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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Anthar Thebess
1013
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Posted - 2015.04.28 08:38:52 -
[271] - Quote
Allow Blockade Runners to dock to enemy stations.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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Spugg Galdon
Nisroc Angels
667
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Posted - 2015.04.28 08:40:07 -
[272] - Quote
Anthar Thebess wrote:Allow Blockade Runners to dock to enemy stations.
This is actually a really good idea! |
Dustpuppy
New Eden Ferengi
94
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Posted - 2015.05.01 08:43:38 -
[273] - Quote
Anthar Thebess wrote: Outposts should be destroyable , but not NPC stations.
I share this opinion because you should have at least some places where you can leave your stuff and go on holidays or do something else for a while without the fear of loosing everything.
In case CCP decides in a different way then I propose that not only null sec/low sec stations can be blown up but also Highsec ones - with the same results for the poor ones who are hit by this "accident". Being forced to move out their goods, loose stuff, collecting floating cans and so on. And then I really would just sit around laughing about the ones who up voted this idea when Jita IV is blown up in the next "burn Jita" event.
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Pidgeon Saissore
Dark Neutron Star Metatron Inc. Alliance
41
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Posted - 2015.05.02 05:08:28 -
[274] - Quote
There needs to be some limit on the safety of the structure wreck. It wouldn't be eve unless there was considerable danger of losing all your stuff. Something like reinforcement timer mechanics right now though probably considerably longer. At this point the wreck starts to disintegrate and throw off hackable cans over time.
What I am more interested in is the firepower that structures can have and the number of them you can pile in a grid. If everything is destructible they will need to be considerably stronger then even the best death star tower currently. This should come simply from the ability to put several structures on the same grid all with offensive modules. Also between them they need some kind of cohesion when attacked. If that can only be from player control there needs to be a vulnerability window. |
Praal
Bearded BattleBears Brave Collective
20
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Posted - 2015.05.08 01:51:39 -
[275] - Quote
For XL structures only:
- If another XL structure exists in the system, move all assets into hangars in that stucture (the nearest or ranom one, same for all inhabitants, if multiple)
- If no XL structure exists in the system, spawn a debris cloud (permanent celestial "wreck"). If a debris cloud already exists, add all the items to that one, only accessable by their owner. A debris cloud would allow cargo removal, Jettison, Launch Ship, Board, Destroy on items within
- If an XL structure is built in a system with a debris cloud, give each individual/corp a button which would allow them to move all their assets from the debris cloud into the new XL structure
- Allow pilots to approach a hostile XL structure, hack it and access their hangar if successful (remove only / launch / jettison / board)
- If industry/science jobs are in progress at an XL structure when it is destroyed, put the BPO with the owners' assets safely and run a drop chance for all materials/datacores for the killers. If there are undelivered jobs waiting, run the drop chance on the finished products instead.
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Arya Ikahrus
2
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Posted - 2015.05.14 08:18:38 -
[276] - Quote
Not particularly bothered so long as whatever protections are in place are only for XL. |
Toggl3
Wormhole.
0
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Posted - 2015.05.14 23:11:44 -
[277] - Quote
Every station could have Emergency Automated Recoverable Storage (EARS). These would need to be purchased by the controlling alliance, and would be outwardly visible to anyone looking at the station. In the event of the destruction of the station, the EARS would detach and jump away, regardless of interdiction. The destination of the EARS would be determined by the owner of the station, be it another nearby station owned by the Alliance, or an NPC station of their choice. You could even choose to set the destination to a highsec station, if you have enough fuel.
To be fully effective, two EARS would need to be purchased for each station. One of the EARS would recover all assets stored inside personal hangars within that station, and the other would recover all assets stored within corporate hangars. Each of the EARS would have a fuel bay, and would need to be filled with appropriate fuels based on the model of EARS chosen (all EARS are different). The amount of fuel required would be based on how far away the destination station is. If insufficient fuel is provided, the EARS fail to jump to their destination, and are able to be freely looted by anyone in the area (more than likely the attacker).
The EARS themselves would be fairly expensive to produce (1-2bn each), and the fuel costs would be immense, but the safety provided to the assets could be invaluable! |
Nevyn Auscent
Broke Sauce
2156
|
Posted - 2015.05.14 23:23:27 -
[278] - Quote
Arya Ikahrus wrote:Not particularly bothered so long as whatever protections are in place are only for XL.
