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Author |
Thread Statistics | Show CCP posts - 5 post(s) |

DeBingJos
T.R.I.A.D
110
|
Posted - 2011.10.20 09:14:00 -
[61] - Quote
MotherMoon wrote:Good stuff
Hey you are back! Welcome back!
Fix FW ! |

Zarnak Wulf
Amok. Goonswarm Federation
16
|
Posted - 2011.10.20 09:14:00 -
[62] - Quote
CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
There was a suggestion to make the security status of high sec and low sec shiftable. I liked it alot. |

Vadeim Rizen
Wolfsbrigade
1
|
Posted - 2011.10.20 09:21:00 -
[63] - Quote
Sorry if it's already been covered, I tried looking through and I didn't see it anywhere.
But for the love of god can we make it so FW mates can rep flashy FW mates without taking faction standing hit!?
I understand the need for GCC, that makes atleast a little bit of since, but losing standing with Amarr for repping Amarr does not. Especially since some GM's just give it back anyways, so I've been told.
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CCP Soundwave
C C P C C P Alliance
41

|
Posted - 2011.10.20 09:37:00 -
[64] - Quote
Vadeim Rizen wrote:Sorry if it's already been covered, I tried looking through and I didn't see it anywhere.
But for the love of god can we make it so FW mates can rep flashy FW mates without taking faction standing hit!?
I understand the need for GCC, that makes atleast a little bit of since, but losing standing with Amarr for repping Amarr does not. Especially since some GM's just give it back anyways, so I've been told.
Yeah this is ********. Let me look into this. |
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Goodwill George
For a fistful of Veldspar
0
|
Posted - 2011.10.20 09:47:00 -
[65] - Quote
What about using the Incursion mechanics for player incursions? Attackers win, then system loses sec status. System goes below 0.0 then they win the system.
Sec status of gained and held system would slowly increase over time, as long as they're not successfully attacked. |
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CCP Soundwave
C C P C C P Alliance
41

|
Posted - 2011.10.20 09:55:00 -
[66] - Quote
Goodwill George wrote:What about using the Incursion mechanics for player incursions? Attackers win, then system loses sec status. System goes below 0.0 then they win the system.
Sec status of gained and held system would slowly increase over time, as long as they're not successfully attacked.
That would be our long term thought. Deadline for the winter patch is coming up though, so I'm trying to grab smaller stuff. |
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flakeys
The Great cornholio's Paper Tiger Coalition
24
|
Posted - 2011.10.20 10:02:00 -
[67] - Quote
CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
Not an FW expert , hell never joined it but pirated in the FW area's though.
That said i think this change MIGHT get more people into FW as FW is something wich certainly will appeal to new players IF they can do it in high-sec too.Basically you are talking constant wardec/RvB style here.
I for one would immetialty join FW if this change would be implemented.But as said not an active FW pilot so the needs for the current FW pilots offcourse should stand above others as they have been urging for changes for way too long allready.
|

Super Chair
Hell's Revenge
17
|
Posted - 2011.10.20 10:07:00 -
[68] - Quote
CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
There are scores of players that are enlisted in FW but rarely venture into lowsec, and for at least the caldari/gallente section of faction war, new players who are in highsec have been for the most part have been forgotten. This change would be interesting and I support it. |

Jack Dant
The Gentlemen of Low Moral Fibre
12
|
Posted - 2011.10.20 10:08:00 -
[69] - Quote
CCP Soundwave wrote:Vadeim Rizen wrote:Sorry if it's already been covered, I tried looking through and I didn't see it anywhere.
But for the love of god can we make it so FW mates can rep flashy FW mates without taking faction standing hit!?
I understand the need for GCC, that makes atleast a little bit of since, but losing standing with Amarr for repping Amarr does not. Especially since some GM's just give it back anyways, so I've been told.
Yeah this is ********. Let me look into this.
If you are going to touch flashies and rep mechanics, can you also look at the GCC? It makes no sense that two flashy gangs can shoot each other with no GCC, but the instant someone activates a remote rep the sentries open up. |

