
Ruffles
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Posted - 2003.08.15 08:06:00 -
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Edited by: Ruffles on 15/08/2003 08:40:24 Edited by: Ruffles on 15/08/2003 08:37:17 Ok whilst I see your point I also have some counters.
Early days of eve pirates had free reign of everywhere, and you think this is right? You don't think governments would be somewhat unpleased to see mass murderers docking in stations with their politicians etc?
Sorry, another edit: I do, however, have issues with you moving in in force to just kill off newbies. That really isn't a good introduction to the game, and makes those that do it in a battleship pretty pathetic. These people are future targets, but if you kill them before they get the basics of the game, why should they stay?
Fun should be there for everyone, in what ever way they enjoy it.
Early days of eve there was very low risk for pirates, now there is a con to being a bad person at times, and pros at others.
Likewise there are pros for those that follow lawful sides and cons when out of empire space.
The issue you have is that there are more people in empire space then not. Why do you think that is?
The issue about trade runs many of us on the idea lab have been trying to get ideas across to CCP.
Basically, there is a limited number of stations out side of empire space, and next to no trade routes that offer great profits for the risk.
There should be either:
A) More stations out in never never land to with some kind of essential-dying-need for traders to go there and risk making huge sums. B) Easier to get player stations out there sooner rather then later.
In all cases if there is some massive gain to be had, people will go. This would also encourage escourt services, etc.
Bluntly put, for the 3-10% gains that can be made from trading, running 50 jumps to deliver something isn't even an option. Its actually a pathetic profit considering you can't find out remotely if they have something you think you can trade back to empire space.
If there were trade runs that offered the potential for 50-100% profit on some items, that might encourage people out there to take the risk, but they still don't know if they can get a return load of items to sell, which makes the trip 100 jumps and only a 1 way load.
Some regions pretty much only have one entry point from other regions, which does also make it a little toooo predictable that pirates are going to be there. There isn't any other options for some people, hence obe is a massively camped place. There should be some options here, people should move gates if one is blocked, pirates should react to that other possible entry gate if the traffic seems to stop.
Things that are generally missing at pressent. Post ideas in the idea lab if you wanna change things. Don't think they will all be read, but its where they say to post them ;)
Edit:
Hey if people want to earn 3-10% in relative safety I have no issue with that. I do think the profits for the risk of going out to the set number of stations in 0.0 land should be very sufficient to encourage people. Its a risk all situation, should be win all type effects.
Likewise I don't have issues with pirates that (when they get jump drives) appear as a large group in empire space, but you don't honestly expect to sit there without the entire navy over time paying you a visit do you? What do you think would happen if some terrorists were to set up in Central Park in NYC? You don't think almost every cop in the city would be thrown at that location the longer they were there?
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