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Author |
Thread Statistics | Show CCP posts - 81 post(s) |

Abdiel Kavash
Paladin Order Fidelas Constans
852
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Posted - 2012.10.04 19:08:00 -
[1] - Quote
Looking pretty good!
Three comments:
Quote:If I can legally attack the owner of a container, then I can legally take from the container. Does this mean we can finally use a tractor beam on any and all wrecks in 0.0 space? (Specifically player wrecks - it's not that easy to ask everyone in a 150 man fleet to abandon their wrecks after a battle!)
Quote:Limited Engagements [snip] Let's say a corp A is passing through lowsec with a small fleet of dudes. They spot a random hauler on a gate and kill it. Now they can freely continue on their way without having to worry about gateguns or even Concord if they happen to pass through highsec (which is beyond awesome).
However, let's say that a corp B intercepts them in highsec while corp A pilots still have a Suspect flag. (Corp B pilots have no flags in this scenario.) Can the fleet of corp B simply pick off targets from corp A's fleet one by one, while everyone else in corp A other than the one person being targeted can do nothing about it?
Quote:3. Probably, boosting a fleet (on grid or off) should count as remote assistance. 1) Join an "open mining fleet". 2) Shoot a station with a noobship. 3) Watch Orca get concordokkened. 4) ??? 5) Profit. |

Abdiel Kavash
Paladin Order Fidelas Constans
852
|
Posted - 2012.10.04 19:21:00 -
[2] - Quote
Re 15 minute NPC timer: there is a small adjustment I would suggest. Make it so that cloaking devices stay active when a person logs off.
Why? Imagine someone diving deep into 0.0 space with an intention to kill rats or do exploration sites. They don't have any stations or towers to hide in. With CW2 they can't save themselves by simply logging off - which is nice. However, to end a play session, they now have to wait 15 minutes while literally doing nothing. If they have a cloak and warp off to a safespot, they are virtually invulnerable for the duration of the timer anyway, so why not just let them warp off, cloak, and log out? Functionally it would be equivalent to them waiting out the timer cloaked, only it would save them 15 minutes of real life time. |

Abdiel Kavash
Paladin Order Fidelas Constans
852
|
Posted - 2012.10.04 19:26:00 -
[3] - Quote
Andre Vauban wrote:CCP Masterplan wrote:Mizhir wrote:Dierdra Vaal wrote:Do I understand it correctly that if two players are in a Limited Engagement, and a third player reps one of the two, the third player becomes attackable by everyone and not just the people in the LE? Thats how I understand it. But one of the two players will be attackable by everyone aswell since he was already flagged for something in the first place. The LE just allows him to defend himself without committing more crimes. Exactly this. Interfering in an LE will get you a suspect flag This is a bad idea. Example: I am in a fleet with logi and none of the fleet is -5. A single pirate attacks one member of the fleet, which requires the logi to rep that person. However, by repping that person the logi is suspect flagged so the logi starts taking gate guns and can be freely engaged by the rest of the pirate gang without them getting the suspect flag and getting gate guns? That is not cool.
There is no LE going on in your example, as far as I can tell. The first pirate will get an S flag on attacking. (Assuming this is lowsec. In 0.0 nothing happens and in high he'll get concorded.) However your friend gets no flags* and the logi can freely rep him. Moreover, your entire fleet can now attack the aggressing pirate without repercussions, as he is a suspect.
* He will get a PvP (aka logoff) flag, however that has nothing to do with gateguns. |

Abdiel Kavash
Paladin Order Fidelas Constans
854
|
Posted - 2012.10.04 19:46:00 -
[4] - Quote
CCP Masterplan wrote:Abdiel Kavash wrote:Does this mean we can finally use a tractor beam on any and all wrecks in 0.0 space? (Specifically player wrecks - it's not that easy to ask everyone in a 150 man fleet to abandon their wrecks after a battle!)
I'll have to look in to this one Much appreciated! 
CCP Masterplan wrote:Abdiel Kavash wrote:Let's say a corp A is passing through lowsec with a small fleet of dudes. They spot a random hauler on a gate and kill it. Now they can freely continue on their way without having to worry about gateguns or even Concord if they happen to pass through highsec (which is beyond awesome).
However, let's say that a corp B intercepts them in highsec while corp A pilots still have a Suspect flag. (Corp B pilots have no flags in this scenario.) Can the fleet of corp B simply pick off targets from corp A's fleet one by one, while everyone else in corp A other than the one person being targeted can do nothing about it? That's the compromise for letting you in to high-sec even after you've recently done something bad (killing the hauler). You won't be instakilled by CONCORD, but player justice is still something you have to deal with. Well I'm completely fine with dealing with the corp B fleet. However the proposed mechanics allow them to be practically invulnerable while they rip my fleet apart - it's not the player fleet I'm dealing with, it's the invulnerability granted to them via game mechanics.
(A technicality though; they need to hold tackle somehow, which causes aggression. This means that if they tackle one ship, the rest of my fleet can warp off. They can still pick off crucial ships though without any way to prevent it. Or they can use a heavily tanked ship to hold tackle on many ships at once, with only the tackled ships being able to respond. Now imagine that they bring some abomination with 8 points and point all of my logistics.) |

