Pages: [1] 2 |
1. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: So don't go through it. I don't fly freighters. If I did, I WOULD be taking the 46 jump route. I don't care about how hard life is or isn't on the freighter pilots. What I'm going after is the crooked-weigh-station, fish-...
- by Pirokobo - at 2016.09.19 17:50:31
|
2. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Arya Regnar wrote: you will create a full chain that is all 1.0 between all trade hubs with no .5s in between Yes. And surrounded by .5 on all sides. Do you believe that all traffic in new eden is between hubs? Arya Regnar wrote: and...
- by Pirokobo - at 2016.09.19 17:08:36
|
3. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Arya Regnar wrote: Actually you have jumps per system statistic in the map last I checked. Yeah, per system. But turning that into an average to determine how many standard deviations trade routes are above background requires working wi...
- by Pirokobo - at 2016.09.19 16:00:01
|
4. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Amonios Zula wrote: I would have hoped a floating sec would work in sort of the opposite way. But that leads to the rediculous situation I described earlier where security gradually climbs in null and low but then jumps way up at the lowsec-...
- by Pirokobo - at 2016.09.19 14:24:35
|
5. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Christopher Mabata wrote: [quote=baltec1] Because apparently for OP FYI, I'm not a hauler. I've flown rorqual for pos logistics but never anything using freighter skills. My interest is that I don't like it that people are able to camp TW...
- by Pirokobo - at 2016.09.19 11:15:38
|
6. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Old Pervert wrote: As you originally proposed it you'll see a bunch of small branches coalesce into big trunks of traffic. The big trunks of traffic will be avoided, and it will be the small branches that the gankers are encouraged to target....
- by Pirokobo - at 2016.09.19 03:27:02
|
7. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Scipio Artelius wrote: Pirokobo wrote: Scipio Artelius wrote: If your saying it would be a lot of traffic required, then most of highsec will be 0.5, so what are your numbers? I'd have to actually simulate it by downloading the API d...
- by Pirokobo - at 2016.09.19 03:22:23
|
8. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Scipio Artelius wrote: If your saying it would be a lot of traffic required, then most of highsec will be 0.5, so what are your numbers? I'd have to actually simulate it by downloading the API data and running it. If a CCP member actually...
- by Pirokobo - at 2016.09.19 03:04:27
|
9. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Scipio Artelius wrote: See my edit. Can be manipulated either way. You're correct that people could create traffic elsewhere off the paths to mess with the averages. However it would take A LOT of traffic. Now, you could mitigate it by ...
- by Pirokobo - at 2016.09.19 02:53:53
|
10. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Scipio Artelius wrote: The server would see the system population increase and increase the sec status. This would be easy to manipulate. Which is why I proposed using jump traffic.
- by Pirokobo - at 2016.09.19 02:45:33
|
11. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Old Pervert wrote: They're rewarded for following the beaten path. It increases sec status, making ganking more costly. Gankers on the other hand are rewarded for avoiding the beaten path. I do believe you've grasped the basic idea. Except ...
- by Pirokobo - at 2016.09.19 02:38:48
|
12. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Scipio Artelius wrote: If you want to widen this so that proximity is included, then the whole idea is stupid because there is no guarantee with your system that 'density of population' has any match to proximity in relation to lowsec or nullse...
- by Pirokobo - at 2016.09.19 02:22:59
|
13. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Scipio Artelius wrote: Sure, but with the change in structure along these lines, all systems would start out at 1.0 or 0.9 sec status. So what you're proposing is that instead of security starting out in negative numbers out in nullsec and g...
- by Pirokobo - at 2016.09.19 02:06:34
|
14. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Scipio Artelius wrote: Keep the trade hubs as they are and then change the sec status based on the number of losses in a system. Start high and then drop the sec status as the amount of PvP kills increase. An inverse relationship. I like wh...
- by Pirokobo - at 2016.09.19 01:51:31
|
15. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Faylee Freir wrote: it will make the smaller guys move around a bit more I'm going to interpret this as a backhanded acknowledgement that **** has gotten well out of hand with some groups blowing up freighters that are just on the breakeven ...
- by Pirokobo - at 2016.09.19 01:03:40
|
16. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
Jonah Gravenstein wrote: will simply throw more ships at them. Increasing the price of doing so and thus the point at which it ceases to be profitable. It is much more difficult to suicide gank in 1.0 than 0.5. Thus gankers who go slight...
- by Pirokobo - at 2016.09.19 00:11:01
|
17. A plan to improve the game for both Gankers and Freighters - in Player Features and Ideas Discussion [original thread]
This is an idea I pitched over on Reddit. The idea is to change high security space so that security level has a rest point at .5 and everything above that floats, recalculated every day at downtime. Quote: High Sec System Security Level = ...
- by Pirokobo - at 2016.09.18 23:22:50
|
18. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
Kenrailae wrote: So I'm gonna go back to the original Phoebe dev blogs, because you are either forgetting what Pheobe was for or didn't have a strong understanding to start. I was playing KSP that year, and then WoWS because I got fed up wi...
- by Pirokobo - at 2016.08.28 04:33:30
|
19. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
Kenrailae wrote: that it is then locked in for 24 hours Not long enough to stop the behavior CCP is trying to address. These are fights provoked by reinforcement timers, and often on reinforced nodes. The logistics of setting up those condi...
- by Pirokobo - at 2016.08.27 12:38:43
|
20. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
Kenrailae wrote: We were mercenary/Nomadic. We moved alot. Often across New Eden for 2-3 weeks at a time to fulfill contracts. Phoebe killed that lifestyle. Because there is no mechanical difference between your concept of nomadic and PL's...
- by Pirokobo - at 2016.08.27 03:30:50
|
Pages: [1] 2 |
First page | Previous page | Next page | Last page |