbear welfare because nullbears are special...yes playing a game makes me more special than you, you morons...


LolRollP


Wow Nullbeard, a Forum PvP Honorable Solo Kill! :)

I guess EVE really is ALL PVP, ALL the time lol.
Nullbeard Rager
Doomheim
#14 - 2011-12-26 17:27:01 UTC  |  Edited by: Nullbeard Rager
Takara Mora wrote:
Nullbeard Rager wrote:
Andski wrote:
I just wanted to remind everyone that I'm an ******* and I support nullbear welfare because nullbears are special...yes playing a game makes me more special than you, you morons...


LolRollP


Wow Nullbeard, a Forum PvP Honorable Solo Kill! :)

I guess EVE really is ALL PVP, ALL the time lol.


It is what it is. EVE is a good game with lots of cool players but every MMO is a haven for people with significant anger management issues and personality disorders and the more a game caters to such people, the more of those types of people those games attract, like moths to flame.

Sadly a lot of them hang out together and most of them secretly hope that other people are like them to help justify the way they act.

It's just human nature.

Field of Trolls:  "If you chum it, they will come."

Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#15 - 2011-12-26 17:46:35 UTC
Maria Jyrgen wrote:
Null sec is to easy, needs to be more tactical and more maintenance. ]


One thing that has made nullsec too easy is the anomaly nerf, but perhaps not in an immediately obvious way.

Before the anomaly nerf there was this organisation in the North reputed for its genocidal campaign against the native Guristas. Members of this coalition would systematically hunt down and murder as many Gurista NPCs as they could, even installing expensive infrastructure to lure even more hapless victims to be slaughtered.

But this travesty didn't go unnoticed by the population of EVE. Capsuleers from all over the galaxy would flock to the north to try to ease the Guristas' suffering by podding the NC members. While this didn't stop the massacre, it did mean that the perpetrators had to be constantly on their guard, as raiders could move quickly and unnoticed through empty systems. There were many raiders roaming the northern star systems during this time.

Then the gods of the universe made a change. They made it so that only low truesec systems would gain any worthwhile benefit from the costly infrastructure, so that Guristas and other oppressed nations would no longer be attracted to capsuleer bait in most of space.

They said it was to attract new capsuleers to "poor" space but what it did was remove any desire to occupy space. With the desire to occupy space gone, capsuleer alliances left nullsec in droves. This left most of space unoccupied, which made it very boring for raiders to roam. They would now have to go through many systems without seeing a single other capsuleer, and when they did, most were in stations managing PI resources rather than out in space shooting Guristas.

Soon after this change, the Northern Coalition was invaded once again, but this time hardly anybody turned up to defend, and the organisation fell. While there are many stories about why nobody turned up, the most relevant one was that without the sadistic joy they took from slaughtering Rabbits, they simply gave up and left.

Since the change there have been far fewer roaming gangs travelling through the north, because without capsuleers shooting pluses in space there's very little for roaming gangs to shot at. The gods have since modified how anomalies behave, but many capsuleer organisations are weary of spending on costly infrastructure which may get nerfed again.

tl;dr: Nullsec has bucketloads of both tactics and maintenance already, but since the anomaly nerf there are far fewer people occupying space, so less attraction for roaming gangs.

Why make it even harder to find targets?
Xorv
Questionable Acquisitions
#16 - 2011-12-26 20:23:04 UTC
Andski wrote:
if any changes are ever made to nullsec local, high-sec incursions should be removed entirely and l4 missions reduced to a pittance that no amount of faction/deadspace gear can possibly make up for


Yes that's exactly what should happen. Null sec needs to lose 100% near effortless Local Chat Intel, High Sec needs to lose all significant ISK sources that come with Concord protection.
Takara Mora
University of Caille
Gallente Federation
#17 - 2011-12-26 20:54:51 UTC  |  Edited by: Takara Mora
Xorv wrote:
Andski wrote:
if any changes are ever made to nullsec local, high-sec incursions should be removed entirely and l4 missions reduced to a pittance that no amount of faction/deadspace gear can possibly make up for


Yes that's exactly what should happen. Null sec needs to lose 100% near effortless Local Chat Intel, High Sec needs to lose all significant ISK sources that come with Concord protection.



Yep, make Hisec completely isk-free .... that'll surely attract and retain more EVE players, especially the new ones (not).

Damn, there I go letting myself get trolled again ...
Nicolo da'Vicenza
Viziam
Amarr Empire
#18 - 2011-12-26 21:38:07 UTC
Takara Mora wrote:
Xorv wrote:

Yes that's exactly what should happen. Null sec needs to lose 100% near effortless Local Chat Intel, High Sec needs to lose all significant ISK sources that come with Concord protection.



Yep, make Hisec completely isk-free .... that'll surely attract and retain more EVE players, especially the new ones (not).

how many players under 6 months are grinding l4s and incursions in pimp-fit marauders exactly?
Andski
Science and Trade Institute
Caldari State
#19 - 2011-12-27 00:05:16 UTC  |  Edited by: Andski
carebearing isn't even the issue here, doing ANYTHING to local would break the game in nullsec because of the ability to warp cloaked and jump ships to cynos. you'd be able to park cloaked hictors off of cyno arrays with supercapitals on standby, and you'd have total impunity and zero risk of being caught while camping that beacon, as your presence is utterly undetectable.

risk in nullsec should exist, but it should be possible to manage. removing local would make risk impossible to manage by the player, and make the whole place even more of a desert. intel channels are actually a pretty nice thing, as they are a form of player-created security, as opposed to scripted NPCs that deter ganks on all but the weakest targets.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

foxnod
Perkone
Caldari State
#20 - 2011-12-28 02:33:15 UTC
I'm all for removing local, but not adding more structures to shoot. The dscan should be replaced by a new sensor sys. I've seen a few ideas which involve a sonar or radar type interface which is pretty interesting.

As for just doing in nullsec.....no. If CCP ever gets rid of local, then they need to do it for every sec status. The problem with just doing it for null is it creates another imaginary wall that people are afraid of. Either keep for all kspace or remove it entirely, no middle ground.

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