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Author |
Thread Statistics | Show CCP posts - 37 post(s) |
Kadl
Imperial Academy Amarr Empire
64
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Posted - 2014.01.14 16:14:00 -
[1] - Quote
The dev blog seems to imply that ESS are bought from the empires as objects, not as blueprints or blueprint copies. If that is correct, is there a good reason for removing the manufacturing opportunity? |
Kadl
Imperial Academy Amarr Empire
65
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Posted - 2014.01.14 17:16:00 -
[2] - Quote
I am still interested in potentially manufacturing the ESS.
The complaints seem to be geared around interceptors scooping the contents too fast. Wouldn't just requiring the thief to be uncloaked and within a reasonable range for 3-5 seconds be enough to make the situation dangerous for interceptors. That might suggest different requirements for deploying the can, or making the can slower to open and loot (different type of can). It seems that those balance options should be available to CCP. |
Kadl
Imperial Academy Amarr Empire
65
|
Posted - 2014.01.14 19:03:00 -
[3] - Quote
Gizznitt Malikite wrote:Frankly, I like the idea of the ESS, but find the response window too low. Locals need time to form up and defend it, and 60 seconds is not enough time.
Weaselior wrote:I mean the basic thing I think about this is it's a neat idea, but I think the risk/reward balance is skewed,
So this is basically a good idea. There needs to be some changes to the time intervals and perhaps one small mechanic change and this idea is set to go. The problem is that CCP needs the feedback to adjust those timers so that defenders could reasonably catch the thief. It seems like some time testing things out on the test servers could provide CCP with some valuable feedback. I would fault CCP if they did not consider messing with the timers based on actual tested feedback. Right now the idea sounds reasonable to me and something that needs the right balancing. |
Kadl
Imperial Academy Amarr Empire
65
|
Posted - 2014.01.14 19:31:00 -
[4] - Quote
Gizznitt Malikite wrote:Increasing the drop-isk-tag window from 40 seconds to 3-5 minutes will give the locals plenty of time to react and blap theives.
You seem to have an estimate of 3-5 minutes for a defensive response. I am guessing that is based on current defensive tactics and positions. Some things which might reduce the required response time are: ESS placed on station eject path, ESS placed near ratter's staging pos, assigned bookmarks for response fleet, additional reasons to watch intel channels, and additional reasons to rat while aligned. Having the times set for a specific number of seconds may favor certain system sizes. Perhaps 3-5 minutes is the time needed, but given these possible advantages it might be shorter. |
Kadl
Imperial Academy Amarr Empire
65
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Posted - 2014.01.14 20:15:00 -
[5] - Quote
Gizznitt Malikite wrote:Kadl wrote:Gizznitt Malikite wrote:Increasing the drop-isk-tag window from 40 seconds to 3-5 minutes will give the locals plenty of time to react and blap theives. You seem to have an estimate of 3-5 minutes for a defensive response. I am guessing that is based on current defensive tactics and positions. Some things which might reduce the required response time are: ESS placed on station eject path, ESS placed near ratter's staging pos, assigned bookmarks for response fleet, additional reasons to watch intel channels, and additional reasons to rat while aligned. Having the times set for a specific number of seconds may favor certain system sizes. Perhaps 3-5 minutes is the time needed, but given these possible advantages it might be shorter. I've formed up many a response gangs, and a 3-5 minute response is extraordinarily fast (unless your just warping in ships kitchen sink like, or already have a response fleet formed). Really, you want a 6-10 minute window for a proper response fleet to form up. (this is why I requested a 3-5 minutes to activate the ESS, and 3-5 minutes for the ESS to process your drop-isk-tag request). Then these will be conflict drivers. Putting them on a station, or on a deathstar POS will destroy the conflict driver potential of these, because the homefield advantage of engaging on these grids essentially means it is suicide for a small gang to engage. Pull it away from POSes and Stations and Gates, and more ships die, which is a good thing!
I was not clear enough. The dev blog is clear that the ESS must be placed "several 100 kilometers" from a station. It does not mention POSes but we can assume a similar distance. The point is that the ESS could be placed in the eject path (facilitating an instant warp to it from the station). Also the warp distances can be designed to be a short distance from the defender's staging POS.