POSes have been fine without any special item protections all this time, but I can see the need for something for the Outposts. Except POS haven't been fine. They are an absolute PITA to live in, people don't move significant amount of assets into them normally, and they do not encourage people to break lose from NPC stations. Simply saying 'POS don't have it' is not a good argument. |
Kaarous Aldurald
Glorious Revolutionary Armed Forces of Highsec CODE.
12985
|
Posted - 2015.05.14 23:57:22 -
[279] - Quote
Nevyn Auscent wrote:Arya Ikahrus wrote:Not particularly bothered so long as whatever protections are in place are only for XL.
POSes have been fine without any special item protections all this time, but I can see the need for something for the Outposts. Except POS haven't been fine. They are an absolute PITA to live in, people don't move significant amount of assets into them normally, and they do not encourage people to break lose from NPC stations. Simply saying 'POS don't have it' is not a good argument.
Poses are broken for lots of reasons, but "my stuff isn't 100% immune" is not one of them.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
Best Meltdown Ever.
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Flashrain
Vanguard Frontiers
21
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Posted - 2015.05.15 00:25:53 -
[280] - Quote
Generate a graphic of escape pods / automated cargo drones escaping into space and crashing into nearby planets.
Players can then goto that planet and retrieve their assets. Maybe through planetary offices or some kind of planetary landing mechanic in the future.
Can also work this into that first person shooter game CCP has - have hired mercenaries retrieve your assets from planetary surfaces. |
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Iroquoiss Pliskin
Hedion University Amarr Empire
601
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Posted - 2015.05.15 10:39:38 -
[281] - Quote
Arya Ikahrus wrote:Not particularly bothered so long as whatever protections are in place are only for XL.
POSes have been fine without any special item protections all this time, but I can see the need for something for the Outposts.
POSes don't have unfinite personal hangar volumes, nor do they provide what space there is in a leisurely manner.
You know how it goes: Dock... Don't deposit anything this time... Dock again... Yeah, I'll leave it here... Dock... Tritanium by Tritanium and you have enough to be worried about.
Kaarous Aldurald wrote:Nevyn Auscent wrote:Arya Ikahrus wrote:Not particularly bothered so long as whatever protections are in place are only for XL.
POSes have been fine without any special item protections all this time, but I can see the need for something for the Outposts. Except POS haven't been fine. They are an absolute PITA to live in, people don't move significant amount of assets into them normally, and they do not encourage people to break lose from NPC stations. Simply saying 'POS don't have it' is not a good argument. Poses are broken for lots of reasons, but "my stuff isn't 100% immune" is not one of them.
Well, the point is the new structures are an inverse of that - you can dock in them now.
// Turret-Equivalent of the Rapid ML Concept
//
Cruisers Online - [Damage done in PvP by Shiptype]
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M1k3y Koontz
Bio Troll Surely You're Joking
756
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Posted - 2015.05.15 11:45:10 -
[282] - Quote
Arya Ikahrus wrote:Not particularly bothered so long as whatever protections are in place are only for XL.
POSes have been fine without any special item protections all this time, but I can see the need for something for the Outposts. POSs aren't fine, that why CCP are replacing them. And its long overdue.
The main problem with POSs is the lack of security, so why would i move into a large citadel, which my medium alliance can afford (XLs will likely be on par with outposts, which are expensive), when all my stuff goes up in flames if the CFC or PL decide they want a laugh.
How much herp could a herp derp derp if a herp derp could herp derp.
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Destiny Dain2
Your Destiny Corporation
1
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Posted - 2015.05.15 21:40:56 -
[283] - Quote
Dustpuppy wrote:Anthar Thebess wrote: Outposts should be destroyable , but not NPC stations.
I share this opinion because you should have at least some places where you can leave your stuff and go on holidays or do something else for a while without the fear of loosing everything. In case CCP decides in a different way then I propose that not only null sec/low sec stations can be blown up but also Highsec ones - with the same results for the poor ones who are hit by this "accident". Being forced to move out their goods, loose stuff, collecting floating cans and so on. And then I really would just sit around laughing about the ones who up voted this idea when Jita IV is blown up in the next "burn Jita" event.