Abdiel Kavash
Paladin Order Fidelas Constans
855
|
Posted - 2012.10.04 20:02:00 -
[5] - Quote
Sulindra wrote:Abdiel Kavash wrote:Re 15 minute NPC timer: there is a small adjustment I would suggest. Make it so that cloaking devices stay active when a person logs off.
Why? Imagine someone diving deep into 0.0 space with an intention to kill rats or do exploration sites. They don't have any stations or towers to hide in. With CW2 they can't save themselves by simply logging off - which is nice. However, to end a play session, they now have to wait 15 minutes while literally doing nothing. If they have a cloak and warp off to a safespot, they are virtually invulnerable for the duration of the timer anyway, so why not just let them warp off, cloak, and log out? Functionally it would be equivalent to them waiting out the timer cloaked, only it would save them 15 minutes of real life time. Cloak up and go make a sandwich 15 minutes saved.
I'm thinking more of a "have to log off, need to go to work" scenario.
However I guess I could just stay around and AFK cloak.  |

Abdiel Kavash
Paladin Order Fidelas Constans
855
|
Posted - 2012.10.04 20:05:00 -
[6] - Quote
CCP Masterplan wrote: When you've ejected from your expensive gatecamp ship, what's to stop a conveniently-placed alt-orca scooping it and insta-jumping to highsec, where it will be untouchable?
Well is it possible to disallow scooping of ships that are being targeted, just like now you can't board them? |

Abdiel Kavash
Paladin Order Fidelas Constans
855
|
Posted - 2012.10.04 20:10:00 -
[7] - Quote
Proddy Scun wrote: Personally I think to make things more exciting for experienced HABITUAL suspects (especially gate campers), CCP should add random but infrequent NPC Navy patrols of stations and gates. The objective would be to affect habitual suspects in a way very similar to how rats harass sustained mining especially in low sec. Not so frequently as to make gate camps uncommon but often enough to add NPC risk to gate camps and to prevent sustained embargoes within EMPIRE space.
This is a double-edged sword. Either you make the NPCs too weak, so that they can be ignored or easily shot down. Or you make them too strong, and they will start interfering with honest fights. |

Abdiel Kavash
Paladin Order Fidelas Constans
858
|
Posted - 2012.10.04 20:27:00 -
[8] - Quote
CCP Masterplan wrote:TheMaster42 wrote:PvP flag will carry between systems like all the other flags, correct? (This would be a change from the current behavior.) It sure will! (As will all your flags) Implication: if you web your freighter in one system, you can't log off in the next system to avoid getting killed by WTs (you will keep the 15 minute logoff timer). |

Abdiel Kavash
Paladin Order Fidelas Constans
858
|
Posted - 2012.10.04 20:30:00 -
[9] - Quote
adopt wrote:So to clear something up, because **** going through 20 pages of **** posting.
What if I pod someone in Lowsec, will the penalties of criminal apply to me? I.e will I be unable to warp, jump dock for 15 minutes?
If you pod (or even aggress a pod) someone in lowsec, you will get a C (criminal) flag. As long as you stay in lowsec, this only means you will get shot at by gateguns. However is you jump to highsec while you still have the C flag active, you'll get the CONCORD treatement complete with instant points and no more jumping. |