I am also expecting the ratters to already have a PvP ship setup and ready when they warp to their staging safe spot. I think it is fair to expect a bit of extra preparation since sitting afk is no longer the best option. |
Kadl
Imperial Academy Amarr Empire
65
|
Posted - 2014.01.14 20:51:00 -
[6] - Quote
Alcorak wrote:As they stand right now the 'time to rob' is about 75 seconds from when an interceptor appears in local. 30 sec to land on the unit, 40 to rob it, and 5 (on the outside) for human error. I'd estimate a defender's time to get to POS/station in ratting ship, swich to pvp ship, warp to bubbled ESS, lock interceptor and point at around 90 seconds *minimum*.
I think you are missing the 20 seconds needed to access the ESS. So your estimate is 75 seconds, and adding 20 seconds gives 95 seconds, which is apparently CCP's guess at response times. I am not as confident about the 90 second response time being enough for defenders. I think the response time is a huge variable that CCP needs feedback on. |
Kadl
Imperial Academy Amarr Empire
67
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Posted - 2014.01.15 18:00:00 -
[7] - Quote
CCP SoniClover wrote:Gizznitt Malikite wrote:It would be nice to get some dev &/or CSM feedback on the issues brought up.
also: Why wasn't this first released in the F&I forum for feedback. Does CCP consider the proposed version a final draft? Based on feedback, we're looking at three things: - Time to get loot - lot of good points that the time needs to be increased - Interceptors too good - we're looking at ways to decrease the efficiency of using an interceptor to steal - Too effective as warp bubble - we're looking at making it less viable Thanks for the feedback so far. Any test feedback from Sisi would also be much appreciated.
Will you consider allowing player manufacturing of the ESS (from blueprints or blueprint copies)? |
Kadl
Imperial Academy Amarr Empire
67
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Posted - 2014.01.15 18:16:00 -
[8] - Quote
Zerb Arus wrote:CCP SoniClover wrote:
Based on feedback, we're looking at three things: - Time to get loot - lot of good points that the time needs to be increased - Interceptors too good - we're looking at ways to decrease the efficiency of using an interceptor to steal - Too effective as warp bubble - we're looking at making it less viable
Thanks for the feedback so far. Any test feedback from Sisi would also be much appreciated.
Missing point: - The low gain is not worth the risk & hassle with that structure in my opinion. And that even without factoring in Interceptors. to your 2nd point: Link the "Take All" button to a hacking game that is difficult enough to be unfeasible in an interceptor. -áGP¬ People have been longing to use hacking devices on non-NPC structures for ages. -áGP¬ It has been suggested many times in this thread -áGP¬ It just feels logical
I believe that Soniclover deliberately left off any changes to the reward structure. CCP likely views this deployable as a test and thus wants to limit the possible rewards until they see the effects. So like it or not the reward structure is going to be poor to begin with.
I like the idea of adding in a hacking game. CCP might be worried about feature creep at this point in the development, but I think it would be a strong game play addition. |
Kadl
Imperial Academy Amarr Empire
67
|
Posted - 2014.01.15 20:23:00 -
[9] - Quote
Kismeteer wrote:Oh, exploit found. If I scoop the item, which is instant, it doesn't destroy the bounties in it while it's in my cargohold. Then, when hostiles are gone, I wait the minute to launch, and bounties are still there. The good news is that it's bound to the system, not the ESS, so you can even just drop a new one.
This is designed behavior: "Destroying or scooping the ESS will not affect the system-wide pool. That is only affected by successfully accessing the ESS and choosing to Share or Take all. The system wide-pool stays intact and becomes available again when another ESS is deployed." |
Kadl
Imperial Academy Amarr Empire
67
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Posted - 2014.01.16 21:34:00 -
[10] - Quote
After reading the 20+ additional pages I am glad to see that we are finally addressing the topic of small gang warfare. I believe that allowing small gangs to disrupt null sec industrial (ratting) areas is a good idea. It seems like this is part of CCP's overall plan for adding "Farms and Fields" to null sec.
Summit 2011 wrote:CCP and the CSM agreed about the need for more small gang activities and targets to disable (GÇÿFarms and FieldsGÇÖ) - not necessarily more structure shooting, which is boring. Stealing moon goo from harvesters was one idea.
CCP planning and implementing there ideas for this. This means a null sec resident should expect even more items which disrupt isk generation, and hopefully provide more rewards for those who defend their areas. I wonder what the summer expansion will bring. CCP could be planing to build on their small tests recently.
Most of the rage in this thread seems to be generated by the 5% nerf to ratting bounties (with differing effects based on loot, and other considerations). They cannot imagine the ESS having benefits and just see this as a nerf. With CCP's current direction they may be in for a great deal of shock and horror.
Even if this module is not used it will be a good development experiment from CCP's point of view. They need to know what works and doesn't work as they move forward on the 'Farms and Fields' plan. This is their Tech 1 module, with lots of design room for improvement (more versions with additional bonuses). |
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Kadl
Imperial Academy Amarr Empire
68
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Posted - 2014.01.16 21:53:00 -
[11] - Quote
James Amril-Kesh wrote:Manssell wrote:This is the "farms and Fields" we've all mostly been screaming for isn't it? No. No it isn't.
I am afraid it is. Small gangs? Targets to disable? Avoid structure shooting?
Wyn Pharoh wrote:For the record, small gang roams are the greatest fun I've ever had playing Eve. Defending against small gang roams is pretty high up there, imho. Too much home defense however bleeds fleet participation over time, and gets you, the roaming gang fewer counter formups. And you know this to be true.
Nullsec Empire will need to anticipate more small scale deployments and account for that in their large scale expansion plans. Long term, long distance deployments will be disrupted when small gangs can effect the industrial plans of an alliance.
Omanth Bathana wrote:It has been shown multiple times in this thread that properly fit interceptors are literally uncatchable due to the way server ticks work.
For this and other comments about interceptors please check this quote:
CCP SoniClover wrote:- Interceptors too good - we're looking at ways to decrease the efficiency of using an interceptor to steal
If you can accept the basic idea that ratters should gather to defend against roaming gangs (in return for extra rewards) then the ESS needs improvement not elimination. The form of that improvement is certainly a topic for debate. Increasing timers and reducing interceptor effectiveness are being considered. I have my doubts about CCP's willingness to change the rewards, but there have been some useful suggestions there. |
Kadl
Imperial Academy Amarr Empire
68
|
Posted - 2014.01.16 22:16:00 -
[12] - Quote
Omanth Bathana wrote:Kadl wrote:After reading the 20+ additional pages I am glad to see that we are finally addressing the topic of small gang warfare. I believe that allowing small gangs to disrupt null sec industrial (ratting) areas is a good idea. It seems like this is part of CCP's overall plan for adding "Farms and Fields" to null sec. Did you actually read the 20 pages? They have mostly been people explaining why this provides no disruption to null sec isk generation above and beyond what small gangs already do just by existing.
I have read (or skimmed when they were just raging) all the posts on all 67 pages. Most of them are from people concerned about their income being nerfed by 5%. That was itself enough for them to call for firing various employees. The worst among those complainers didn't read the devblog and merely repeated various mixed up rumors. The best of the complainers gave real alternative options (LP) as rewards to avoid the nerf.
Among the people explaining the disruption there have been many people complaining about interceptors (SoniClover already addressed this), many people saying that everyone will dock up (i.e. they don't want PvP despite being in Null Sec), and a few people who don't like the current setup of ESS. Recently I have seen another small group saying that PvP in Null is only about large sovereignty fights (look at CCP's stated plans).
Someone raging about how a plan is blatantly stupid and CCP should be punished is not an effective argument for me. The people just planning on docking up sound like they are not really in the spirit of Null Sec EVE. I am among the people who don't like the current ESS setup, but think that the timers or other mechanics can make this work. |
Kadl
Imperial Academy Amarr Empire
69
|
Posted - 2014.01.16 22:29:00 -
[13] - Quote
Omanth Bathana wrote:I accept the premise that null-sec income generators should gather together to defend against roaming gangs in return for extra rewards, but I do not accept the premise that ratters should do so. Right now, the two terms are identical (for all practical purposes), which is the problem. The whole point of farms and fields is that there are ways to generate personal income outside of ratting, which is exactly the mark that this deployable misses.
So your problem with the ESS is that CCP is not introducing another feature for generating isk in Null Sec? One potential answer to that complaint is that CCP is using this idea to work out ideas before inventing those new isk generating systems. First they would make a simple deployable like the Mobile Depot. Then they would make a siphon for the moons. Then they would include ratting in the mobile object plans. Then they would mess with mining (and ring mining?). Perhaps then (? 2014) they mess with POSes replacing them with these modular pieces. This looks like it could be part of the development progression. I certainly hope that they don't fail and give up at this point.
