
TeCapio
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Posted - 2005.06.01 21:26:00 -
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Solution: 1. Add an 0 KM "insta" and a 5 KM option to the current warp distance. This benefits all mining ops and travel. Removes the boredom of travel and hauling from mining ops, and will get people to move to new areas as its now easier and doesnÆt take all evening. This will negate the need for 99.9% of BMÆs, some will still be required, safe spots and loot to be collected for example.
2. Fix warp bubbles so they work as intended. Any real pirate team should have one or more of these anyway.
3. Introduce an "anti-warp bubble" module and skill. If people think that the gate is ganked and warp bubbled then they wont try to get to 0.0 unless they believe they have a chance. The better the skill training in this vs the skill player of the warp bubble owner, the better the chance of evading the bubble. Once in 0.0 they can still be hunted down with scanners or in belts mining or rat hunting etc. This falls in line with Warp Core Stabilisers to counter Scramblers. If players donÆt feel they have a chance to get safely to 0.0 then they wonÆt go.
4. Introduce a ôleadershipö skill for gangs to enhance this ability by combining the strength of all the combined anti-bubble modules while in the gang. This would allow more people with lower skills to have a better chance to make it to 0.0 and explore and play.
The benefit of this is to create more wealth flowing back into Empire and therefore more and richer opportunities for pirates (both cargo and numbers of ships). As losses mounted, and they will, properly escorted convoys would eventually need to be organised taking the pvp another step forward. But the lone ship ôblockade runnerö would still have a chance as well.
Pirates will still have a fair chance of catching the unwary or unprepared with the warp bubbles and on the exit side of the gate as they try to align and warp away. And multiple warp bubbles would strengthen the trap (use the current game stacking penalties)
These changes should get more people to move to 0.0 as travel time is reduced while still allowing the pirates and players a fair chance at the entry and exit points of being caught or escaping.
5. If Positive sec players are fair game and get no immunity in 0.0 space then neg rating players should receive no immunity in Empire space dependent on their sec rating. This would happen on a sliding scale, -10 Sec safe in 0.0 only, -9 sec safe upto 0.1 space, -0.8 safe upto 0.2 systems and so on up to -1 sec safe upto 0.9 and 0 sec safe in 1.0 space. This would mean that Pirates that venture out of their safe zone can now be hunted safely by other players. This creates more pvp opportunities in Empire for would be bounty hunters etc.
6. Allow Warp bubbles in all empire space, non-hostile act. If a player you are at war with or a pirate comes along, then its pvp time.
7. Improve Insurance. Extend it to cover the loss of the fitted modules, implants, hard-wiring and the cargo carried. If more people were less worried about losing everything they own more pvp action would happen.
I think these measures would encourage more players to try 0.0 and reduce the number of ônewö players losing their first ship very quickly and leaving the game.
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