Cailais
Nasty Pope Holding Corp Talocan United
70
|
Posted - 2011.10.20 10:13:00 -
[70] - Quote
CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
I was very surprised when this wasn't the case when FW was released and it really constrained and limited the possibility of what FW could be.
Id support this change!
C.
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DeBingJos
T.R.I.A.D
110
|
Posted - 2011.10.20 10:17:00 -
[71] - Quote
Cailais wrote:CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale. I was very surprised when this wasn't the case when FW was released and it really constrained and limited the possibility of what FW could be. Id support this change! C.
Don't forget that if you remove the faction police FW will become a lot less casual friendly.
Take me for example: I have far too little time to play due to rl issues and work related stuff. I am in FW and when I do find the time to log in I have a nice choice: I can run a relaxed Lv 4 or I can go to lowsec for some unrestricted pewpew. I like to be able to have the choice! If I want to pew fulltime I can just join a nullsec alliance.
imo removing faction police is making FW less attractive to people like me. Now we have a choice, after this change we won't. Fix FW ! |

Pr1ncess Alia
Perkone Caldari State
29
|
Posted - 2011.10.20 10:33:00 -
[72] - Quote
you could do something about the whole 'stealth bombers reaming through level 4s and crashing the market through easily farmed LP' |

Cunane Jeran
12
|
Posted - 2011.10.20 11:09:00 -
[73] - Quote
First of all I'd love to see the FW LP gain tuned down, to get rid of the mindless stealth bomber farmers. Money is good, and I've made a lot through it, but it just brings so many alts who don't care for it, and just run around in a bomber farming.
Secondly, I'd like to see it not just take place in Lowsec, I think the Caldari Border Zone and Gallente Border Zone in highsec would be a fantastic secondary battleground, and hopefully more newbie friendly as well, instead of throwing them in Lowsec with no clue how to survive the locals. (Of course keeping the missions in lowsec and having a bigger reward for taking part in lowsec)
Another cool idea would be the smaller factions throwing their weight behind one of the empires, in lowsec so instead of knowing "Right in this complex, its going to be same old same old there could be NPC's using different tactics"
For example, Gallente having Syndicate help (yes I know they aren't friendly ><) in lowsec, with long range kitting NPC's instead of just the Gallente NPC's being kited to high hell. Or Mordus for Caldari doing something funky. (Amarr could see Ammatar and Minmatar the Thukkers.)
Just a few ideas me and some of the guys were talking about the other day |

Renan Ruivo
Hipernova Vera Cruz Alliance
193
|
Posted - 2011.10.20 11:10:00 -
[74] - Quote
CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
And how exactly would them bad boy mission runners with -10.00 standings to the Amarr Empire would be punished?
(don't look at me) Sometimes the only difference between a budding genius and a blooming idiot is where they chose to take a stand. |

Brooks Puuntai
Nomadic Asylum KUGUTSUMEN.
194
|
Posted - 2011.10.20 11:17:00 -
[75] - Quote
Have FW systems "evolve" based off of ownership. The longer you own it the higher the sec status gets, and the stations would slowly shift and will be ran by said faction corporations.
Using the Incursion mechanic except with Factions.
|

Renan Ruivo
Hipernova Vera Cruz Alliance
193
|
Posted - 2011.10.20 11:19:00 -
[76] - Quote
Brooks Puuntai wrote:Have FW systems "evolve" based off of ownership. The longer you own it the higher the sec status gets, and the stations would slowly shift and will be ran by said faction corporations.
Using the Incursion mechanic except with Factions.
What, except with falcons?
Oh.. nvm.. Sometimes the only difference between a budding genius and a blooming idiot is where they chose to take a stand. |

Kade Jeekin
Kinda'Shujaa
2
|
Posted - 2011.10.20 11:52:00 -
[77] - Quote
CCP Soundwave wrote:...One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
This would be bad. It removes one of the few ways that the factions actually participate in the war, which would make it even more phoney. Also, some of us enjoy the daring raids into enemy hisec and the necessary planning to do it.
As for suggestions, I've posted previously, but for you convenience summarise them here:
Replace regular missions with missions to capture complexes eg Minmatar Agent: "Our operative has detected an Amarr complex in Oyanata system, go and capture it and return to me" or Amarr Agent: "Our operative has detected an Amarr complex under attack in Oyanata system, go and save it and return to me"
- The same mission could be given to multiple players.
- LP and ISK reward would be the same as for a regular mission of the same level.
This way the militias would actually get pod pilots actually working towards faction warfare's supposed goals, promote PVP and gang activity.
It could either replace or supplement the poor plex spawn mechanic.
Also:
- Require all NPC's to be eliminated to allow capture of complexes
- No docking in enemy occupied systems
- Either keep racial flavour of NPC Ewar but fix the counter, eg ECCM vs ECM, or Equalise NPC Ewar
- More LP for kills
- Bounties for system/plex capture based on standings gain
|

