Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Takashi Halamoto
No Limit Productions Looney Toons.
|
Posted - 2010.06.15 14:32:00 -
[1]
Proposal - make the distribution of generated anomalies by the Pirate detection array a bell curve ie mostly the average value anom for your current upgrade level with some higher and lower rather than the current low end bias also the range is currently including anomalies not normally encountered in null
currently the infrastructure upgrade pirate detection array comes in 5 levels
each level adds a number of auto respawn on completion anomalies to the system it is installed in
these are something around 4 anomalies per levl of upgrade with a small quantity of the higher end anomalies based on the upgrade
at level 4, this is a haven and 2 hubs approx, at 5 2 sanctums and 2 havens, more hubs and more of the lower ends, the idea is to improve the ability of a nullsec alliance to live solely in 0.0 making money from its own systems rather than clogging mission hubs running lvl4/5's
the problem is the weighting on anomaly generation is a decay curve that peaks at the weakest anomalies and generates some mid level ones and a few highs
example a quick scan in two systems with a pirate 5 array got this
Yard 2 Den 3 Rally point 5 Port 2 Hub 5 Haven 2 Sanctum 2
Yard 2 Den 2 Rally Point 4 Port 2 Hub 5 Haven 2 Sanctum 2
now the guide to anomalies says null sec typically has the top third of the anom table which yards and den's are not in, teing in the low end of the mid range,
also there are a large number of rally points in both those systems, again a lower end plex,
im not asking for pure haven/sanctum but if the maths generated a spike round Hub tailing off to rallypoint and sanctum in a bell curve fashion it would bring the generated anomalies in line with 'wild' ones and make it more viable Me? im just sitting here,
|
Herschel Yamamoto
Agent-Orange Nabaal Syndicate
|
Posted - 2010.06.16 18:17:00 -
[2]
Best bet - it does work that way, but your buddies are running all the Sanctums, and the respawns are random instead of being linked to the type of anom that just got completed.
|
Takashi Halamoto
No Limit Productions Looney Toons.
|
Posted - 2010.06.16 23:38:00 -
[3]
nope these are consistent over all time, a system with a level 5 upgrade always has precisly 2 sanctums and 2 havens at all times, trust me in all the weeks in 0.0 in multiple systems its a proven fact for all the systems ive seen
but the other issue is Yards and Dens do not normally spawn in 0,0 anyway Me? im just sitting here,
|
Laina Delapore
Red Sun Industries
|
Posted - 2010.06.17 11:37:00 -
[4]
OP's numbers fit with my experiences of upgrading systems in Scalding Pass and ratting in upgraded systems in Providence.
|
Cyrus Doul
Cosmic Vacum Cleaners
|
Posted - 2010.06.17 13:07:00 -
[5]
He is right on the money about the spawns. they are that way in all 0.0 space the
Others 12 I can make more speed running level 3 missions. Hub 5 11 million for the hidden hubs, the regular hubs are worth five if i recall Haven 2 Both worth 22 million i belive Sanctum 2 good one is worth 35 bad worth 25 a run
|
Takashi Halamoto
No Limit Productions Looney Toons.
|
Posted - 2010.06.17 16:42:00 -
[6]
i mean i do believe there should be some low end of the bracket ones (hubs and ports) for the less experienced and equipped so they can build up isk living with their alliance
but if you really want to encourage us 0.0 alliances to live in 0,0 and not empire mission running there needs to be a more usable mix of anomalies and definatly none of the weakest ones yards and dens which the guide to anomsalies states are mainly found in empire Me? im just sitting here,
|
Komi Toran
|
Posted - 2010.06.18 02:21:00 -
[7]
Originally by: Cyrus Doul Sanctum 2 good one is worth 35 bad worth 25 a run
Well, since anomalies generated by the PDA respawn immediately after completion, defining them as either "good" or "bad" based on the total amount of isk in them isn't a good way to go. Instead, define them in terms of the amount of bounties gained per tick. Judging by my experience and the ratio of battleships to frigates and cruisers in the Sanctums, if you ran the "bad" Sanctum all day, I'd bet that you'd make more ISK than if you ran the "good" Sanctum in the same amount of time (plus, you'd have more opportunities to pick up the escalation).
As for altering the distribution, the low-ends (below hub) are mostly pointless. I wouldn't alter the quantity of havens or sanctums, but sacing most of the low ends and throwing another forlorn (or forsaken) hub into the mix would be welcome.
As long as we have to put up with bugged anomalies, at least.
So, support taking another look at the distribution.
|
Grarr Dexx
Amarr GK inc. Panda Team
|
Posted - 2010.06.18 07:37:00 -
[8]
We already have insane amounts of ISK generated on a daily base because these anomalies never cease to respawn. Havens, Sanctums and Hubs are already enough to support up to seven or eight pilots at a time, and we aren't even talking belt ratters or miners. You should consider talking to your alliance leadership to install these upgrades in more systems so that there is more opportunity to continue your ISK grinding.
|
Takashi Halamoto
No Limit Productions Looney Toons.
|
Posted - 2010.06.18 07:47:00 -
[9]
however it was ccp's stated intention that between ratting and industry upgrades to cram as much as 20 people or more in a single system so that alliances could run themselves at a profit to all in a single constellation or less, to encourage smaller alliances, to encourage more people in 0.0
currently as everything less than a hub is basically ignored its now <10 in a non mining system, and until ccp lets us build the upgrades (no idea how) the freighter move of the last upgrades is prohibitive (even with jb networks its still a pain) at least now we can get the bits for ihubs and move them in jump ships without a freighter per ihub Me? im just sitting here,
|
Grarr Dexx
Amarr GK inc. Panda Team
|
Posted - 2010.06.18 09:12:00 -
[10]
One can actually run the complexes in pairs to increase their spawn rate. That would actually be the objective of the game: cooperation. It is very easy to hit the 20 mark (and remain profitable) if you abolish the thought that you have to be alone to make ISK.
|
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |