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Baali Tekitsu
B0SSAURA xXPlease Pandemic Citizens Reloaded Alliance.Xx
187
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Posted - 2013.10.30 09:53:00 -
[1] - Quote
In my opinion the focus should move from controlling regions to constellations and the distance to be traversed (with a capital) through one region should increase from 1 cyno to about 6 or 7 or even more. At the same time there should be mechanics that encourage corporations instead of alliances to control sov. For instance I could imagine a mechanic where an alliance gets a bonus to jump bridge range but a corpororation a reduced sov cost. To make things more dynamic the amount of timers should be reduced to 1 per I-hub and 2 per station. This would make owning a capital at a given location much more meaningful and people would think twice if they really need to control 6 or 7 regions without actually using them completely, just for the sake of a few systems. |

Baali Tekitsu
B0SSAURA xXPlease Pandemic Citizens Reloaded Alliance.Xx
192
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Posted - 2013.10.31 06:03:00 -
[2] - Quote
Varius Xeral wrote:Yeah, you can always identify a bad "fix" suggestion if it basically boils down to "more tedium and less incentive to even bother doing anything in nullsec". That said, a nerf to combat power projection, not logistic, would be fine after a profound mechanics change aimed at more regional and regular organic conflict and general nullsec gameplay (indy etc).
Nullsec fixes should make it more fun and compelling, not less than it already is.
It would make actually planning ahead much more rewarding and create new tactical possibilities at the same rate it closes others. Today you can move from the south (Omist) to the North (Branch) in a Jump drive calib V Carrier in 8 jumps, that's absolutely stupid. It would also encourage people to produce their stuff locally rather than import it from HS. |

Baali Tekitsu
B0SSAURA xXPlease Pandemic Citizens Reloaded Alliance.Xx
192
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Posted - 2013.10.31 06:46:00 -
[3] - Quote
PotatoOverdose wrote:Nerfing jump ranges only hurts the smaller entities. Think about it, is it easier for 10 guys to setup and maintain a cyno chain or a 1000 guys to setup and maintain the same cyno chain?
No, but once they do move their caps to the deployment area they have a decent advantage. |

Baali Tekitsu
B0SSAURA xXPlease Pandemic Citizens Reloaded Alliance.Xx
192
|
Posted - 2013.10.31 06:58:00 -
[4] - Quote
PotatoOverdose wrote:Baali Tekitsu wrote:PotatoOverdose wrote:Nerfing jump ranges only hurts the smaller entities. Think about it, is it easier for 10 guys to setup and maintain a cyno chain or a 1000 guys to setup and maintain the same cyno chain?
No, but once they do move their caps to the deployment area they have a decent advantage. So, 10 guys move their caps to the deployment area using am 8 jump cyno chain. 1000 guys move their caps to a deployment area using an 8 jump cyno chain. How exactly does the 10 man gang have an advantage over the 1000 man gang?
If the 1000 man alliance is being attacked 25 cynojumps away at the same time they need to reconsider if they really need that space and want to jump ludicrous distances again and again and again. Of course you cant expect that isboxing guy with his 10 alts to take sov from goonswarm, but corps/ alliances who can field a mix between caps and subcaps and are able to actually take advantage of it should be able to do so. |

Baali Tekitsu
B0SSAURA xXPlease Pandemic Citizens Reloaded Alliance.Xx
192
|
Posted - 2013.10.31 07:04:00 -
[5] - Quote
Onictus wrote:That looks vaguely like English, but it made no sense. Please tell me which part you didn't understand and I might tell you what it meant.- |

Baali Tekitsu
B0SSAURA xXPlease Pandemic Citizens Reloaded Alliance.Xx
192
|
Posted - 2013.10.31 07:25:00 -
[6] - Quote
PotatoOverdose wrote:Baali Tekitsu wrote:
If the 1000 man alliance is being attacked 25 cynojumps away at the same time they need to reconsider if they really need that space and want to jump ludicrous distances again and again and again. Of course you cant expect that isboxing guy with his 10 alts to take sov from goonswarm, but corps/ alliances who can field a mix between caps and subcaps and are able to actually take advantage of it should be able to do so.
So the 1000 man gang sends 50 guys to deal with the 10 man gang leaving 950 behind to defend the campfire.
As I said Im not expecting that 10 man alt corp to do that, but alliances/corps to the tune of 100ish should be able to. Also: lol that 1000 man gang wont just send 50 guys, because KILLMAILZ
Quote:What you're not getting, is that being able to jump stuff around easily is a massive boon to smaller entities living in null. Big entities can get along just fine without it because they always have, and they always will. [b]We know what an eve without jumpdrives looks like. Jumpdrives aren't the problem.
Its an advantage if you want to do logistics as a small entity for sure, but not if you actually want to field caps in combat. Im not talking about removing jump drives, Im talking about nerfing them (a lot). |

Baali Tekitsu
B0SSAURA xXPlease Pandemic Citizens Reloaded Alliance.Xx
192
|
Posted - 2013.10.31 07:46:00 -
[7] - Quote
Onictus wrote:Baali Tekitsu wrote:PotatoOverdose wrote:Baali Tekitsu wrote:
If the 1000 man alliance is being attacked 25 cynojumps away at the same time they need to reconsider if they really need that space and want to jump ludicrous distances again and again and again. Of course you cant expect that isboxing guy with his 10 alts to take sov from goonswarm, but corps/ alliances who can field a mix between caps and subcaps and are able to actually take advantage of it should be able to do so.
So the 1000 man gang sends 50 guys to deal with the 10 man gang leaving 950 behind to defend the campfire. As I said Im not expecting that 10 man alt corp to do that, but alliances/corps to the tune of 100ish should be able to. Also: lol that 1000 man gang wont just send 50 guys, because KILLMAILZ Quote:What you're not getting, is that being able to jump stuff around easily is a massive boon to smaller entities living in null. Big entities can get along just fine without it because they always have, and they always will. [b]We know what an eve without jumpdrives looks like. Jumpdrives aren't the problem. Its an advantage if you want to do logistics as a small entity for sure, but not if you actually want to field caps in combat. Im not talking about removing jump drives, Im talking about nerfing them (a lot). Yeah so then after the 1000 man gang goes 40 jumps on foot what stops them from just steamrolling all of you **** for making them jump that far. Or just staying, they have the manpower, I've fought wars on opposite sides of the map at once via jump clones and pod express.
Well if there is an entity that can motivate 1000 people to constantly jump clone and jump 40 jumps in their BS fleet then they will have an advantage for sure, but I don't know such entity yet. |
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