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Bobo Cindekela
Federal Navy Academy Gallente Federation
0
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Posted - 2012.07.03 05:40:00 -
[1] - Quote
15km as currently is a pretty small radii, most folk dont even bother with low/null and i would venture a guess that it has more to do with camps and small landing radii than it does with being probed out while they are doing their business.
page 10 2010 QEN - 76% of players are high sec
it is also very easy to "chaff" the 15km radii and also to do orbit with drones out to catch cloakers
I would prefer a same grid landing (~300km radii) than as currently
ofc it will mean the borders are porous as Swiss cheese, and the peeveepee'ers will need to knuckle down on probe skills/fit probes/use probes
but if ever there was a way to get people out there to be able to kill them, it is to make the transit less of a risk.
while i am at it, I would also prefer to be able to activate covops cloak while i am still gatecloaked.
its just a few thoughts, flame on |
PhantomTrojan
Dark Circle Enforcement Templis Dragonaors
4
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Posted - 2012.07.03 09:24:00 -
[2] - Quote
just no!! its hard to catch a good pilot already. Go and learn the 100 ways to skip a gate camp. |
Bobo Cindekela
Federal Navy Academy Gallente Federation
3
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Posted - 2012.07.03 09:28:00 -
[3] - Quote
well even if you are all "just no" id like to see it implemented in even 1 region for a comparative study
im not the one dying in a fire anyways, i just want to know if there would be more traffic and more non gate kills becuase of the change
the more you tighten your grip, the more players slip thru your fingers. You are about to engage in an arguement with a forum alt,-á this is your final warning. |
Tchulen
Trumpets and Bookmarks The Omega Industries
127
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Posted - 2012.07.03 14:55:00 -
[4] - Quote
Bobo Cindekela wrote: the more you tighten your grip, the more players slip thru your fingers.
Yes, but if you simply let go they all will.
For anyone who's planned their route this is pretty much the case already, if I understand what you're suggesting.
Generally, if you're the sort who prepares a route you make bookmarks off the gate so you can warp to it, scan ahead and then decide how to approach. If you're really prepared you have above and below BMs for each gate in your journey so if the gate has been camped you can approach from a direction unlikely to be bubbled or watched from.
For me, I just wing it but that's why my kill/loss ratio is so terrible.
Personally I don't think handing people an easier way to avoid gatecamps is a good thing, even though it would improve my ratio. There are already plenty of ways to do it if you're willing to prepare or just read up on it.
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Easthir Ravin
Easy Co. Fatal Ascension
40
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Posted - 2012.07.03 15:42:00 -
[5] - Quote
Greetings
Clarification. How is this different than warp at range?
East IN THE IMORTAL WORDS OF SOCRATES: -á" I drank WHAT?!" |
Tchulen
Trumpets and Bookmarks The Omega Industries
127
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Posted - 2012.07.03 15:50:00 -
[6] - Quote
At a guess, he's fed up of being drag-bubbled. But then, there are ways around that. |
Messoroz
AQUILA INC Verge of Collapse
262
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Posted - 2012.07.03 15:50:00 -
[7] - Quote
Easthir Ravin wrote:Greetings
Clarification. How is this different than warp at range?
East Hes talking about the spawnage after jumping. Normally its along the 15km radius of the gate. He proposes 300km bubble where one can spawn. |
Gizznitt Malikite
Agony Unleashed Agony Empire
405
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Posted - 2012.07.03 15:57:00 -
[8] - Quote
I'm not sure what you're suggesting! It sounds like your asking for the jump in range (the range between you and the gate when you jump in a system) to be extended from 12 km's to 300 km's....
One, this is rediculous... and has been posted before...
Problems: A.) Gang cohesiveness... It becomes stupid and impractical to bring one gang through a gate to engage another gang... ALL your ships will be spread out in a huge 300ish km's sphere... meaning that every ship will be isolated, far from the assistance of fleet mates. This would have a huge impact on gang warfare.... (some good, but mostly bad IMO).
B.) The 12 km's jump in is from the gate... Do you know there are different size gates (standard, constellation, and regional sized)? Regional gates are huge, such that you'll easily end up 30+ km's from a foe waiting on the gate to catch new comers. These don't stop gate camps, so why do you think your uber 300km jump in range will?
C.) Why is stopping gate camps a good thing? It might be hard to get through a severe gate camp, or to get a big ship through a gate camp... but small ships and cloaky ships already navigate 90% of all gate camps with ease.... Jump travel makes bypassing them trivial, and frankly, I don't particular see what you're improving?? (<-- This change makes it impractical to "chase" an enemy, as they go from gate to gate, becuase you are statistically extremely unlikely to spawn in tackle range... You're essentially creating 99% safe travel for all ships in the game...)
D.) Drag bubbles will still catch all those nooblets, so again... what are you really accomplishing with the radical change??? |
Tchulen
Trumpets and Bookmarks The Omega Industries
127
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Posted - 2012.07.03 16:12:00 -
[9] - Quote
Messoroz wrote:Easthir Ravin wrote:Greetings
Clarification. How is this different than warp at range?
East Hes talking about the spawnage after jumping. Normally its along the 15km radius of the gate. He proposes 300km bubble where one can spawn.
Apologies! I completely misinterpreted. |
Xorv
Questionable Acquisitions
405
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Posted - 2012.07.03 19:29:00 -
[10] - Quote
Bobo Cindekela wrote:15km as currently is a pretty small radii, most folk dont even bother with low/null and i would venture a guess that it has more to do with camps and small landing radii than it does with being probed out while they are doing their business. page 10 2010 QEN - 76% of players are high sec
I actually like the idea of increasing the the range of the jump landing point when using gates. Gate camping is essentially zone camping and as such it is pretty lame. However, other changes would need to happen to make conflict more likely at other location such as removing Local Chat's Intel function.
You missed out on a 'space like' because you perpetuated an all too often lie repeated by ignorant posters and statistical voodoo practitioners. It's Percentage of Characters not Players you're quoting from QEN. If you don't understand the difference you shouldn't be suggesting anything on these forums, even stuff I happen to like.
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Nikk Narrel
Infinite Improbability Inc Mordus Angels
370
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Posted - 2012.07.03 20:07:00 -
[11] - Quote
Xorv wrote:I actually like the idea of increasing the the range of the jump landing point when using gates. Gate camping is essentially zone camping and as such it is pretty lame. However, other changes would need to happen to make conflict more likely at other location such as removing Local Chat's Intel function. Agree with this part specifically.
In low traffic areas, they can know immediately to react on hostile jump ins. Gate fired, followed by potential target appearing in local. So much for the gate cloak protecting the arriving pilot, they are about to be dumped into the hands of the waiting gank camp. If they aren't prepared for that, they just handed out a kill mail.
Gate camps should at least need to react to every gate fire, not be told for free that the arrival is a friend or foe before they even finish loading into the system. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
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