Fix Sov wrote:I'm still not seeing a good reason why I should deploy one, and I still very much doubt it'll have any effect at all beyond the old AFK cloaker, and I'm not really seeing anyone seriously trying to convince me otherwise.
Perhaps the plan is for the first deployable will look uninspiring, but perhaps acceptable in XYZ situation (Tech 1). Then they add variations which look more interesting. It looks like CCP is scared of adding something really good and messing up the balance too much. |
Kadl
Imperial Academy Amarr Empire
69
|
Posted - 2014.01.17 00:25:00 -
[14] - Quote
Omanth Bathana wrote:My problem with the ESS is that it is indicative of 1) a poor choice in direction for deployables as a category that doesn't support long-term use other than quality-of-life deployables like the MTU and Mobile Depot, 2) a fundamental breakdown of the channels CCP uses to communicate with the player base, and 3) a complete lack of understand of how null-sec personal income generation works and what can be done to make it more palatable to/enjoyable for players.
1) I am not seeing any opposition from you to the Small Mobile Siphon, Cynosural Inhibitor, or the Mobile Jump Unit. Are those all on the right track? Or perhaps at least one is a sidetrack. This unit fulfills one of the goals of 'Farm and Fields' as stated two and a half years ago in the summit meeting notes.
2) The plan for things like this was communicated two and a half years ago. We have heard about it since then. Perhaps 'Farm and Fields' became a code word for fun and joy for null sec where people forgot the fighting aspects it was supposed to encourage. That the null sec people missed the fight small gangs aspect in the plan might point to a lack of communication.
3) In the May 2011 Summit Meeting Minutes 'Farms and Fields' is specifically associated with small groups of players utilizing a piece of null sec and being disabled by small gangs. It does not say anything about making isk generation more fun. Perhaps it was assumed that null sec would want to fight for their income, and that would make it more palatable to/enjoyable for players. They did talk about changing rats to be more PvP like, adding low end minerals, messing with Technetium, and removing high end ores from wormholes.
Remove small gangs and this is a straight boost of isk with the potential for generating drama. With the right setup this is defendable against those gangs meeting the 'Farms and Fields' plan. Perhaps the 'Farms and Fields' idea is bad and was made by people with "a complete lack of understanding of how null-sec personal income generation works". |
Kadl
Imperial Academy Amarr Empire
70
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Posted - 2014.01.17 02:51:00 -
[15] - Quote
Fix Sov wrote:Gizznitt Malikite wrote:But, anyone that RF's it reduces system bounties back to 25%. *edit* You mean someone simply incaps it, and then has to repair it (no RF timers).
Or it can be hacked, and be offline for x hours or whatever, I don't care.
I have thought of other mechanics like the one you are suggesting here, and the mechanics CCP suggested are superior to yours. The x hour mechanic forces people to suffer for something they could not control. The scenario: raiders come through and lock ratting in a region a half hour before you log on. Now you suffer even though you would have fought them off. The ESS gives you control. Start the ESS when you start ratting. Fight people while you are logged in. Stop the ESS when you are done. You controlled your fate.
Your example shows that you don't like the risks to rewards for this structure, not that you are opposed to structures like this. If you can get CCP to move on the rewards balance then great. My focus is on the making the device more defensible because I am cynical about a rewards argument swaying CCP at this point. I think the 5% nerf is unnecessary, because with the current boost suggested it will be used by a very small percent of people (highly defended areas, or random dead ends no one goes anyway). I think that CCP is scared that the bonuses will be used in many more places and that will increase their null sec isk faucet. |
Kadl
Imperial Academy Amarr Empire
70
|
Posted - 2014.01.17 02:56:00 -
[16] - Quote
Fix Sov wrote:The problem is that the part where some of the bounty can be stolen by blue, neut or red (or even inadvertently by the guy using the structure hitting the wrong button) is a bullshit mechanic which will not help in making the "small gang objective" initiative or "farms and fields" initiative reach its goal, because overall it'll be a lot better to just not erect the ESS in soniclover's current form.
