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Thread Statistics | Show CCP posts - 43 post(s) |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
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Posted - 2011.08.04 04:31:00 -
[1]
I would like to see a bonus given to a small alliance holding only a couple of system, this bonus becomes less advantages the more territory an alliance holds, Allowing a Capital system and Capital Constellation. that will give a bonus. solar systems claiming sov beyond the Constellation won't have any special benefit
This will encourage the major power blocks to keep smaller alliances around them as they will be stronger forces. Diplomacy becomes an important part" More factions will develop smaller skirmish will happen .
Bonuses like: Effective stronger Null Sec Rating resulting in Stronger rats for bigger bounties More Random Ladar, Grav, Radar, Mag sites will become available
Structures in these systems may have longer timers, Or may require more of X to take down than non Capital systems. ---------------------------------------------------------------------------------------------------------------------
Allow a Situational Blue lists. Alliance A make Alliance B blue only in these 10 systems other wise they will be marked Neutral. Sorta a modified Treaty system, just there is nothing signed, nor Treaties to be enforced, but it is a tool that an eve player can allow them to easily Identify ôNo fly zonesö for their allies. Larger Power block can enforce these so called treaties, if they wish, all depending on the diplomacy of the players. here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
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Posted - 2011.08.05 01:44:00 -
[2]
With the thought of Destroyable outposts becoming a stronger idea.
I would like to see a possibility of capturing a structures (not only outposts) by placing a sustained DPS on an object. If the Sustained DPS is too much the chance of destroying the object increases to the point where the destruction of the object is guaranteed
The Sustained DPS approach will reward are willing to spend the time/risk to gain the reward of capturing an item.
This will allow the Scorched Earth approach : You trying to capture my station eh? Supper carriers target the station, if we can't have it no one will!!
The inclusion of Dust may work well û the sustained DPS will open up the access for the Mercs: -->Power normally used to mag lock air locks, auto defence systems, would be diverted to damage control systems to ward off the DPS attack here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
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Posted - 2011.08.05 02:15:00 -
[3]
If the blockade units are still to be used it is possible to place them in the adjacent system. Essentially unlocking sovereignty via the sending gate vs the arriving gate.
This should required the movement of Fleets, making blobbing less effective, hopefully encouraging smaller skirmishes, teamwork, and Ambushes.
here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
|
Posted - 2011.08.05 04:01:00 -
[4]
I would like to see players to be able to modify the main battle field from adjacent systems or near by systems. Much like the idea of off field artillery, dangerous at a distance but vulnerable at close range. Providing a target for a smaller skirmish group out side of the main combat system.
CAPITAL COMMAND SHIP How about a Capital Command ship û similar stats of a Rorqual but in In Siege mode it provides bonus for their race much like a rorqual does for Mining bonus The Bonus can be given to friendly units with in X Jumps or X Light years catch û While Boosting with bonus the Capital Command Ship can't be in the effect of a force field. Or may even need to be adjacent to a gate to push the bonuses though the gate. Bonus can't be provided in home system otherwise it would over load ships receiving the bonuses
ROCKET ARTILLERY A multi ship combo of a Battle Ship and Frigate Battle ship û with a weak platted haul and little fire power beyond the the Mega Missile. Frigate û with Homing laser
Battle ship launches mega missile though a gate a frigate equipped with a taging laser that the Mega Missile would lock on to to hit structure or capital target.
Might simply use a black ops, hull and cover ops ship.... an option might be to covert cyno in a mega to be used with the Covert ops ship.
NPC GENERATOR (hive ship) A ship with the stats of a jump freighter will spawn NPCs to battle your foes in an adjacent system. (-You have served your time in the Service of the Caldari Faction Navy, now you have charge of you own Caldari Militia! -) To be able to go into Siege mode and to be summon NPC's of a faction. The player needs to have a faction of 8 or better to summon the NPC's of that region.
here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
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Posted - 2011.08.06 01:22:00 -
[5]
Farming û grooming
In the old days there was roomers that a person could groom asteroids so they would produce more if mined in a certain way. Ie mined till just be for they pop.
Would it be nice to have something where we plant some mini Black holes that would collect asteroids over a period of time till it producing a full range of asteroids the longer an asteroid is left untouched the larger percentage of the riods growth is of the overall set growth the of the belt. Grooming the belt of unwanted ores will also keep the cosmic signature low The speed of Growth of these belts increases the lower sec and higher number of A BC spawns.
The asteroid belt is only found by scanning for grave sites. The Larger the asteroid belt gets the easier it is to hunt down.
The mini black hole collecting the asteroids to the location can be shot at continuous DPS will eventually disrupted the mini black hole causing the entire belt to be de-spawned
This will allow industrialists to build a farms and small roaming gangs a target to set ablaze here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
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Posted - 2011.08.06 02:39:00 -
[6]
I would like to see it easy to get to any system, via: -worm holes, -Acceleration Gates to get in between systems, -jump gates, -public jumpbridge networks, -etc.
