
Thelron
Science and Trade Institute Caldari State
24
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Posted - 2012.05.04 18:36:00 -
[1] - Quote
Lex Striker wrote:Not sure if this belongs here, but here goes anyway...
I thought the tech part of this was great. I will give that to CCP [cheers]. However, one thing I question was the ability for Jita to truly defend itself. When the Goons started to attack, eventually everyone outside the Goons' Corp/Alliance should have been able to shoot them without CONCORD intervention... example...
I've had similar thoughts regarding the whole "ganking issue" for a while now- a combination of generally confusing mechanics (*when* am I allowed to open fire on a "criminal"? And what do they REALLY look like, as opposed to some of the very dated "official" information? CAN I shoot the pod? There should probably be a section added to the NPE that covers this even if an all-out PVP tutorial isn't in the works, and it should be high on the list of things to check whenever any related mechanics are changed) and generally lenient consequences (lose throwaway ship and wait 15 mins before repeating, and if you're really industrious have another character dispense replacement ships for you) mean people who want to gank are generally guaranteed the opportunity, while people who are about to be ganked (or who see a gank is about to go down) have few realistic options to prevent it even after multiple offenses. Once you add in the prevalence of multiple accounts and the general farmability of security status when someone *does* find being -10 starts to cramp their style...
I wonder if the GCC timer should be changed a bit, so there are separate timers for when CONCORD will kill you and when players can legally shoot you. The CONCORD timer would remain basically the same, "lose sec status and for the next 15 minutes if you're in space in hi-sec your ship is forfiet." The player-aggression timer would have a longer duration (perhaps 30 mins at first), so even after CONCORD is done with you, you're still basically auto-suspect and your next intended victim (or their buddies) can go ahead and blast you. If they do, you won't get another security hit for shooting back (or at anyone who reps them), though anyone who reps *you* inherets your ability to be shot-on-sight much like they'd inheret your aggression timer. The lower your sec status and the more recently you've last been CONCORDed, the longer the timer you get (so serial criminals are vulnerable for increasing lengths of time), until you sink your sec status low enough you're KOS anyway. With the longer window for player-dispensed retribution it might even be workable to reduce the CONCORD timer a little.
The main point is to make it so that there are still divisions between how you can interact between the "areas" of space and keep the feeling that the empires and CONCORD don't want individuals shooting each other willy-nilly in hisec, but loosen the rules a bit so you don't have to wait to be shot by the guy that's been shooting people all day before you can do something about it. Overall, the gankers should still be able to gank (unless they let themselves get camped into a station or something) and the lone "generic victim" types aren't going to be any better off than they were before, but it opens options up for people to take meaningful steps to protect themselves from "known criminals" beyond staying docked up and without relying on some NPC "hand of god" mechanic.
To me, the lack of that ability was the big letdown with "Burn Jita." Some corps were able to get wars active, but that not only required prior knowledge about the event but required the event to be (largely) perpetrated by corporations, and the related fighting didn't require one neutral to actually be shot at. There was no real chance for a dynamic response to develop on the player side with vigilante fleets forming and blasting criminals (who weren't going to be auto-blasted anyway). Hulkageddon is similar, a hulk with 5 heavily-armed warships guarding it is in most cases every bit as dead as a hulk with 5 iterons sitting around unless one of the warships decides to take it for the team and the losses for those involved in the ganking are in both cases entirely predictable ("lose X ships where X is how many ships fire"). Both events are somewhat impressive. Both need to remain possible. Both, however, could be much more interesting if EVE-Justice were a bit longer of memory and favored more of a vigilante style lasting consequence (based largely on your current actions) rather than just popping your ship and making it annoying if you don't go farm some NPCs every so often (regardless of when you actually did "bad things). |