The drama issue is important, and a good one that you raised. Much earlier someone suggested adding hacking to steal. Thus to make a mistake you would have to activate a module and actively hack the system instead of push button for everyone to receive their money. Given this issue it might make sense to at least require a confirmation dialog to steal. |
Kadl
Imperial Academy Amarr Empire
76
|
Posted - 2014.01.17 17:25:00 -
[17] - Quote
Fix Sov wrote:Kadl wrote:I have thought of other mechanics like the one you are suggesting here, and the mechanics CCP suggested are superior to yours. The x hour mechanic forces people to suffer for something they could not control. The scenario: raiders come through and lock ratting in a region a half hour before you log on. Now you suffer even though you would have fought them off. Solution attempt: if you're online and in a system that's having its ratting bounty thingy incapped/hacked, regardless of whether you leave or go offline between the time they start and the time they actually incap/hack it, you're marked with the coward flag and given a bounty penalty in that system. You can go to a different system and still receive full bounty, but in that system you didn't defend, you're not going to get full bounty for x period.
This is a better mechanic than incapacitating the system for a certain amount of time. I still think it is weaker than the ESS. My first objection is that the penalty is to move one system away. That is simply resolved by tweaking this to be a penalty which follows you from system to system.
You never specified how this coward flag is set, and that makes a huge difference. Is this a ship module? Is this a deployable structure? Obviously logging out should not avoid the penalty so the penalty will need to be applied quickly. If the penalty is applied quickly then how do we stop an afk cloaker from randomly applying it? I don't like the idea of giving afk cloakers more power. To stop afk cloakers we force the attackers to have more players than the defenders. Now CCP is deciding who would win a fight, encouraging afk login and more afk cloaking.
There are some other issues. Development time, they already have the ESS and future plans may be mapped out based on ESS. There is no focus for PvP. The ESS can be setup by the defenders so that they have advantages (bookmarks, distances to warp) and focuses the PvP. A ship module or offensive structure allows the attacker to determine the location. Also a coward flag seems a bit out of place in EVE.
An advantage is that coward flags could be adapted to high sec and calling people out of stations during war. Perhaps the third time will be your charm, or you can some how develop this idea to work around the issues. |
Kadl
Imperial Academy Amarr Empire
76
|
Posted - 2014.01.17 17:35:00 -
[18] - Quote
Jenn aSide wrote:If my goal is to make isk to do something else, why would I light a "pvp here" cyno beacon begging for someone to come screw with me?
Based on this you believe that the PvE places in null sec should be secure from small gang PvP. That seems counter to the 'Fields and Farms' plan as CCP initially suggested it. It also seems more like high sec 'I want my isk without being bothered', than null sec 'I fight for my isk'. It is certainly possible that I am not understanding some fine distinction you are making here.
Perhaps CCP cannot make the 'Fields and Farms' work in null sec because no one (in either high or null sec) is willing to take risks while they get their isk. Somehow wormhole residents seem to manage. |
Kadl
Imperial Academy Amarr Empire
78
|
Posted - 2014.01.17 17:56:00 -
[19] - Quote
James Amril-Kesh wrote:I never said I shouldn't have to defend my ratting space. I never said I deserve CONCORD levels of safety. But if I have to defend my fields, they damn well better be worth defending. And they need to be substantially more profitable than they currently are for that to happen.
So you don't like the risk vs reward of the ESS. I think your objection has been substantially made in this thread, with a great deal of insulting emphasis. One great advantage of the ESS is that you don't have to set it up. Unless you have another argument there really isn't a great deal more to say on the subject.
In the future I hope that the rewards are increased to the point where a variation of this deployable does look appealing on the rewards vs risk for you. In the meantime I have focused on the ways to make the ESS defensible so that the risk side of equation is significantly decreased. A defensible ESS may make a 20% increased income (hopeful varient of the future) worth it for more people. |
Kadl
Imperial Academy Amarr Empire
79
|
Posted - 2014.01.17 18:44:00 -
[20] - Quote
Fix Sov wrote:Kadl wrote:Fix Sov wrote:Solution attempt: if you're online and in a system that's having its ratting bounty thingy incapped/hacked, regardless of whether you leave or go offline between the time they start and the time they actually incap/hack it, you're marked with the coward flag and given a bounty penalty in that system. You can go to a different system and still receive full bounty, but in that system you didn't defend, you're not going to get full bounty for x period. This is a better mechanic than incapacitating the system for a certain amount of time. I still think it is weaker than the ESS. My first objection is that the penalty is to move one system away. That is simply resolved by tweaking this to be a penalty which follows you from system to system. Or alternatively, make it an ihub module, like the station modules, and enable people to hack it. To restore bounties, unhack it. Voila, problem solved, and nobody should care if it was hacked before they logged on. vOv
A simple reading is obviously bad. If you can just unhack the module when the gang has left then we are not encouraging small gang PvP. Unless you are thinking that the time to unhack will be long (in which case you are just going backwards to the time issue).
