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Regorix
Gallente Federal Navy Academy
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Posted - 2011.01.10 20:59:00 -
[1]
Edited by: Regorix on 10/01/2011 20:59:10 Edit: doh posted with my alt
An Example Scenario:
Here is how I envision this system playing out:
Imagine that you are a generic 0.0 permanent resident. You log in and immediately glance at your intel channel. It lists in the announcement:
The following systems are dark: (system names made up) - JKL-9H - MNB-7N - ZW-8U TRAVEL THROUGH THESE SYSTEMS AT YOUR OWN RISK!
Naturally as a generic 0.0 permanent resident you would take care to avoid them but if those dark system contained the only nearby outpost, your corp POS, your alliance jumpgate, or the system was located in a pipe, you may find yourself going through them anyways. Some systems are prime targets for knocking down communication beacons.
Now let us imagine that you are faced with a dilemna, you need to do X but to get to the location of X you have to go through a system that is dark.
You really cannot wait so you decide to ask in local, "JKL-9H status?"
and then you get the response, "I went through a few minutes ago, didn't see anything on the gates."
So you then decide to jump through. The jump into the dark system and hold your cloak. You see nothing on d-scan so you uncloak and prepare to warp. But suddenly a red recon uncloaks next to you and points you. Oh noes ! A few moments later, a gang of red ships warps to the gate from their distant safe spot . Life can be cruel . In short, the average resident is still fairly safe; however, there can be times where extensive red activity can make things extremely dangerous.
Summary (TLDR):
Unclaimed 0.0 systems do not have local. Upon claiming, an alliance can immediately anchor a communication beacon for a fee. This beacon grants local chat to the system. The beacon does not have a lot of health and can be destroyed very quickly by a very small gang. Destruction of a beacon removes local until the beacon is anchored again. The sov holder can choose at anytime online or offline the communication beacon at will. This can be used to great effect as a concealment or defensive tool.
Discuss: |

Regorix
Gallente Federal Navy Academy
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Posted - 2011.01.11 02:52:00 -
[2]
Edited by: Regorix on 11/01/2011 02:52:48 I am quite surprised that everyone wants it to affect npc 0.0. I got the exact opposite sentiment on the features/ideas.
Off the top of my head I am unsure of any good solution. You could give them beacons also and have em respawn after a certain amount of time but I find that less than ideal. If anyone finds a good solution by all means, I'll edit it in. |

Regorix
Gallente Federal Navy Academy
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Posted - 2011.01.11 15:35:00 -
[3]
giving this one bump |

Regorix
Gallente Federal Navy Academy
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Posted - 2011.01.11 18:00:00 -
[4]
Edited by: Regorix on 11/01/2011 18:03:38 Edited by: Regorix on 11/01/2011 18:03:04 Edited by: Regorix on 11/01/2011 18:01:35 Edited by: Regorix on 11/01/2011 18:00:50 I am unsure of giving local to a selective group simply because I don't think its going to work in practice. Everyone will simply use spies or alts to check local. The status quo continues (albeit a little more inconvenient).
As for npc 0.0 and lowsec I leave it unanswered. Let another suggestion deal with them. Judge this based upon its impact on 0.0 sov regions.
On a side note: Personally I am a fan of delayed local based on system sec status. 1.0 = 0 sec delay with an additional 3 seconds of delay per 0.1 decrease in sec status. I would love to see this suggestion in this thread and a delayed local added together but that is for another thread. |

Regorix
Gallente Federal Navy Academy
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Posted - 2011.01.12 15:54:00 -
[5]
Bump |

Regorix
Gallente Federal Navy Academy
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Posted - 2011.01.14 16:32:00 -
[6]
Edited by: Regorix on 14/01/2011 16:38:22 Edited by: Regorix on 14/01/2011 16:38:02 Edited by: Regorix on 14/01/2011 16:37:19
Originally by: Biomass MeNOW It would need to be pretty stout, otherwise a gang of bombers would take it out in less than a minute.
It cuts both ways. If its easy to disable, then its easy to rep. If anything, the beacon could get stronger based upon Sov level. I am trying to kill out two birds with 1 stone here. Many folks complain about a lack of targets for small gangs. this would fill the void. Disruptions in chat aren't long events but they are frequent events. Makes for an interesting situation.
Just throwing an example out here: sov 1: 0% resistances sov 2: 8% resistances sov 3: 16% resistances sov 4: 24% resistances sov 5: 32% resistances |
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