I completely agree, and if you choose not to join a huge alliance, just going to sleep at night could be the time when you lose everything do to trolls. New players will feel like anything that they put up has no security and they won't bother, they will just join an alliance causing the map to be split between a few alliances. People going on vacation will quit, because what's the point of coming back when all their work will be gone by the time they get back. You always need NPC station for newbies and for safe retreat for people who just lost everything and need to rebuild.. |
Sayod Physulem
EVE University Ivy League
27
|
Posted - 2015.05.17 18:12:56 -
[284] - Quote
Maybe some inspiration:
The station owner can call "Evacuation" that means escape pods with all the assets will be jettisoned into the system. If you call Evacuation when the station is undamaged, the Evacuation will go smootly and ALL the assets will be jettisoned in escape pod with cloaks.
The more damaged the station gets the more Escape pods get damaged. Maybe their cloak has malfuntions and the pods can be scanned down after a certain amount of time. Maybe the escape pod is so badly damaged that it can't even be jettisoned and all the assets stay in the station wreck. Next thing - how damaged is the firewall? If it is fully intact the escape pod can only be accesed by the owner of the assets. If it is partly damaged you need to hack it, and the hacking difficulty decreases with the damage.
So basically you have escape containers with 3 modules: - Launch module (if damaged it stays in the wreck) ---------------------------------------------- where (wreck or scattered with bookmark) - cloak module (if damaged it will be scanable after a certain amount of time) ------------ time (until able to be accessed by everyone) - access firewall (if damaged it will be hackable - difficulty depending on the damage) -by whom (and how easy)
Damage to the station has a chance of damaging the escape container modules. If all the modules are completely intact it is impossible for the attacer to retrieve any loot.
So you might just want to jettison all the assets when the station gets attacked the first time? Well you can do that. But if you win the siege you have to collect all your items spread in space So you might want to wait with the evacuation? Well the longer you wait the less likely it is that your assets are still safe
So there it is Risk vz Reward. Do you risk waiting with the evacuation? Or do you want to play it safe certainly have to do a retrieval op?
You could maybe buy escape pod of different quality and use them just like station containers to store and sort your assets in the station. This could also explain the origin of relic and data sites and make the spawn of them more related to the player driven events. |
Rowells
ANZAC ALLIANCE Fidelas Constans
2411
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Posted - 2015.05.17 18:33:08 -
[285] - Quote
Sayod Physulem wrote:Maybe some inspiration: The station owner can call "Evacuation" that means escape pods with all the assets will be jettisoned into the system. If you call Evacuation when the station is undamaged, the Evacuation will go smootly and ALL the assets will be jettisoned in escape pod with cloaks. The more damaged the station gets the more Escape pods get damaged. Maybe their cloak has malfuntions and the pods can be scanned down after a certain amount of time. Maybe the escape pod is so badly damaged that it can't even be jettisoned and all the assets stay in the station wreck. Next thing - how damaged is the firewall? If it is fully intact the escape pod can only be accesed by the owner of the assets. If it is partly damaged you need to hack it, and the hacking difficulty decreases with the damage. So basically you have escape containers with 3 modules: - Launch module (if damaged it stays in the wreck) ---------------------------------------------- where (wreck or scattered with bookmark) - cloak module (if damaged it will be scanable after a certain amount of time) ------------ time (until able to be accessed by everyone) - access firewall (if damaged it will be hackable - difficulty depending on the damage) - by whom (and how easy) Damage to the station has a chance of damaging the escape container modules. If all the modules are completely intact it is impossible for the attacer to retrieve any loot. So you might just want to jettison all the assets when the station gets attacked the first time? Well you can do that. But if you win the siege you have to collect all your items spread in space So you might want to wait with the evacuation? Well the longer you wait the less likely it is that your assets are still safe So there it is Risk vz Reward. Do you risk waiting with the evacuation? Or do you want to play it safe certainly have to do a retrieval op? You could maybe buy escape pod of different quality and use them just like station containers to store and sort your assets in the station. (There could maybe even be very expensive escape pods with jump drives that can jump to a cyno lighted in a nearby system) This could also explain the origin of relic and data sites and make the spawn of them more related to the player driven events. there is no station damage.
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Sayod Physulem
EVE University Ivy League
27
|
Posted - 2015.05.17 18:36:43 -
[286] - Quote
Rowells wrote:there is no station damage. And how do you destroy a station then? |
Gorbs el
OAK NULL Company BLACK NEEDLES
0
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Posted - 2015.05.18 03:56:24 -
[287] - Quote
Hi, I would like to give an idea.
You can allow players to fitting a module in a L and XL structure. It can be add a module named as "hangar jump bright" or something like that. In the station the corporation/alliance will need to have this device in one of modules space (low slot, hi slot or rig (I think fomenting this big and important must be placed as a rig) and therefore it will be up to you to use ir or not.
If you think you can defend your base and don't need this "insurance" you can have another module instead. This is far more fare with others players. If you don't have, all that you have inside can be salvage or be recovered, if the attacker or other one in the area have the appropriated ship.
If the station company don't have this kind of "rig/module" in the station, because they don;t want to have the rig ou the have a Small station, they can have a special container, encrypted container and you must use data analyzers and others stuff (the same you do in exploration). How cool is that?
There is a limitation on how far you can send your stuff. You need fuel to make this work, depending how much stuff do you have inside the station. If the auto destruction is activated this module is activated and send your stuff to the near NPC station, or to another structure of yours (this other one must have the same device in it) and the near npc station (must to have a special hangar for your corporation/alliance were you keep fuel to allow the portal to be opened. (this station must have this service to supply like the clone bay or other service, and you must pay a fee to use it).
In this way it can be far more realistic (as possible) and have all your stuff send to safety if you are careful to keep all your station with fuel, and have setup this device prior the attack at least one day in advanced (to prevent plug in the module only if the attack is eminent).
This could be a big rig to the station and will change the station appearance like a portal or something like that. It must to be very large and have all the parts to form it, maybe the same of the jump bright but bigger.
I love this idea! I didn't see any one coming here with a better one and I will appreciate an answer!
Best regards,
sorry about the English! |
Pine Marten
Viziam Amarr Empire
93
|
Posted - 2015.05.18 08:52:30 -
[288] - Quote
It is horrible to see all the risk aversion going on in this thread.
Lets take a lesson from the Cold hars real life. If a station blows up, almost nothing is recoverable. lets say 15 % survives as loot, and the rest is just junk and salvage parts.
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Gorbs el
OAK NULL Company BLACK NEEDLES
0
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Posted - 2015.05.18 13:15:05 -
[289] - Quote
Pine Marten wrote:It is horrible to see all the risk aversion going on in this thread.
Lets take a lesson from the Cold hars real life. If a station blows up, almost nothing is recoverable. lets say 15 % survives as loot, and the rest is just junk and salvage parts.
CCP knows no one will use this kind of station as they use a NPC station if all they have will be lost for a massive fleet, or some times even a small one. Losing a Station (for more expensive it can be) is something, but losing all yours ships, modules, sometimes big amount of isk in equipment and products, will make this kind of station no more than a big and expensive outpost, or a weapon station... How can you expect start a Comercial Hub in Null sec if your stuff isn's secure?
Is just my opinion, but even if you don't like the complexity of my idea, you can remove the necessity of fuel, or the range limit of it, but send all your container station over a jump bright to the near npc station, is a good idea. |
w1ndstrike
Strange Energy The Bastion
31
|
Posted - 2015.05.18 21:23:24 -
[290] - Quote
Pine Marten wrote:It is horrible to see all the risk aversion going on in this thread.
Lets take a lesson from the Cold hars real life. If a station blows up, almost nothing is recoverable. lets say 15 % survives as loot, and the rest is just junk and salvage parts.
its not risk aversion as much as "what is required to keep the game healthy and functional?"
having barren wastelands for 20 jumps in every direction is not content, it is death. |
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Kenneth Fritz
DND Industries
0
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Posted - 2015.05.19 08:05:22 -
[291] - Quote
What about a modified form of insurance through the use of InterBus. It would work similarly to how clones use to work. Each grade of coverage safeguards progressive amounts of stuff. The distance moved can cap out using either jumps or light years. The bigger the coverage the shorter the distance to say (if using jumps) 3 jumps. For anything capital size or bigger but them of the list of drop-able items from the station's destruction. If they are destroyed you get the normal insurance payout provided you kept it current. If they drop they are free game to whomsoever picks it up first. This would typically mean abandoning whatever it is you're flying at the time.