Lets look at a more complicated reading. Hacking the module gives people a coward's flag. So the solution is GǪ log quicker than they can hack? Lets give the debuff to everyone who logged out when the hacking was started. An afk cloaker can give this debuff. So you have provided the structure with a bit more defender control (but not as much as the ESS). You have not eliminated the afk cloaker issues. You have added a number of potential corporate role issues, particularly for renters. This also eliminates the ability to try a variant of these in NPC null, or make the deployable available in low sec.
I am going to ignore your rewards arguments and insults. Either something can work (with enough rewards) or it can't.
Fix Sov wrote:Farms and fields isn't hard to make work in nullsec
You have tried three times and still haven't come up with a method meeting the ESS.
Fix Sov wrote:Or you could just realize that the problem with the module is that it's a schizophrenic mess.
Anything requiring balance is schizophrenic. In this case defenders and attackers need to be balanced. I don't think the ESS as written is well balanced, but I think the fundamental mechanic can be setup if various parts are tweaked.
I wonder if your real problem is with the gambling mechanic. You put something into the pot and gamble that you can get it back. If that is the case then perhaps one of the tweaks you would like is removing the initial 15% placed into the pot. The bonus income would still be in the pot. I don't have an opinion on that idea. It sounds like another tweak that could be suggested. |
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Kadl
Imperial Academy Amarr Empire
80
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Posted - 2014.01.17 19:00:00 -
[21] - Quote
Jenn aSide wrote:Kadl wrote:Jenn aSide wrote:If my goal is to make isk to do something else, why would I light a "pvp here" cyno beacon begging for someone to come screw with me? Based on this you believe that the PvE places in null sec should be more secure from small gang PvP (than other null sec spaces). That seems counter to the 'Fields and Farms' plan as CCP initially suggested it. It also seems more like high sec 'I want my isk without being bothered', than null sec 'I fight for my isk'. It is certainly possible that I am not understanding some fine distinction you are making here. Perhaps CCP cannot make the 'Fields and Farms' work in null sec because no one (in either high or null sec) is willing to take risks while they get their isk. Somehow wormhole residents seem to manage. Who said anything about more security.
I think you did. You want the current level of security from people screwing with you. Thus you want more security then the 'Fields and Farms' plan may offer, since it is designed to encourage small gangs to come.
Jenn aSide wrote:If YOUR goal is making isk to do fun stuff, what would YOU do, make isk in some place where you are easily interrupted and where you have to fight against unknown or crazy odds? our would you simply supply yourself in a less irritating place and just take the isk and go have fun?
There are many ways to approach fun stuff and isk in a game. The 'Fields and Farms' plan is to encourage one of those paths (fight small gangs and get rewards because you win). It seems that you do not like that path. You seem to want 'do stuff in a place where once I fight the big fights I can make my good isk'. You also mention doing 'boring stuff in a safe environment'. One way I like is the travel around EVE and see fun stuff method while making some isk. I guess the 'Fields and Farms' idea of encouraging small gang fights is not good for you, and will reduce your fun in this game. Perhaps, most people in null sec like the 'big fights and then minimal small gangs'. That sounds boring to me. |
Kadl
Imperial Academy Amarr Empire
82
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Posted - 2014.01.21 21:08:00 -
[22] - Quote
Wow! So CCP actually messed with the reward system. I guess I was wrong to by cynical about that ever changing. Leaving in the 5% decrease in unenchanced isk generation from the current level is certain to keep a number of people angry. Nerfing the value of navy LP is likely to make others angry. I don't mind either of these changes.
At first glance the mechanics of the ESS are improving. Forcing people to stay in range of the ESS should considerably reduce the chance of theft via interceptor. The ESS's point makes it more dangerous. The 180 seconds might not be enough time to actually mount the defense desired. |
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