Abdiel Kavash
Paladin Order Fidelas Constans
858
|
Posted - 2012.10.04 20:33:00 -
[10] - Quote
Tippia wrote:Tbh, I have no idea why I'm trying to save T3 SP as much, since that's really the only goal for that suggestion, but hey GÇö puzzles are fun.  Because it is an interesting and quite unique mechanic. I would in fact welcome encouraging ejecting in some other ways. |
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Abdiel Kavash
Paladin Order Fidelas Constans
861
|
Posted - 2012.10.04 20:47:00 -
[11] - Quote
Hmm... so if a ganker attempts but fails to gank a miner, the miner can no longer loot the ganker's wreck? (as in, he would get a global S flag) |

Abdiel Kavash
Paladin Order Fidelas Constans
861
|
Posted - 2012.10.04 20:56:00 -
[12] - Quote
Jarin Arenos wrote:Come on, somebody has to give a crap about the massive headache that is getting handed to mission runners with the NPC flag's introduction... The only headache that is getting handed to you is if you were using logging off as a means of escape. CCP doesn't want you to do that anymore. |

Abdiel Kavash
Paladin Order Fidelas Constans
861
|
Posted - 2012.10.04 21:03:00 -
[13] - Quote
Treya Neverette wrote:There is a couple line items that should be addressed here...
After reading the new Crime Watch bulletin, I was actually pleased with the new changes on the horizon. It is going to open a new dynamic to the game that might intrigue old players into combat in high-sec, and provide a level of balance to new players when they are flying with a team of people learning the ropes of the EVE universe.
Of course not all patches/updates can be perfect the first run through, and with proper discussion and brainstorming we can mitigate some of the most apparent issues in the preface.
In your screenshot spreadsheets, which you said weren't final, I noticed couple items that need to be addressed immediately.
1. "Criminal Flag 15 Minute Timer - Criminal cannot initiate warp." : Warping off grid is a valid defense in combat against an aggressor, good or bad. If they don't have you pointed, you are free to leave grid. Forcing people to stay on grid, with a global warp scram button is something that should be avoided at all cost.
2. "Criminal Flag 15 Minute Timer - Criminal cannot enter a Wormhole" : This to me a common sense issue here. Wormholes are a rift in space, and concord has no control over their entrances. To keep with the spirit of logic in space, I believe this will remove a realism feel to the game.
*Side Thought* - Think about criminal incursions that happen in high sec. 1. A wormhole opens in high-sec. 2. Criminals spill out to wreak havoc. 3. A battle ensues within system between high-sec corps and criminals. 4. High-sec corps push the criminals back to their void in space.
This could be a very cool dynamic, that is severely lacking in the actual incursion patch from months back. It will give high-sec corp scouts a purpose to keep an eye on wormholes in system, and at the same time give the criminals "PvP'ers" an opportunity to impose their will on the unsuspecting. And the best part, it's all driven by player motives. Win Win i think...
Thank you for your time.
This only happens in highsec, and the mechanics are the same as they were for years now - simply put, NO way to escape Concord. |

Abdiel Kavash
Paladin Order Fidelas Constans
865
|
Posted - 2012.10.04 21:06:00 -
[14] - Quote
steave435 wrote:If I understand the system correctly, this would have pretty serious consequences for suicide ganking, especially against larger targets that already require you to have use larger and slower ships to loot them. High sec is very active with constant traffic on most gates (and if a certain gate is an exception, that also means that there won't be any targets to gank there), so if I'm correct in assuming that having your alt hauler scoop up the loot after you kill someone will get that hauler flagged to EVERYONE, it will effectively be impossible to loot since you're almost guaranteed to have that hauler tackled and killed by a random passers by before it can get off the gate. You can try to use frigates or something to allow you to warp out in time, but larger items and courier contracts take too much to fit in them. That's an especially big problem when it comes to freighter ganking since the only viable ship to use for looting them is an another freighter, a ship that will take ages to get off the gate and has absolutely no defenses, and freighter ganking is something that actually requires quite a bit of coordination to get a suicide ganking fleet large enough to pull it off.
Is that a change that you're comfortable with? It won't kill suicide ganking completely, it will still be possible to do it just to grief the target and for profit if you find someone running a mission with an expensive fit, but it would be a major nerf.
You can still pull it off, if your ship is aligned towards something as it passes the wreck. Then you just loot and immediately hit warp. Since it's quite difficult to pull off, there will be little if any competition so you have the time to set up. |