Dr Mercy
EC Riders Mech Alliance
12
|
Posted - 2011.10.20 12:07:00 -
[78] - Quote
CCP Soundwave wrote:Goodwill George wrote:What about using the Incursion mechanics for player incursions? Attackers win, then system loses sec status. System goes below 0.0 then they win the system.
Sec status of gained and held system would slowly increase over time, as long as they're not successfully attacked. That would be our long term thought. Deadline for the winter patch is coming up though, so I'm trying to grab smaller stuff.
For me, there are several smaller improvements that would entice me back to FW:
* Removal of NPC's from Plexes. The racial EWARs are not balanced - Caldari jamming is not balanced by Gallente lock range nerfing. * Plex spawn mechanics becoming independent on DT * No more losing Factional standing when repping a -5 or GCC FW mate. * No more losing Factional standing when a FW mate dies in your bubble when roaming nullsec * Occupancy starts to mean something - possible change to FW mission income based on occupancy, either at the global level or system level (nerf or boost) - no docking rights, or substantial docking fee - access to, or cost of, station services. - market tax breaks? * some alert system for plexes being run by the enemy. If they are supposed to encourage and enable PVP, then please give us the intel required to engage the enemy! |

Arkady Sadik
Gradient Electus Matari
135
|
Posted - 2011.10.20 12:39:00 -
[79] - Quote
CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale. I do not like this idea. The high-sec protection is one of the things that makes it possible to be in FW without committing fully to it. Removing this will just mean that corps will leave FW and re-join it when necessary. Don't.
Also, we do not need *more* people camping trade hubs with 10 neutral reppers to make sure they don't lose their precious ship. Don't make FW an attraction to those people. Maybe if you fix that "tactic" first.
Removing faction NPCs from plexes would make sense, though, but it requires something to balance out the "Army of Alts" simply capping plexes. E.g. add a minimum size of ships to cap a plex.
You'd do us all an ENORMOUS favor already, though, if you simply removed the post-DT plex spawning. That alone is simply a turnoff and means I do not even have to bother looking at FW, because I happen to be at work when most important fights take place. |

Jowen Datloran
Science and Trade Institute Caldari State
57
|
Posted - 2011.10.20 13:14:00 -
[80] - Quote
I think it is a darn shame that because super caps need to be able to enter low sec to travel from one location to another without having to spend a day on the process (a reasonable demand), all content and warfare in low sec have to be adjusted to the presence of these ships. Mr. Science & Trade Institute, EVE Online Lorebook-á |
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Rodj Blake
PIE Inc.
330
|
Posted - 2011.10.20 13:32:00 -
[81] - Quote
Arkady Sadik wrote:CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale. I do not like this idea. The high-sec protection is one of the things that makes it possible to be in FW without committing fully to it. Removing this will just mean that corps will leave FW and re-join it when necessary. Don't. Also, we do not need *more* people camping trade hubs with 10 neutral reppers to make sure they don't lose their precious ship. Don't make FW an attraction to those people. Maybe if you fix that "tactic" first. Removing faction NPCs from plexes would make sense, though, but it requires something to balance out the "Army of Alts" simply capping plexes. E.g. add a minimum size of ships to cap a plex. You'd do us all an ENORMOUS favor already, though, if you simply removed the post-DT plex spawning. That alone is simply a turnoff and means I do not even have to bother looking at FW, because I happen to be at work when most important fights take place.
Getting shot at by the Minnie Navy when I go to Rens makes me a sad panda.
But let's face it I'm out to dismantle the Republic, so why wouldn't they shoot me? I'm quite sure that an Israeli soldier wouldn't be welcome guest in the Gaza strip, so I'm not surprised that the red carpet isn't rolled out for me when I go to Minniestan.
Likewise, the thought of the Imperial Navy standing down when a dirty Minmatar terrorist turns up in Sarum Prime makes my blood boil.
So all in all, there should be some sort of NPC response in high-sec space. But maybe there could be a limit to the number of NPCs spawned or a delay in how long it takes for them to respawn after dying, so that it's possible to get a fleet together and raid the enemy without too much interference.
NPCs in complexes? I don't really mind if they stay or go. But if they stay, then they need to be balanced against each other so that it's not easier to defeat or evade one race's NPCs than another's. Dulce et decorum est pro imperium mori. |

