Gustaf Heleneto wrote:
This might be interesting for you...Find out how many ships are destroyed in nullsec on a daily/weekly/monthly basis or whatever...Then look at the total manufacturing capabilities of nullsec and ask yourself if nullsec can be self-sustaining? It can't.
So nerfing logistics is not the key. Just because it is 'difficult' to catch a freighter/JF doesn't mean you don't have more access to PvP BECAUSE of their existence.
So we can justify crap game mechanics purely on ship/module demand? Because that's all I'm hearing from this discussion.
You do see the obvious retort? If 0.0 didn't have the instant ability to restock from high sec with little to no limiting factors for volume of supplies nor risk in transit, there wouldn't be the turnover of ships going boom that there is.
...now that's no answer though. We don't want to inhibit pvp because of crap logistical gameplay either... so there is a middle ground.
There is an argument to be made for increasing manufacturing capabilities (among soooo many other support logistics) for 0.0 stations. They should be able to be self sufficient if they want to choose that option. But CCP has a track record of ignoring things like this in 0.0....
How about the argument that no one says you should be able to support a 5000 man 0.0 alliance out of just a couple stations? Where is this a written right and intended consequence? Are there not hundreds of arguments to make against eternal escalation?
IMO, it's just too easy to blink all over the universe into whatever spot you want to place either one freighter or every damned ship in an alliance.
Too easy to move assets.
Too easy to project power.
OP is 100% right, they have basically removed the ability to disrupt supply lines because the only option now is to either pray for one mistake or attack the
entire infrastructure those supplies are constantly supporting.
I played this entire last decade.
I lived in multiple different regions of 0.0 before jump bridges (hell, before capital ships period).
I've watched my side's freighters burn in move ops, I've had my own assets lost simply in transit. It was a nightmare, nerve racking, unfair...
IT WAS EVE ONLINE. Our enemies had the save vulnerabilities, we were all on equal footing.
We've long heard complaints about the structure grind in 0.0. About how much of a pain war itself is...
do you not think this might be because there are **** mechanics making structure grind your only option? Perhaps there should other fronts to attack on (which there are, but not enough)... another vulnerability?
I think there should be many vulnerabilities.
And I think there is no question if they went too far with the system we have today.
So, if I'm so smart and right, why haven't CCP acknowledged it and brought some much needed Achilles heels to the massive MASSIVE entities?
Ones that should otherwise either be more independent in 0.0 for supplies or at least be vulnerable somewhere in the process of them moving supplies for 1,000 armies from Jita to the edge of known space.
My guess is the obvious, that they decided that they had made their bed by putting the entire 0.0 endgame into sov and structure grind and never bothered to realize that what they made 0.0 into... the very root of the concept, was incredibly flawed and poorly implemented.
It was laziness to fix the system at hand and it was eagerness to put out new shiny ships and abilities with little regard to the impact of the game in the long run. So, ~18 months, basically.
And I say that as a person that lived it. Plenty before and plenty after.
It was better before.
It was harder and more competitive and more risky, more HTFU, just as this game is supposed to be.