Abdiel Kavash
Paladin Order Fidelas Constans
865
|
Posted - 2012.10.04 21:09:00 -
[15] - Quote
Claire Raynor wrote:Dierdra Vaal wrote:Do I understand it correctly that if two players are in a Limited Engagement, and a third player reps one of the two, the third player becomes attackable by everyone and not just the people in the LE? This will be MASSIVLY exploited by griefers. So I'm in a fleet - we all open fire on someone because they are a legal target. One of the fleet members gets damaged during the fight so I rep them because we are a Typhoon Spider gang. "Assisting someone who is engaged in an LE will cause the assistor to receive a Suspect flag." And bingo - I get shot at by everyone because now I'm suspect flagged - So is every other member of the spider tank - because we all assisted someone engaged in LE? Or did I get this wrong?
Yes and no. If you all open fire on one target, only that one person will be able to shoot back without consequences. Most likely he alone will not do enough damage to neccessitate logistics before he dies. Then you can move on to the next target and this way eliminate the fleet one by one. |

Abdiel Kavash
Paladin Order Fidelas Constans
865
|
Posted - 2012.10.04 21:09:00 -
[16] - Quote
Treya Neverette wrote:So if the criminal flag is issued to a player in high-sec, then there will be concord intervention?
If so, then that makes perfect sense.
A criminal flag is what causes CONCORD intervention. |

Abdiel Kavash
Paladin Order Fidelas Constans
865
|
Posted - 2012.10.04 21:10:00 -
[17] - Quote
Dinsdale Pirannha wrote:Jarin Arenos wrote:Come on, somebody has to give a crap about the massive headache that is getting handed to mission runners with the NPC flag's introduction... I illustrated a scenario where with the new drone-killing AI that BS gunboats are trapped in mission sites. The vast majority of people that inhabit threads like this were gloating over the probability. Bottom line, this winter release is a further devastation of high sec income, and the vast majority of players in high sec don't read these forums and have no clue about the ISK steamroller bearing down on them. The only way anything will change is if the subs drop dramatically, and by then, it will be too late for high sec. This NPC timer plus the drone killing AI, plus the 20% across the board damage nerf to heavy missiles is just another nail in the coffin for high sec income.
If 90% of people who voluntarily confine themselves in highsec quit, and 10% decide to also participate in other more profitable parts of the game, EVE will be better off. |

Abdiel Kavash
Paladin Order Fidelas Constans
866
|
Posted - 2012.10.04 21:26:00 -
[18] - Quote
Udonor wrote:I have real problems with WARP DISABLE for Criminal flag. Its a sloppy GOD power in an otherwise great SciFI universe.
I know its rooted in reducing CONCORD CPU use but at this point.... WHY does CONCORD even SHOW UP??? Just BLOW ME UP REMOTELY instead of turning my warp off!!!!
Front-end loading of criminal flags should solve a lot of CONCORD goose chase issues. Hell CONCORD should actually stop me before I have a chance to finish blowing up some ships in hi sec.
[...]
Warping is essential to self-defense especially against a potential huge number of opponents.
(1) Without it I cannot even go get more ammo.
(2) Disabling warp makes no sense at all in terms of storyline. Unlimited range scramble weapon? BS not even CONCORD Some criminals would find ways to disable that. And if not, then same control mechanism should prevent criminal actions in the first place.
(3) A big chase is more exciting. Allows more players involvement.
What exactly are you trying to get more ammo for when you're about to get concorded? |

Abdiel Kavash
Paladin Order Fidelas Constans
866
|
Posted - 2012.10.04 21:31:00 -
[19] - Quote
Lucas Quaan wrote:Not reading 23 pages, but is the first chart correct in that hitting illegal targets in 0.0 (like there are any others) with smartbomb/ECM burst does not give a pvp flag? And what about being hit by those modules? Heh, a slight troll by CCP.
Think about it: who exactly is an illegal target in 0.0? |

Abdiel Kavash
Paladin Order Fidelas Constans
867
|
Posted - 2012.10.04 21:34:00 -
[20] - Quote
Jarin Arenos wrote:Quote:can i have your stuff when you leave You failed 3rd grade reading comprehension, didn't you? I never said I intended to quit over this. I never even said that people were likely to quit. I was calling Abdiel there an [insult redacted] for saying that the game would be better off if it lost 3/4 of its player base. Alright maybe an objective "would be better" is an overstatement. But I would subjectively prefer EVE with more EVE players, even at the cost of losing a massive number of NPC grinders.
(I have a feeling this conversation will just get deleted due to being off-topic though.) |
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