| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Infinity Ziona
|
Posted - 2005.02.25 22:16:00 -
[1]
/carebear mode on
I think as the game mechanics are at the moment (chokepoints and overkilling) that instas are required in the game to offset the almost zero chance you would have in getting through a chokepoint without insta's.
I think the real solution (as I posted in the Ideas forum) is adding first, a need for neutral players to come to 0.0 and trade with alliances. Some form of dynamically improving services at stations or POS when neutrals dock and uses POS and capturable station services which would be hugely beneficial to alliances. We need alliance and empire to rely on each other for mutual benefit.
Only when alliances are willing to hold their fire when they see a good standings set neutral corporation will you be able to remove insta jumps without a massive outcry.
Infinity Ziona
|

Infinity Ziona
|
Posted - 2005.02.26 01:51:00 -
[2]
Originally by: Fester Addams Considering the devs took a loong good look at instas a way back and made a decition as to what to do about them I cant really see what the issue is.
It is true that the devs did not anticipate instas but they were used in many stages during beta and thus if the devs wanted to block them to when the game went live they could have.
A while back they introduced somthing called warpdisruptors to counter instas.
Thus the matter has not only been looked over but the countermeasure to the instas has been introduced.
Now if you dont want to use the disruptors that is one thing but to demand you should not have to is like me demanding that I had a safe route out to my safe 0.0 megacyte roid and lets face it... its not going to happen... besides, I dont mine :)
Now go buy yourself a warpdisruptor and try it out.
Warp disruptors don't work in empire making them entirely useless in most of the galaxy. 0o
|

Infinity Ziona
|
Posted - 2005.02.26 05:26:00 -
[3]
Edited by: Infinity Ziona on 26/02/2005 05:27:48
Originally by: MinorFreak Edited by: MinorFreak on 26/02/2005 03:41:47 hahaha...this thread funn3h! 
/me cries because meticulous bookmarks that used to land spot on target 1000m in front of jumpgate now scatter by 2500m in random direction.
the "20km" warp in is a lie.
the point that pvpers gank a ship warping in is ludicrous since the most basic tactic is to get them warping OUT.
in fact, this thread's sole existence lies in the ability to hit "post thread" without any "silly thread detection" option.
talk about no risk posting. lol
Your posts are silly childish dribble for the most part so I don't think you should be commenting much on the content of this one. I would post more but I imagine your A.D.D is about to kick in right about ... oh, now?
Infinity Ziona
Edited to add:
LOL ROFL LOL !!11one
|

Infinity Ziona
|
Posted - 2005.02.26 09:56:00 -
[4]
Edited by: Infinity Ziona on 26/02/2005 09:57:38
Originally by: Harry Voyager Building a single battleship takes on averate 8 million units of tritanium. That's 80,000 m^3 of tritanium, or roughly eight industrial full of trit. Note, that's just the Tritanium, most BS take another 30,000 m^3 of minerals to build.
Shipping that volume of minerals a mere 10 jumps with instajumps can take a full working day of play time. Shipping that volume of minerals 10 jumps without instajumps can easily take a full *week* of gametime.
In 0.0 space, it is routine for factory stations to be 10+ jumps from the nearest refinery.
You want to define game-breaking not fun? Try hauling rock through unsafe space in a tin can for 40 *ffing hours. Harry Voyager
Well thats a problem not with travel time but rather with CCP's lack of realism. Any intelligent station owners would build a factory along with a refinery - think how much easier it would be to transport a built ship, rather then the minerals to build the ship.
And again the realism relating to alliance / empire interaction is foolish as well. A production alliance would be happy to have nuetrals come to their space and purchase ships, minerals and import empire based products etc but currently thats not a reality and alliance people are forced (by an unrealistic militant leadership) to transport their products out of alliance space causing more unneccesary travel.
Infinity Ziona
|

Infinity Ziona
|
Posted - 2005.02.26 11:00:00 -
[5]
Originally by: Sheial Tarlien Buhu, I now have to use warp bubbles to be able to gate gank 
Once again. Warp bubbles are not usable in empire space so they're useless for the majority of players.
Infinity Ziona
|