Cearain
The IMPERIUM of LaZy NATION
66
|
Posted - 2011.10.20 13:35:00 -
[82] - Quote
CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
I don't feel strongly either way. But one problem is if one side gets a huge numerical advantage over the other then they can camp their base station all the time. Basing out of high sec is a last ditch way to avoid this problem for the outnumbered side.
Maybe have the navys have a slower reaction but come with more and more force to prevent one side getting camped in. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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CCP Soundwave
C C P C C P Alliance
45

|
Posted - 2011.10.20 13:38:00 -
[83] - Quote
Rodj Blake wrote:Arkady Sadik wrote:CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale. I do not like this idea. The high-sec protection is one of the things that makes it possible to be in FW without committing fully to it. Removing this will just mean that corps will leave FW and re-join it when necessary. Don't. Also, we do not need *more* people camping trade hubs with 10 neutral reppers to make sure they don't lose their precious ship. Don't make FW an attraction to those people. Maybe if you fix that "tactic" first. Removing faction NPCs from plexes would make sense, though, but it requires something to balance out the "Army of Alts" simply capping plexes. E.g. add a minimum size of ships to cap a plex. You'd do us all an ENORMOUS favor already, though, if you simply removed the post-DT plex spawning. That alone is simply a turnoff and means I do not even have to bother looking at FW, because I happen to be at work when most important fights take place. Getting shot at by the Minnie Navy when I go to Rens makes me a sad panda. But let's face it I'm out to dismantle the Republic, so why wouldn't they shoot me? I'm quite sure that an Israeli soldier wouldn't be welcome guest in the Gaza strip, so I'm not surprised that the red carpet isn't rolled out for me when I go to Minniestan. Likewise, the thought of the Imperial Navy standing down when a dirty Minmatar terrorist turns up in Sarum Prime makes my blood boil. So all in all, there should be some sort of NPC response in high-sec space. But maybe there could be a limit to the number of NPCs spawned or a delay in how long it takes for them to respawn after dying, so that it's possible to get a fleet together and raid the enemy without too much interference. NPCs in complexes? I don't really mind if they stay or go. But if they stay, then they need to be balanced against each other so that it's not easier to defeat or evade one race's NPCs than another's.
The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players. |
|

Rodj Blake
PIE Inc.
330
|
Posted - 2011.10.20 13:44:00 -
[84] - Quote
CCP Soundwave wrote:Rodj Blake wrote:Arkady Sadik wrote:CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale. I do not like this idea. The high-sec protection is one of the things that makes it possible to be in FW without committing fully to it. Removing this will just mean that corps will leave FW and re-join it when necessary. Don't. Also, we do not need *more* people camping trade hubs with 10 neutral reppers to make sure they don't lose their precious ship. Don't make FW an attraction to those people. Maybe if you fix that "tactic" first. Removing faction NPCs from plexes would make sense, though, but it requires something to balance out the "Army of Alts" simply capping plexes. E.g. add a minimum size of ships to cap a plex. You'd do us all an ENORMOUS favor already, though, if you simply removed the post-DT plex spawning. That alone is simply a turnoff and means I do not even have to bother looking at FW, because I happen to be at work when most important fights take place. Getting shot at by the Minnie Navy when I go to Rens makes me a sad panda. But let's face it I'm out to dismantle the Republic, so why wouldn't they shoot me? I'm quite sure that an Israeli soldier wouldn't be welcome guest in the Gaza strip, so I'm not surprised that the red carpet isn't rolled out for me when I go to Minniestan. Likewise, the thought of the Imperial Navy standing down when a dirty Minmatar terrorist turns up in Sarum Prime makes my blood boil. So all in all, there should be some sort of NPC response in high-sec space. But maybe there could be a limit to the number of NPCs spawned or a delay in how long it takes for them to respawn after dying, so that it's possible to get a fleet together and raid the enemy without too much interference. NPCs in complexes? I don't really mind if they stay or go. But if they stay, then they need to be balanced against each other so that it's not easier to defeat or evade one race's NPCs than another's. The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players.
Would this extend to NPCs being spawned if you have -5 faction standing?
Because most players that have been active in FW for any length of time fall into that camp. Dulce et decorum est pro imperium mori. |