Furthermore the items insured by InterBus would be prioritized by the est. cost. Then higher the est. cost the higher on the priority list. Pricing for the policies could follow similar guideline to current insurance or even use the old clone grade scale. This would make it affordable to most and would further add an element of risk/gain. You would have to ask yourself how much of your stuff are you willing to lose when purchasing the insurance if you weren't able/willing to pay for coverage that would cover all you own. |
Saberlily Whyteshadow
Perkone Caldari State
70
|
Posted - 2015.05.19 13:00:21 -
[292] - Quote
I'll say that this is the perfect place to bring back the loot spew mechanic
When a structure gets destroyed, all the cargo will be randomly selected at random stacks to be spewed into space. This will be the only time the aggressor can capture spewed containers just like the old mechanic. But instead of the spew containers just disappearing, they will warp of to a safe spot using the planetary rocket mechanic. So instead of just one rocket that has everything, there will be a dozen rockets with random cargo |
Grorious Reader
Imperial Shipment Amarr Empire
13
|
Posted - 2015.05.19 15:45:07 -
[293] - Quote
Make item safety part of the exploration mechanic.
When a structure is destroyed, put the relevant objects in a container (per person, per corp, whatever) and scatter them throughout the system. For some amount of time (a few days maybe) the cans can't be destroyed and can't be opened except by their owner. After that timer is expired, the cans can be hacked by anyone using the data or relic analyzer module. If you can hack them, you get all the loot inside. If you fail the hack twice, the container explodes, leaves a wreck, and the loot fairy takes some of your loot as per the regular drop mechanics.
It should be a hard hack, similar to the tough cans in -1.0 space. The owner of the object should be given a bookmark for their can, but anyone should be able to scan it down. Maybe even spawn pirates around the can after the timer is expired. |
Nasar Vyron
S0utherN Comfort DARKNESS.
59
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Posted - 2015.05.19 23:01:26 -
[294] - Quote
It's pretty simple, I don't see why people want to suddenly add additional risk to simply logging out of the game to a feature since the dawn of the game has been considered universally "safe."
All POSes and small (Non L/XL) structure act as they currently do. If/When they die, so does your stuff. All larger structures actually NEED, yes need, the security of knowing when you log off for a weekend, go on vacation, are hospitalized, etc. that when you return your assets will be intact just as they were prior to the patch.
I am a fan of player's assets being "saved" by the citadel's inhabitants and transported to their home station/nearest npc station. Appearing within 24/48 hours at their destination to force a type of denial to assets for a short period for losing the citadel. NO LOOT PINATA! Allowing such a mechanic into the game will only serve to punish and push out the small groups of players or those who are misfortune/busy in real life.
Moored super capitals and titans create a whole new set of problems. So basic stored assets we currently see residing in station aside, these cannot currently dock so are not owed the same protections. I personally like the idea of moored ships being enveloped by a cloaking device while moored to make active tracking of their location a requirement, not just a quick sweep of dscan which any clueless monkey can accomplish. Destruction of a citadel with moored supers or titans should be treated the same as being stored in a CSAA currently, which is the current form of leaving a super "safely" - yet horribly stupid.
Players will still log out in their supers and titans just as they currently do simply because it is the only "sure" way to protect these assets. Citadels and stations will also not be destroyed over night, so unmooring and jumping to a new location is still completely possible, and much easier than moving possibly hundreds of thousands of m3 in loose assets by comparison.
TL ; DR - Assets maintain same "safety" as current mechanics allow. Assets currently allowed to be docked/stored within stations will be transported withing 2 days of destruction of new L/XL citadels are transported to player's home station/npc station. All other size structures and assets are treated as current, and will drop what they contain and have a chance of destruction. Moored super's and titans treated the same as if they were left in a CSAA. |
Enya Sparhawk
Black Tea and Talons
56
|
Posted - 2015.05.25 22:26:43 -
[295] - Quote
Grorious Reader wrote:Make item safety part of the exploration mechanic.