Infinity Ziona
|
Posted - 2005.02.26 23:23:00 -
[6]
Originally by: Sheial Tarlien
Originally by: Infinity Ziona Once again. Warp bubbles are not usable in empire space so they're useless for the majority of players. [/quote
The majority of combat happens in empire?
Yes it does.
|

Infinity Ziona
|
Posted - 2005.02.27 03:59:00 -
[7]
Edited by: Infinity Ziona on 27/02/2005 04:05:22
Originally by: Sheial Tarlien
Originally by: Infinity Ziona
Originally by: Sheial Tarlien
Originally by: Infinity Ziona
Once again. Warp bubbles are not usable in empire space so they're useless for the majority of players.
The majority of combat happens in empire?
Yes it does.
Escape pods destroyed in the last 24 hours would suggest otherwise to me.
But im stupid anyway, afterall I dont have a problem with the lack of realism.
Ship kills are a better gauge although somewhat skewed due to NPC kills being included. In 0.0 its much harder to escape pod death then in empire (No smartbomb, less skilled players, smaller group fights with less insta locking ships etc).
Nevertheless there are vastly more players in Empire space then in 0.0 space and mobile warp disrusptors are not available to them.
Infinity Ziona
|

Infinity Ziona
|
Posted - 2005.02.27 04:15:00 -
[8]
Actually why not just just change all the gates in the game to acceleration gates?
Instead of having bi-direction gates, have sets of one way acceleration gates situated 100km away from each other. This makes 2 available camp spots per gate rather then the single one.
As you probably all know, acceleration gates don't have an insta-jumping mode but rather propel you to warp when you activate them. So this way you could leave insta jumps in but not be able to be invulnerable by exploiting a design flaw in the old gates implemented before insta's were developed.
That would give you a 10 second vulnerability time at jump in and a 10 second vulnerability time after hitting the gate. 20 seconds per system is not asking too much imo. (I personally feel you should be vulnerable the entire time your in a system)
With this type of change you could make the default warp in 0 metres for all I would care.
Infinity Ziona
P.S and accelaration gates look way cooler then normal stargates.
|

Infinity Ziona
|
Posted - 2005.02.27 10:49:00 -
[9]
Originally by: Kahlen Rahl
*Snip*
I completely agree on Parallax' point about removing insta's making travel slower and more boring. It *will* make travel a lot more boring, and a *lot* slower. I rarely travel to Empire cause the 50 odd jumps along the 'saferoute' allready take way too much of my time, even with instajumps.
Imagine making this kind of a trip as a n00b with no/little skills in navigation (teh horror). I don't play EVE 24/7, contrary to certain other people that play this game. Why should the devs only favour hugely dedicated players with too much time on their hands? I think if you'd look closely more than half of the EVE playerbase has a job in some form, keeping them unable from staying on for 5/6 hours at a time just to travel huge distances.
Do you think the guy that milks the cow to get your milk is the same guy that drives it to your local shop and the same guy that sells it to you and the same guy that delivers it to your door? NOOOO.
If your too selfish, aggressive or stupid to create a working transportation system in your region and pay to have your stuff taken somewhere then you can't complain.
Instead of arbitrarily podding newbies at your local 0.0 chokepoint, let them come in and do some of your 'too hard travelling' and create some sort of economic and social system in your alliance that is a little more complex then a bunch of psychotic A.D.D monkeys in a banana factory.
Make your ships in 0.0, sell your ships to neutrals in 0.0, let neutrals mine low grade ores and NPC the unlimited NPCS (You could always set a condition that they leave a spawn if an alliance member wants it), set up alliance police that scan neutral cargo for illegal ores (the rare types), let the newbs bring their stuff out and sell it in your regions.
If not, don't complain that you have to go "BOO HOO" All The Way To Empire to buy things and sell things because you killed all the traders and customers and products before it got to your precious claimed space.
Being moronic idiots doesn't give any strength to your 'We Deserve to Have Instant Travel' bull**** argument.
Infinity Ziona
|
| |
|