Though it gets increasing difficult find players in the system that have wormed their way into the system. Essentially the better astrometrics skills allow a players to you to hide in deeper plex but also allow people to find the opposition hiding in these hard to find plexes.
It would be nice to have apposing players in a system and actually not run to each other while they PVE.
This would make the use of smaller more agile ships more popular and increase the risk of loss when using easy to scan down ships like capitals.
As it stands now local is a On or off switch for the enemy entering a system. Allowing bots and renters in the rear of empires to churn out isk. The simple removal of local really only makes front line PVE/ Industrialists easy targets. It does not move the risk of 0.0 into the deep pockets of null sec. More access to the outer reaches, fewer bottle necks to get into enemy territory will see more fluid of small combat as the front line fights move over a larger area and the industrialest can't simple hide in the back and farm with out protection. here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
|
Posted - 2011.08.06 02:52:00 -
[7]
Playing the role of an industrialist û mainly a miner û on the front lines places like Pureblind was difficult to establish a real living as the systems were poor and had multiple raiders from NPC null and empire come though on a regular basis. I would see a dynamic change in the ratings depending the Ships and Pods destroyed in system. This would make the naturally the most violent and risky systems the most profitable, insuring that those who loose the ships have an opportunity to earn the isk quickly to replace them. Sorta following the thought through war riches can be found.
This would possibly make Geminite one of the most richest systems since it constantly changes hands here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
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Posted - 2011.08.06 03:42:00 -
[8]
I do agree that null sec needs to be self effecient û I would like to see Null sec locations that are -0.9, 1.0 drop loot like data cores and products that will allow people to build Tech 2 Items. The Pirate/ drone factions often have superior tech/ why not steal data cores from them. Even if the T2 Ships created in Null sec have a few quirks from their Empire counter parts, requiring multi racial skills but providing a marginal bonus to a secondary role they may be able to play. Ie Guristas Basilisk required both the Caldari and Gellentee cruiser at 5 but gives the bonus of that extra rig slot or extra calibration points here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
|
Posted - 2011.08.06 03:53:00 -
[9]
I want hacking or salvaging games!I would like to be able to increase the effectiveness of my abilities not just with skill points but also my personal ability.
Matching the frequency , code number algorithms, real time puzzle games that reflect the task being done. My skill will still be the base, but with me over heating the module I am physically now able to manual adjust the sensors to possibly squeeze another 10 to 25% capacity. I think this would make the game.. feel more real. And with this option only available as a bonus when over heating a module this allow people to play the game as normal but they feel there is another layer beyond their easy grasp, but if they need to take that short term extra effort to make that near miss to a hit they can. Having a real time Puzzle (Blue print correction) game to increase the odds by 5% would make the game more interesting. Rewarding those who go though the extra mile to that minor edge. here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
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Posted - 2011.08.07 22:08:00 -
[10]
to make the conquest of nul sec space it needs to satisfy several different playing styles. Though team work is required to get an objective collected.
For Small skirmish (10-15 newbs) or (5-7 Vets) groups fragile targets: though to avoid the flip flop of destroying and replacing a module there needs to be a lingering effect and then a cool down period before a replacement of the object and the effect to be on lined. Also allow these objects to be disable vs just destroyable. Disable would require only a limited amount of to sustained DPS, Placing more DPS on this object will destroy the object and allow immediate replacement in the same location or another location in the system. The Disabling the object effect would not allow a similar effect module being on-lined in the system since the lingering effect of the disabling process is causing a disturbance in the system preventing similar objects to be onlined. Possibly the Maximum Strength of 1 Dreadnaught or 10 Battle ships lasting for 1 hours. These Objects should be only onlined around small POS's or other bodies that can't place too many static defences
The effect of these can be major, but are fragile effects û Making it worth while for defenders to take the risk to defend it instead of hiding in pos Modification of Local Cyno Beacon , Cyno Gammer, Jump Bridges networks if they will be allowed. Modification of space similar to that of Worm Hole space
For Medium Skirmish (15 to 75 Newbs) or (10 to 30 Vets) groups of standard HP objects: the avoidance of Flip flopping of these object. The destruction will follow the similar lines for small skirmish targets but with a larger number of HP and a Larger amount of sustained DPS can be deployed on the object to disable it vs destroying it. The effects of objects would be less radical than fragile upgrades but still would be benefits to the defenders: The automated gate guns Standard Military and Industry Upgrades the fit with in the infrastructure hubs
For large battles the simple destruction of objects with reinforcement timers would be applicable. Though the objects would be in multiple solar systems. (blockade units would not be in the system to be taken over but in the neighbouring systems.) A system needs to be taken one at a time. Ie a blockade unit in a solar system will conflict with another in the same solar system preventing 2 Solar systems sharing the same neighbour from being taken over at the same time.
