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Comments and ramblings on the fanfest videos

Author
Mioelnir
Brutor Tribe
Minmatar Republic
#1 - 2012-04-02 20:47:31 UTC
  1. Security talk
    • why botting strikes should be visible
    • recruiting a player with 1 or 2 botting strikes on his account is an issue with giving this player access to corporation assets. It is a risk that can not be gauged by corporate directors to any extend from regular ingame interaction with a character that might not even be able to be identified within the corp as a bot user. Any corpassets that character might be using / moving / ... at the time of the final strike are however lost. So, while maybe not publically visible, I think it would be beneficial to show this information in corporate applications? And maybe provide update notification if the count rises?


  2. Dust 514 Things
    • can orbital bombardement broadcasts be doomsdayed?
    • As a 'stop bugging me' option after the 5th(?) bombardement request in a single match? (Mutually assured destruction since our guys clearly don't play well....)

    • can we have an overview bug and "accidentally" shoot the broadcaster of the bombardement signal instead of the broadcasted target?
    • I think it is unfair to Dust 514 players to not give them "overview bugs".

    • can we intercept broadcasts from the enemy team and shoot them?
    • This should in turn invalidate and remove the broadcast as a valid target if done fast enough.


  3. New wardec system
    • Should the member scaling of costs not involve a reverse function?
    • If a 200 character corporation wardecs a 3 character corporation, noone can argueably be looking for "gudfights". This is about cheaply smashing pinatas and nothing more. This could kick in if the target corp/ally has less than half of the aggressors character. So for 200 vs 3 this would mean 3 is less than 100 by a ratio of 33. This would adjust the wardec cost to (20m + 3* 0.5m) * 33 = 709.5m ISK. No such penalty for wardecc'ing upwards or roughly your own weightclass.

    • it was brought up in the presentation, there is basically no incentive to declare surrender for the aggressor. Simply not paying for another week is the always preferrable option from what I could tell
    • This creates problems with aggressor corps that consist purely of alts that ride out the time.
      "Simple fix": remove the option to stop paying. The wardec cost is automatically deducted until the aggressor presents an acceptable surrender. This can move the corpwallet into the negative.
      A corp with at least one negative division can not be joined or left by any character until the wallet is balanced. It can - obviously - also not declare any other wars and such stuff (though it could possibly accept an war-ally contract to earn isk? automatically applied to the negative division?)
      Just spitballing here, but I do not think this waters down the impact of wars by arbitrarily protecting the defenders. It makes the overall war more meaningfull since it can go sideways for the aggressor as well (as it sometimes just happens). Because while there are frequent claims that aggressors now can't hop out anymore, in reality they just can't hop as fast anymore. But they can still unilaterally hop.


  4. Crimewatch
    • Assisting someone with an active weapon timer will start a weapon timer
    • The way you explained this, is that the logistic's weapon timer will stop if it either stops assisting or the person it assistet's timer stops. This is an important distinction relevant to large parts of the gameplay. If the logistic itself stops assisting, it itself is deagressing - this should be a full 60 second weapon timer. But repositionings during fleet fights are often done the way that the main DPS component of a fleet starts to deagress, a few logistics jump gate, main DPS gets covered through the timer by the logistics, then everybody jumps gate. How would this work in the new system?
      Would it be that the stopped DPS' timer stops the refresh of the logistics' timer (giving the logis 120 seconds of timer), or does the logistic share the timer of the DPS ships and its timer stops when theirs stop?
      In software words, is it call-by-reference or call-by-value? Has the logi a hash full of references to the timers it inherited (or one reference that is always updated to the longest timer? If it is call-by-value, and the logistics get their own, full weapons timer, that resets every time someone with a weapons timer gets assisted, wouldn't this mean the logistics would need to sit out their timers without repairing each other?
      Is the wipe-or-by-wiped element this brings intended? Because while it hugely boosts the fight commitments, it also limits strategic options to move the fight onto more favourable grounds. It will probably also mean that fewer engagements are started and tried how they work out.


  5. A Year in Lag
    • Destiny dispatcher and the currently limited solar system relocations
    • While it is currently impossible to move solar systems between nodes without disconnecting the clients, the fact that there are up to 400 (your number) of systems on a node comes from many of them being empty or scarcly populated. Could you not set up overflow nodes? Once a node runs, for example, more than 60 seconds under Time Dilation, it closes the gates of that system and pushes it out to an overflow node which reopens the gates.
      This would not be hugely dramatic to the fight in progress at first, but it would mean that your 3 man gang could not jump into an otherwise empty system running at 20% time.
      This check could be redone every 30 seconds, so as players evacuate affected systems on the same node, those become empty and can be pushed out as well, over time starving the node of other solar systems, slowly upgrading it to a reinforced node.
      Systems directly connected to the system creating the TiDi should probably not be pushed out since the fight may move there and incomping parties need to get prepared for what's ahead.