When a structure is destroyed, put the relevant objects in a container (per person, per corp, whatever) and scatter them throughout the system. For some amount of time (a few days maybe) the cans can't be destroyed and can't be opened except by their owner. After that timer is expired, the cans can be hacked by anyone using the data or relic analyzer module. If you can hack them, you get all the loot inside. If you fail the hack twice, the container explodes, leaves a wreck, and the loot fairy takes some of your loot as per the regular drop mechanics.
It should be a hard hack, similar to the tough cans in -1.0 space. The owner of the object should be given a bookmark for their can, but anyone should be able to scan it down. Maybe even spawn pirates around the can after the timer is expired. Instead of having a bunch of cargo containers being left around the wreck in space, why not have each one get swallowed up by a micro black hole/WH only big enough for everything within the hanger's contents, that you have to scan for to find (the owners of the cargo would already have the location to the WH in their journal) something accessible to everyone but much, much harder to find for anyone else (though not impossible). Access degrades like a WH.
Blame it on the Planck generators colliding or something...
Just shoot everything off into a different randomized location, systems, even regions away. (a corporate skill could hone/define the direction it gets shot into) with two or more access points also randomized...
Just little pockets of loot tucked away out in the void...
Fíorghrá: Grá na fírinne
Déan gáire...Tiocfaidh ár lá
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Trinkets friend
Sudden Buggery Prolapse.
2360
|
Posted - 2015.05.26 00:38:00 -
[296] - Quote
To be honest, i don't really care either way on this mechanic.
I mean, i think it's stupid that special space hobbit / leprechauns collect all your things and hide them in Mordor / some pot of gold at the end of a rainbow and you go around like Mario picking them up. If you've seen inside the SMA of most wormhole POSs you'll realise that's a lot of space hobbitting.
How long do your leprecans hang about secretly in space? A month? A week? Permanently? What happens if you don't collect them? Does he gear just disappear? if it does, why are you even putting this mechanic in the game?
I posit that your objective here, in introducing item safety, is to stop people's lives being ruined by station destruction in nullsec, where you know there's trillions of ISK kept in stations and trillions of cubic metres of suff. Whereas now it just gets stranded in a hostile station (until you get an alt in that alliance, contract it over, and smuggle it out / flog it off) in future when people douche canoe each other's outposts, it risks total destruction.
So, in comes lepcrecans to hide the loot. but if they don't expire, it's patently ridiculous. If they do, you may as well not have them, because there's always going to be that one guy who has to stop playing for 2 months when his sation gets waxed, then loses all his stuff because he can't scrabble around picking up his teeth.
And if they expire in space, and then magic teleport to the nearest friendly station, why not just this anyway? I mean, we're talking magic gnomes. Let the magic gnomes train a level 9 spell and be able to transport the stuff however far away, and save people the pain and stupidity of scuttling around like hoboes picking up their gear. It makes just as much lore sense as leprecans, will be easier on the server, the coding, the players, everything.
Secondly, the loot you get from structures is never enough to justify their destruction. So I can't give a toss if you get zero loot. It does, however, reduce the incentive to absolutely zero. Which is fine - now i won't have any reason at all to destroy a hostile POS in a wormhole, assuming i can even find it.
Doctor Prince Field Marshall of Prolapse. Alliance and Grand Sasquatch of Bob
We take Batphones. Contact us at Hola Batmanuel - Free call 1800-UR-MOMMA
~~ Localectomy Blog ~~
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FT Diomedes
The Graduates Get Off My Lawn
996
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Posted - 2015.05.26 09:31:52 -
[297] - Quote
Cross-posted from the other thread:
I understand the need to not completely kill null sec industry - or make it something that is only possible for the strongest coalitions in the most secure space. Something needs to be done about that - but empire building should never be completely safe. I would hate to see all industry continue to remain in high or low sec, but if most of the materials were readily available in 0.0, you could find ways to encourage folks to continue building stuff in 0.0.
The issues really come into play with Capital and Supercapital production. In Eve thus far, those have been essentials for having and holding space. It would be awful to have new groups unable to compete because they cannot ever build a Capital or Supercapital fleet. It would be even more awful to have those ships produced exclusively in the relative security of low sec or NPC null sec.