On the larger blob battles there should be some objects where smaller groups can accomplish to effect the larger groups. Deploying of fragile target that increase or modify reinforcement timers or destroying anomalies that spawn which the reinforcement timers produce that may advance or role back the timers. To keep things interesting: While a system is under the process of being taken over û its value of resources increases dramaticallyû (The spoils of war) Bounties increase as the Local Pirates invade to capture resources under the chaos of war, The Mineral values increase as NPC miners (the ones we never see) leave the area for safer havens. Pirate/drone plexes become plentiful as these entities populate in contested areas. This will match the reward for participating in such a dangerous areas. There will be more gross profit for miner who mine in a Warzone.
I can see as a result some alliance Designating selected border zones as contested areas for free for all combat so that resource could be collected to be farmed. here we go again! |
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Gevlin
Minmatar Lone Star Exploration Lone Star Partners
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Posted - 2011.08.08 02:53:00 -
[11]
Would like to see more asteroid belts that are scan down only. Even the Crappy one that are reliant on of sec status. So that I can mine the crap or for production with out being jumped on by a non scanning ship. As a Miner I would not mind the absence of local if the belts I was at had to be scanned down. This now make it a skill of scanning for the enemy, and keeping scouts on gates.. Requiring more Team work vs just using a Bot program to warn you when a neutral or red enters system. Though if the scanning is going to become more popular and a requirement, the identification of the type of anomaly at 10% vs 50% would help with scanning down the care bear faster and hunting down the belts easier. Though make it an upgrade option for local to be upgrade, allow Null sec sovereignty holders continue to make their systems into empire but in their own image. Though an Idea is that as a sovereignty holder continues to upgrade the effective security of their holding, so does the sec status of that location producing less valuable ore. These would be havens for Trade in Null sec and be areas that could be sources for easily mined empire ores So Goons could make VFK a .5 system by paying rent to Concord to guard that system. Allowing them to make a trade hub to all in the area. (Then they would make gate camps in the surrounding areas II-5, I30, 2-KF, 2R-C, to catch neutral traders...LOL) Though to complete this upgrade in the surounding systems would have to a special upgrade to maintain this so the enemy could eventually destroy this advantage.
here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
|
Posted - 2011.08.08 02:59:00 -
[12]
The benefits from null sec need to compare with empire but also include the cost of a or more scout to make Null sec as safe as empire
Rewards of space need to scale with the risk in a system. In order to sustain those caught in the middle of the warfare. To encourage those to enter risky/violent areas because of the larger rewards vs the desire to make a high reward areas low risk.
Provide a strength that a small alliance will have that will scale with deminishing returns as an alliance gets bigger and holds more territiory. Something that a Larger Power block would benefit from by having that small alliance exist just being there. (Ie a boarder of any kingdom will lower the effective rating of 1system) So a Large power block will by riddled and surrounded by small alliances... which will end up fighting amongst them selves more likely. Renter alliances seems to be preventing small term conflict. here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
|
Posted - 2011.08.08 22:24:00 -
[13]
The ability to raise or lower effective level of a system via certain upgrades (ones that make things more convenient or safe will increase rating value to empire, while) Ones that make the space more dangerous lower the true sect
Safer: Jump Bridge, Industrial Upgrades, Cyno Becon, cyno Jammer Gate guns Defence force Profession up grades Station Number of POS in system
Dangerous Increase Pirate AI Increase the Number Of Pirate Escalations Military upgrades Removal of Local adjusting the Rules of Physics (like worm holes)
This will allow alliances to increase or decrease the effective level of their systems so they can earn more isk in some systems and produce more in others. It will be in the players hands how to upgrade vs whether or not to up grade.
The current sov is the basis, but will allow those with out to increase the risk of their home systems to increase the reward.
Owning the only highsec station in the nearest 20 jumps may be a big advantage to be the the trade hub of the east. |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
|
Posted - 2011.08.09 00:45:00 -
[14]
Question With the mention of null sec being a 5 year plan does this mean there will be at lease one team continuously working on Nulls sec gradually upgrading it? This getting away from the old model of a massive push every 6 months in one area. Will this be a test model of a new development strategy? here we go again! |
Gevlin
Minmatar Lone Star Exploration Lone Star Partners
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Posted - 2011.08.11 01:24:00 -
[15]
I have been victim of the afk Cloaker often.
I have done the afk cloaking my self, being a miner i have several alt, so i notice the 1 guy AFK cloaking me and afk cloak his territory in 4 different systems
I have afk cloaked in a Blockaid runner..... well that I forgot to cloak... but it worked..... When they scanned they were looking for harmful ships not a transport ship.
If they got rid of local..... afk cloakers would never be a problem.
But afk cloaking is apart of the game, removing the safety of null sec. Sadly it is much like a wardec in empire.
Though I think the rewards should be higher though in crap low sec to compensate for the cloakers though. here we go again! |
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