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Fiddlestx
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Posted - 2005.08.29 01:33:00 -
[1]
It occured to me the other day as me and some m8's were chasing an inty with no insta's. It would be a very useful feature if the agressoin time was removed while you are in space claimed as sovereign by your alliance. It's your space you should be able to do as you please. There is nothing more frustrating than sitting at a gate with a hostile because he knows that when you fire he can jump and be free from persuit for 30 sec or so. You can't try to web an inty at a gate with no insta's cuz if he makes it it's over your not gonna catch him again. You should be able to jump right after him.
This is just a thought I had. What is your input on this?
"To secure ourselves against defeat lies in our own hands... the opportunity of defeating the enemy is provided by the enemy himself." Sun Tsu
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ArcticWolf
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Posted - 2005.08.29 01:41:00 -
[2]
Might work, but only for the gates... the old old capturables used to be like that, it was fun fighting off an entire fleet by myself, kill one, dock, free repairs, rince and repeat... but not good for the game though. Guess its all even now that stations have like 10x more hitpoints and can be secured by soverngty... as for the gates, well... if you kick him out of your system id say you win, if you cant do that then load up a defenceless indy with target jammers warp jammers and webs... be creative, make him fall into a trap.
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DEVILSENIGMA
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Posted - 2005.08.29 01:42:00 -
[3]
Actually you make sense. I thought Sovereignity meant "it is your space to do whatever you want"
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Talthrus
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Posted - 2005.08.29 02:01:00 -
[4]
Sounds like a really good idea, but I see a few problems with it.
In the event that a fleet battle happens in your space, all a fleet would need to do is sit on the gate, wait for the enemy fleet, begin firing, and then have battleships jump out as they take damage. Of course, this would need to be prevented, as it would essentially place the defending fleet at a HUGE advantage.
I agree that defending your own space should give certain perks, but as I said above, I can lots of abuse coming out of the idea. It looks great on paper, but I don't think it would work with EVE's current mechanics. With a little tweaking, however, this could make defending your space a little bit easier than it is today. Attackers usually have the advantage in fleet battles, as they are organized before the defending alliance has time to pull themselves together.
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Gierling
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Posted - 2005.08.29 02:57:00 -
[5]
Soveriegnty should make logged off ships stay in space depending on thier standings with you.
If you try and log off a frig fleet in space to whom you are -10 to, then you don't "disappear".
Bastards we are lest Bastards we become. |

Kerby Lane
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Posted - 2005.08.29 03:04:00 -
[6]
Good idea Fiddlestx.
Gierling - it is offtopic for this thread. Thanks 8)
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Dark Shikari
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Posted - 2005.08.29 03:23:00 -
[7]
In a 4X turn based game called Galactic Civilizations, you could build starbases in sectors. Then you could add on modules to boost different stats on planets and ships in the area.
Idea in EVE: Outposts could have modules attached to them to boost stats on all players in the alliance in the constellation that the outpost is in. Each outpost could have up to 4 modules. Like implants, different modules would have different slots, and thus you couldn't stack all the same modules. Some ideas (each slot could only have one module of the ones listed):
Slot 1: +10% mining amount, +20% manufacturing speed (this'll get the T2 producers coming out to 0.0!), +20% researching speed. Slot 2: +10% ship speed, +20% AB/MWD effectiveness, -30% AB/MWD cap usage. Slot 3: +10% damage, +15% range, +20% tracking, -25% cap usage on weapons Slot 4: +10% to all armor and shield resists, +10% shield boosting and armor repping effectiveness, +10% cap recharge rate.
You could have no more than one of each per constellation. The numbers may be a bit overdone, and it would probably need a pre-nerf. But its an idea. -- Proud member of the [23].
Selling Capital Cargo Bays and Kernite Mining Crystal IIs, cheaper than anyone else. |

Ante
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Posted - 2005.08.29 08:40:00 -
[8]
I've always loved the idea of sovereignty bonuses like that. I'd also like to see 0.0 space less accessable to those that don't own the space. I.e. enemies of your alliance cannot move from systems controlled by your alliance/corp to another system controlled by your alliance/corp - a way to force people to take territories rather than just have an expedition into the enemy home system. Increasing the bonus given how many systems you govern would make acquiring new systems a priority. Perhaps even a monetary income ... ?
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Fester Addams
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Posted - 2005.08.29 10:05:00 -
[9]
Claiming space isnt as binding as some people seem to think.
Basicly what has been done is that a bunch of people have planted a flag in the ground letting anyone know that they consider the area theirs and that they will efend it.
The gate, the non player owned stations and so on still are not owned by the alliance and thus they dont really care weather you are the local thugs, visiting thugs or just tourists that happen to fly past.
The aggression timer that meens you may not jump through the gate is a gate thing, not anything else.
When and if players are allowed to build and operate the gates this will naturally change but as long as the gates are NPC owned I cant see why they would let some agressive players through and not others.
------------ 20. Is it true all pvpers have carebear alts? Yes, of course. I have so much fun looking up who's alt is who's 
kieron Community Manager, EVE Online |

Rodge
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Posted - 2005.08.29 12:10:00 -
[10]
Originally by: Gierling Soveriegnty should make logged off ships stay in space depending on thier standings with you.
If you try and log off a frig fleet in space to whom you are -10 to, then you don't "disappear".
You want to eliminate pvp in 0.0 space, you've got your answer right here.
I never ever log in combat (not that that helps anymore, as any of the people who've tried it on me can testify to!), but sometimes I do need to logout at short notice. I like the 30 minute timer after agression, but ships never disappearing is insane (though the alliance blobbers will love it).
[ 2005.04.17 00:34:30 ] Nagilam > u better leave Rodge, u will not gank any1 else 2nite......
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Fiddlestx
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Posted - 2005.08.29 12:14:00 -
[11]
Edited by: Fiddlestx on 29/08/2005 12:15:22 Yeah ships never dissapearing would be extremely bad. Although I never log in combat, I frequently log in systems where I rat. It would be very frustrating to log back in and find that your ship has been comandeered by the local/passerby with probes or even destroyed. Wouldn't it just be icing on the cake to get podded by your own ship while trying to escape 
"To secure ourselves against defeat lies in our own hands... the opportunity of defeating the enemy is provided by the enemy himself." Sun Tsu
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BoBoZoBo
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Posted - 2005.08.29 14:32:00 -
[12]
Edited by: BoBoZoBo on 29/08/2005 14:36:23
Agreed
Some timer based option as a bonus for Sovereign space seems is easy to implement and is a good tactical bonus for sovereign space.
Good motivator and help with the whole "helping police sovereign space" issue. =========================
Minister of Propaganda - Operator 9
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Raem Civrie
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Posted - 2005.08.29 14:42:00 -
[13]
"Boost Modules" should only work in-grid, imho. Say, a module that increases cap recharge, provided you are within X kilometers from it. ---
Is this a constructive thread? |
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