
Plukovnik
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Posted - 2010.01.15 19:56:00 -
[1]
Hello, so what is most funny thing about 0.0 warfare from my perception: war for territory, fighting while having an actual goal to achieve, participating in large fleets... How is local nerf going to help with that? I suggest CCP to focus on solving lags, that would help people in 0.0 much more.
I am afraid that local nerf would also nerf a teamplay, the only people who would appreciate that would be soloing cloak gankers, who just want to have many easy kills on KB. But what do you want on your killboard? Many battleships as part of a fleet or badgers and hulks solokilled on belts? I dont think the second part is something that makes 0.0 what it is. The local nerf would make 0.0 look like highsec wardecs and lowsec piracy.
And people who suggest making intelligence service to watch gates - how do you deal with guys who enter system in off-peak time, logoff and logon later? I dont think that guarding gates would help you against these.
There was also a word about JF hotdropping and possibility to protect it with help of corpmates. If 2 Dreadnougths jump in and start firing at the JF, do you really think its feasible to have JF protection fleet at every jumppoint, that would be strong enough to kill Dreadnought BEFORE it kills JF? And what if enemy uses Titan? Can you imagine you are a part of smaller alliance, jumping in a few capitals to fight a titan, only to receive a response of large alliance that would kill not only the JF, but also the capital fleet guarding it? Small alliances would just be removed from space. 0.0 would be inhabitated only by a few large alliances and bunch of harrassing solokillers.
And about Freighter and other logistics - well you can use scout to find out if there is not NON-CLOAKY gang on the way. First thing that comes on my mind: lowsec pirates enter 0.0, and place a scout. Scout can see Buzzard coming through gate - command: hold. After Buzzard, few combat ships with a Freighter are coming. Scout of pirates says: get ready, they have less ships than us, decloak and kill them when they come through gate, dont let the Buzzard pilot see you. Freighter with escort has no chance to detect a possible threat, scouting is totally useless.
Well, AFK ISK farmers are annoying, and local nerf would help against them, but it would have to be accompanied with changes that would make possible for spaceholders to defend against solo gankers.
Suggestions that could help living with local nerf:
1) Possibility to detect a threat somehow, but making some effort for it. Detection of cloaked ships with onboard scanner is good. Even better would be having "Covert Combat Probes" that would be capable to detect and LOCATE a cloaked ship. Scanning could take like 10 minutes... why? It wouldn't help against ACTIVE pilots, but it would help against Recon pilots, who enter system, cloak on safespot and go AFK until defence loses attention. AFK miners are annoying, but AFK cloak gankers even more.
2) JumpFreighters should be able to lock on Covert Cynos. Then hotdroppers couldnt just go 100 AU away in large system and do nothing but watch if there is a cyno in the overview, far from scanning range.
3) Combat probes should be able to display pilot's name as well, or detect if scanned ship is blue or netral/red. Now, scanning an active pilot is almost impossible if he changes safespots, this could at least help to find out if detected ship is worth locating.
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