I hate the idea that a player, such as myself, who is currently deployed and far from being able to play the game, could lose all of his possessions.
With that said, I also hate the suggestions I have seen thus far. I don't need space fairies pixie dusting my stuff off to safety for me. Just put a couple of NPC stations in each region. If I know I will be away from game for weeks, I move my stuff to the relative safety of an NPC station. I run the risk of moving it. I take the time. Not some space magic. Anything I leave behind is fair game for someone else who beats the stuffing out of my friends while I am gone.
I've been playing for over eight years. I have a ton of stuff. Moving, especially post-Phoebe, is a huge pain in the ass. But that is the price I pay for going off to serve my country in the Middle East. I'll come back to a trail of tears. It will probably take me months to move my stuff. Some of it may die. This is Eve. Doing things in 0.0 is not supposed to be easy. Ships are made to die. As long as I have a choice in whether it dies or not, that is all I care about.
The Greatest Ship Ever. Credit to Shahfluffers.
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Goochan derp
Elewaitor
15
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Posted - 2015.05.26 11:39:55 -
[298] - Quote
CCP Nullarbor wrote:Elenahina wrote:Another (potential) issue.
What about people who have unsubbed? If stuff ends up in containers scattered around, you could be adding lots of objects to the servers over time that may never (?) go away. Someone suggested an interesting solution for this at Fanfest, just pause their journal entry expiry times while inactive and have them resume when they rejoin.
ive read much of this thread and havent seen anyone bring this up yet. i have 2 accounts and pay once per year for them. what if somethiing happpens to me where i cant access my account for months, like i get injured or something. sure, my eve account isnt going to be something im worried about at the time but once im recovered id really like to have a chance to get my things back. i know its a fringe case but its something i just wanna make sure was/will be considered. just because an account is active dosent nessecarily mean its being used.
that said im in full support of the direction this game is going. ive been a member of provibloc for going on 3 years now and i dont know how ive lasted so long in null, its so boring and i honestly feel more safe there than i do in high sec belive it or not.
i hope this brings back some of the thrill i felt when i first moved out to null. |
Enya Sparhawk
Black Tea and Talons
56
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Posted - 2015.05.26 22:47:47 -
[299] - Quote
FT Diomedes wrote: I hate the idea that a player, such as myself, who is currently deployed and far from being able to play the game, could lose all of his possessions.
With that said, I also hate the suggestions I have seen thus far. I don't need space fairies pixie dusting my stuff off to safety for me. Just put a couple of NPC stations in each region. If I know I will be away from game for weeks, I move my stuff to the relative safety of an NPC station. I run the risk of moving it. I take the time. Not some space magic. Anything I leave behind is fair game for someone else who beats the stuffing out of my friends while I am gone.
You should know better than anyone...
In War, there is no neutral ground... anywhere.
Why should 0.0 be any different?
I know for a fact that there is a lot of loot to be had from players in Australia, New Zealand, Canada, United States and the Isle of Great Britain.
I plan of doing my share of the reaping...
Fíorghrá: Grá na fírinne
Déan gáire...Tiocfaidh ár lá
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Midnight Hope
Pator Tech School Minmatar Republic
163
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Posted - 2015.05.27 03:37:38 -
[300] - Quote
Mucks Boosh wrote:I appear to be able to see only one option. It goes a little like: Give us the bloody loot, this is EVE, not Hello Kitty Online, if your **** gets blown up and stolen, deal with it. "Safety" Mechanics are completely illogical. Why not do the same for destroyed ships. I'm sure it'll be the same demographic as this. If I have something stored in a POS and it gets blown up, boo-hoo. My fault for leaving my assets in a vulnerable location. And the aggressors get to enjoy a nice load of loot.
TL,DR; "Safety" Mechanics are bad. Risk vs Reward. CCPlis, gieff loot.
Totally agree. In w-space you keep ALL your stuff in a POS. That includes dreads and several T3s. Guess what happens when someone blows it up. Everything goes puff and you are space poor once more. No "oh! my assets are safe from the bad guys so I can sleep in peace at night". No insurance. No nothing.
WTF?
This is EVE.
HTFU. |
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