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EvilNate
Caldari Beyond Divinity Inc
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Posted - 2006.08.08 16:57:00 -
[1]
This has been spawn from the POS blob thread...
Kali is suppose to be bringing with it new ways to protect your terretory. How? We don't know yet.
In the past and present, when you attack an enemy, you generally move from the outside in, how fast you do it depends on how much resistance there is.
In EvE, you can move straight to the heart of you enemies territory and removes it's heart, once that is done, it's a simple fact of removing the rubble.
How can this change? What would you like to see in Kali that will change the way this works?
I'd like to see restrictions on where a capital ship can jump to. Should a POS owned by your alliance/corp need to be present in a system before you jump a ship in. Should you need a certain % of the ownership of the system before you can jump a POS in?
How?
Nate.
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LUGAL MOP'N'GLO
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Posted - 2006.08.08 17:00:00 -
[2]
Originally by: EvilNate
I'd like to see restrictions on where a capital ship can jump to. Should a POS owned by your alliance/corp need to be present in a system before you jump a ship in. Should you need a certain % of the ownership of the system before you can jump a POS in?
Naw, I think the fact that they got their ship in there to setup the cyno field is enough of a breech of security. If that system is important enough to the defending alliance they should be protecting or did they over expand their borders??? ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Win a Cynabal for 10ml!!! |
Kybane Atreides
Veritas Immortalis
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Posted - 2006.08.08 17:03:00 -
[3]
Edited by: Kybane Atreides on 08/08/2006 17:04:02 I think it should be more like having to destroy something so a Capital Ship can jump in. Lets say the owner of the solar system puts up anti-cyno fields which are like mini-POS's. When these are attacked it sends a message to the alliance/corporation. That way Capital ships can't jump in until all the anti-cyno fields are down. Maybe they can only be places a couple AU away from the station so a Capital Ship can jump in and help take down the anti-cyno fields. Just an idea that came up from reading your post.
*Edit* If it was to be changed, I'm fine with it atm...
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Anwyl
Gallente
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Posted - 2006.08.08 17:15:00 -
[4]
What if you just made it so that if the same alliance owns both systems with a jumpgate, the jumpgate is owned by them, and can't be used without thier authorization. This would probably lead to some insane ownership problems, but it WOULD cause attacks to require taking ground...
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BustyBounty
Caldari
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Posted - 2006.08.08 17:30:00 -
[5]
Originally by: Anwyl What if you just made it so that if the same alliance owns both systems with a jumpgate, the jumpgate is owned by them, and can't be used without thier authorization. This would probably lead to some insane ownership problems, but it WOULD cause attacks to require taking ground...
never going to happen unless ccp wants alliances to control the game even more than they do now. it would allow alliances to create safe havens aswell and u should never be completly safe nomatter where you are in 0.0
what happens if your logged off in a system where the gate gets controlled aswell? you should not have to pod yourself to get out.
------------------------------------------ My opinions are my own and not that of the alliance I belong to. |
Vicious Phoenix
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Posted - 2006.08.08 17:53:00 -
[6]
Its fine how it is, theres no need to prevent cap ships from jumping directly to the enemy system. Killing POSs is hard enough as it is now, just look at what the coalition has lost to RA recently trying to kill their POSs.
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JackDonkey
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Posted - 2006.08.08 18:01:00 -
[7]
I say if its your territory you should have sufficient numbers to warp to the cyno and kill the cap ship if its not by a pos. Nothing should be needed to jump all over eve except fuel.
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Jormunrek
Amarr Mining Bytes Inc. Center for Disease Creation
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Posted - 2006.08.08 18:27:00 -
[8]
Alliance controlled sentry guns at gates and conquerable stations. O.o Alliance chat alert when a non blue enters a controlled system (hehe spamtastic). Ability to temporarily shut down a gate (like 20 to 30 minutes every hour but have to have someone within 1500m to flip the switch). Must have sov. in the system in order to perform the above actions. Insert omfgwtfbbq I-Win button here.
Jorm
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Jobie Thickburger
Gallente Miner Guide to the Galaxy
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Posted - 2006.08.08 18:38:00 -
[9]
Originally by: Jormunrek Alliance controlled sentry guns at gates and conquerable stations. O.o Alliance chat alert when a non blue enters a controlled system (hehe spamtastic). Ability to temporarily shut down a gate (like 20 to 30 minutes every hour but have to have someone within 1500m to flip the switch). Must have sov. in the system in order to perform the above actions. Insert omfgwtfbbq I-Win button here.
Jorm
The sentry guns are something I have thought would be "interesting", but you would need to have limits and strict rules about it.
IE, Sentry gun ~ 1 small POS gun
Fueled with <inst Fav POS fuel here, I like strontium>
Max 3 at gates, 6 at stations
Must control (sov) both sides of the gates
If Sov is lost on system adjoining gate, Sentry guns on either side of gate can't be refueled.
Station sentry guns require ALL systems linked outward to have soverinty, or else guns "freeze" up fueling.
Cycle targeting....
There's a ton of them I could probally come up with, But it would help prevent the unwanted from scouting your space, as well as make it so that random alliance actions on your station would be harder. As well as make strategicly located outposts a little more common
CEO - MGTTG
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Sul Sonic
Caldari Viper Intel Squad Pure.
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Posted - 2006.08.08 20:37:00 -
[10]
You should be able to call for the help of empire's, and make alliances with them, so if your station is being attacked, and you have good standing with the Caldari, they should send a squad to come help out, all NPC's.
or something like that.
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Tonkin
Singularity.
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Posted - 2006.08.08 20:44:00 -
[11]
Originally by: Kybane Atreides Edited by: Kybane Atreides on 08/08/2006 17:04:02 I think it should be more like having to destroy something so a Capital Ship can jump in. Lets say the owner of the solar system puts up anti-cyno fields which are like mini-POS's. When these are attacked it sends a message to the alliance/corporation. That way Capital ships can't jump in until all the anti-cyno fields are down. Maybe they can only be places a couple AU away from the station so a Capital Ship can jump in and help take down the anti-cyno fields. Just an idea that came up from reading your post.
*Edit* If it was to be changed, I'm fine with it atm...
actually that is a very good idea. but anti cyno generators cannot be in pos's they have to be around a moon on there own and moderatly defended. in other words it will take 30 mins to destroy with 10 battleships. cant put it in a deathstar lol, capital ships will not be worth producing then.
will kill anythin for the right price |
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