Renan Ruivo
Hipernova Vera Cruz Alliance
195
|
Posted - 2011.10.20 13:46:00 -
[85] - Quote
CCP Soundwave wrote:Rodj Blake wrote:Arkady Sadik wrote:CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale. I do not like this idea. The high-sec protection is one of the things that makes it possible to be in FW without committing fully to it. Removing this will just mean that corps will leave FW and re-join it when necessary. Don't. Also, we do not need *more* people camping trade hubs with 10 neutral reppers to make sure they don't lose their precious ship. Don't make FW an attraction to those people. Maybe if you fix that "tactic" first. Removing faction NPCs from plexes would make sense, though, but it requires something to balance out the "Army of Alts" simply capping plexes. E.g. add a minimum size of ships to cap a plex. You'd do us all an ENORMOUS favor already, though, if you simply removed the post-DT plex spawning. That alone is simply a turnoff and means I do not even have to bother looking at FW, because I happen to be at work when most important fights take place. Getting shot at by the Minnie Navy when I go to Rens makes me a sad panda. But let's face it I'm out to dismantle the Republic, so why wouldn't they shoot me? I'm quite sure that an Israeli soldier wouldn't be welcome guest in the Gaza strip, so I'm not surprised that the red carpet isn't rolled out for me when I go to Minniestan. Likewise, the thought of the Imperial Navy standing down when a dirty Minmatar terrorist turns up in Sarum Prime makes my blood boil. So all in all, there should be some sort of NPC response in high-sec space. But maybe there could be a limit to the number of NPCs spawned or a delay in how long it takes for them to respawn after dying, so that it's possible to get a fleet together and raid the enemy without too much interference. NPCs in complexes? I don't really mind if they stay or go. But if they stay, then they need to be balanced against each other so that it's not easier to defeat or evade one race's NPCs than another's. The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players.
You are completely forgetting about the ones who messed up their own faction standings below -5.00 without ever getting enlisted in factional warfare. You take out faction NPC's and suddenly faction standings means nothing unless you're enlisted in a militia. Otherwise you can just screw your own standings in faction missions and not have any penalties. Sometimes the only difference between a budding genius and a blooming idiot is where they chose to take a stand. |
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CCP Soundwave
C C P C C P Alliance
45

|
Posted - 2011.10.20 13:49:00 -
[86] - Quote
Rodj Blake wrote:CCP Soundwave wrote:Rodj Blake wrote:Arkady Sadik wrote:CCP Soundwave wrote:Hey guys
Great feedback in this thread. I'm taking a few notes and getting a few ideas.
One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale. I do not like this idea. The high-sec protection is one of the things that makes it possible to be in FW without committing fully to it. Removing this will just mean that corps will leave FW and re-join it when necessary. Don't. Also, we do not need *more* people camping trade hubs with 10 neutral reppers to make sure they don't lose their precious ship. Don't make FW an attraction to those people. Maybe if you fix that "tactic" first. Removing faction NPCs from plexes would make sense, though, but it requires something to balance out the "Army of Alts" simply capping plexes. E.g. add a minimum size of ships to cap a plex. You'd do us all an ENORMOUS favor already, though, if you simply removed the post-DT plex spawning. That alone is simply a turnoff and means I do not even have to bother looking at FW, because I happen to be at work when most important fights take place. Getting shot at by the Minnie Navy when I go to Rens makes me a sad panda. But let's face it I'm out to dismantle the Republic, so why wouldn't they shoot me? I'm quite sure that an Israeli soldier wouldn't be welcome guest in the Gaza strip, so I'm not surprised that the red carpet isn't rolled out for me when I go to Minniestan. Likewise, the thought of the Imperial Navy standing down when a dirty Minmatar terrorist turns up in Sarum Prime makes my blood boil. So all in all, there should be some sort of NPC response in high-sec space. But maybe there could be a limit to the number of NPCs spawned or a delay in how long it takes for them to respawn after dying, so that it's possible to get a fleet together and raid the enemy without too much interference. NPCs in complexes? I don't really mind if they stay or go. But if they stay, then they need to be balanced against each other so that it's not easier to defeat or evade one race's NPCs than another's. The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players. Would this extend to NPCs being spawned if you have -5 faction standing? Because most players that have been active in FW for any length of time fall into that camp.
Yeah. I think the central part here should be security status when it comes to NPCs interfering. I think the faction standings are a bit arbitrary outside of mission running and related activities. |
|

Aynen
SI Radio Split Infinity.
6
|
Posted - 2011.10.20 13:58:00 -
[87] - Quote
I was actually thinking about FW changes in a bit of an old west 'landgrab' style. Currently the FW landscape is quite fixed, and the only way it could be much more dynamic and less 1 empire versus 1 other empire would be in new space. What I'd do is add a new bunch of wormhole systems that can be claimed for your faction, allowing for a very dynamic battlefield. These wormhole systems, and the way they connect to eachother would be a bit more map-able than the current wormhole system allowing for more strategic theory crafting to take place. This means that the battlefield, which starts out not owned by anyone, will allow your nabouring system to switch from being an enemy to being a friend to being a different enemy in a matter of days, even if no system changes hands. Also, it being innitially a land grab with no background information about what systems are 'suppost to' belong to which factions, it is far more freeform than the current system. Do not, however, use the current wormhole systems for this idea, as you'd get in the way of allready established gameplay. Things to consider would be (among other things):
-under what circumstance will the overview start working like it does in known space? -under what cirumstances will sleepers appear in a system, if at all? -what gameplay can be generated from occupying and keeping a wh system for your faction? -If you cannot generate missions where you need to travel to a specific wh system due to the changing connections, what mission types would generate pvp action? Placing beacons ,which establish system control, that players can jump to from other wh systems? -Can wh system control be linked to the ability to access the known space market? |

Ynot Eyob
Nisroc Angels The Obsidian Front
0
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Posted - 2011.10.20 13:59:00 -
[88] - Quote
Dehlandrae wrote: Another thought that comes to mind is allowing individual capsuleers to join the Militia without the participation of their corporation. They would in effect be similar to National Guardsmen for their Militia. I would be willing to bet that FW would get an influx of players if this were to be allowed.
This I would like to see, that would be awesome. We have so many within out alliance asking about FW. Iv told alot i belive they should leave their corp for a week or two just to try it and get the exspirance, which they have.
I miss FW from time to time, but as alliance CEO im kind of stuck, a choice iv made ofcause. |

Hirana Yoshida
Behavioral Affront
70
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Posted - 2011.10.20 14:01:00 -
[89] - Quote
CCP Soundwave wrote:The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players. Easy solution: - Remove ability to dock in ANY station in enemy high-sec. - Apply PvP timer (and keep it applied) when entering enemy high-sec (to mitigate log-offski), starts counting down normally once out of enemy high-sec. - Remove ability to benefit from ganglinks provided by a neutral (friendly militia's only) and/or make them on-grid.
Since cloaks have been 'banned' from enemy high-sec since day 1, this should give you fast raids into border (0.5-0.7) systems and larger incursions (read: RR blobs!) into core systems (0.8+). Will take a week for the various militias to deploy probers in key systems with regular FW blobs wielding the hammers.
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Rodj Blake
PIE Inc.
331
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Posted - 2011.10.20 14:03:00 -
[90] - Quote
CCP Soundwave wrote:
Yeah. I think the central part here should be security status when it comes to NPCs interfering. I think the faction standings are a bit arbitrary outside of mission running and related activities.
Whoa, hold on a minute.
Security status is completely different to faction standing, and the NPCs spawned are different too.
If you make negative faction standings meaningless, you do away with a large chunk of what makes Eve great - namely the idea that actions have consequences.
Dulce et decorum est pro imperium mori. |
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