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Enemy Nation
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Posted - 2006.03.31 02:49:00 -
[1]
Instead of having the rats in belts and around gates just instantly appear when they spawn, how about they warp in from a random direction? Also when they despawn, have them warp out, although not too many people would see this happen.
It would look a little more realistic at least.
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Rex Rax
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Posted - 2006.03.31 03:51:00 -
[2]
It would definately make for some interesting ambushes... ----- Pop Goes the Frigate! |

SargeMonkey
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Posted - 2006.03.31 06:12:00 -
[3]
I never knew they despawned, but having them warp would be cool. I know they can warp away already. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- I can't spell, don't tell me I already know. -_-_-_-_-_-_- |

Mike Moss
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Posted - 2006.03.31 06:53:00 -
[4]
I have seen two rats despawn. I just assumed they had "lost connectivity!" True, rats are not the sharpest tools in the shed, but maybe a bit of variety in their patterns could be added.
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Alpha Centauri
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Posted - 2006.03.31 10:16:00 -
[5]
One interesting thing I noticed about rats is the way that they appear, its not always like this but this is what I have observed.
Whilst warping to a belt open up your scanner and keep scanning as you approach the belt, you will notice that the rats magically appear before you get to the belt as if they knew you were coming.
This is most noticeable with a pre-scan before warp they are not there, and then whilst warping, they magically appear :)
I have also observed a group of rats at one belt appear at the next belt, I know this because they were the only group in the set of belts.
A wise man can learn more from a foolish question than a fool can learn from a wise answer. - Bruce Lee |

James Duar
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Posted - 2006.03.31 10:25:00 -
[6]
I think the pattern of rats needs to be altered so it fits with some wider expansion policy by them - i.e. if not enough Sansha's get ganked in Empire space by pilots then over time the Sansha presence and flow rate into the system starts to increase.
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LC Sulla
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Posted - 2006.03.31 11:55:00 -
[7]
Personally I think the whole rats system could do with an overhaul. The status quo just not realistic in a game that works hard towards creating a viable immersive reality. For example if you shoot at someone in Empire space suddenly Concord are all over you. But they seem to ignore those outlawed rats when they attack you. Where to they come from? How do they get so far into Empire space if they can't use the gate system? Where are the Empire navies who are apparently at war with these outlaws?
It also smacks of such an extreme level of incompetence in the rats' chain of command that it is hard to imagine. What are they thinking just sending in small squads of ill equipped pilots to a belt to get repeatedly slaughtered.
Some ideas: Cycle targets (hmm... we're not getting anywhere shooting this Ferox who is not even shooting back... Let's shoot that barge he's protecting instead') Call in stronger reinforcements if losing a battle (especially when in their own territory) Warp out if losing and come back in greater numbers
Could also take a look at the whole rat bounty system. Farming bounties in 0.0 is almost a licence to print ISK but has absolutely no consequence to the rats themselves nor does it bankrupt Concord. More accountability here might be appropriate in terms of realism.
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Rex Rax
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Posted - 2006.03.31 12:15:00 -
[8]
Originally by: Alpha Centauri One interesting thing I noticed about rats is the way that they appear, its not always like this but this is what I have observed.
Whilst warping to a belt open up your scanner and keep scanning as you approach the belt, you will notice that the rats magically appear before you get to the belt as if they knew you were coming.
This is most noticeable with a pre-scan before warp they are not there, and then whilst warping, they magically appear :)
I have also observed a group of rats at one belt appear at the next belt, I know this because they were the only group in the set of belts.
I'm afraid to say that it isn't right in the slightest bit. I can sit at the center of a system and scan to belts from other planets, and still they show up on my scanner. More or less it probably has to do with how close you are and what your scanner range is set at... believe it or not, max scanner range cannot reach along the entire system.
Yeah, rats have done some weird things for me too though. Definately not limited to disappearing or changing belts... ----- Pop Goes the Frigate! |

Alpha Centauri
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Posted - 2006.03.31 12:47:00 -
[9]
Edited by: Alpha Centauri on 31/03/2006 12:51:41 I would not say its completely wrong, infact I observed this behaviour in a 0.4 system, so maybe the rules for 0.0 is different.
I agree, I have also scanned and found rats and belts without the way I describe, but in a 0.0 system.
Also this behaviour is best observed in a completely empty system as other players would cause the rats to spawn when warping in.
A wise man can learn more from a foolish question than a fool can learn from a wise answer. - Bruce Lee |

Alpha Centauri
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Posted - 2006.03.31 12:49:00 -
[10]
Originally by: LC Sulla Personally I think the whole rats system could do with an overhaul. The status quo just not realistic in a game that works hard towards creating a viable immersive reality. For example if you shoot at someone in Empire space suddenly Concord are all over you. But they seem to ignore those outlawed rats when they attack you. Where to they come from? How do they get so far into Empire space if they can't use the gate system? Where are the Empire navies who are apparently at war with these outlaws?
It also smacks of such an extreme level of incompetence in the rats' chain of command that it is hard to imagine. What are they thinking just sending in small squads of ill equipped pilots to a belt to get repeatedly slaughtered.
Some ideas: Cycle targets (hmm... we're not getting anywhere shooting this Ferox who is not even shooting back... Let's shoot that barge he's protecting instead') Call in stronger reinforcements if losing a battle (especially when in their own territory) Warp out if losing and come back in greater numbers
Could also take a look at the whole rat bounty system. Farming bounties in 0.0 is almost a licence to print ISK but has absolutely no consequence to the rats themselves nor does it bankrupt Concord. More accountability here might be appropriate in terms of realism.
I don't agree realism should be a factor, I see ratting as a 3d space invader mini game, you can make just as much ISK if not even more mining in 0.0 space.
The ability to earn good ISK in this manner is my preference, I suck at trading, I am bored with mining, this is the only viable money making option that suits me in the game.
A wise man can learn more from a foolish question than a fool can learn from a wise answer. - Bruce Lee |

LC Sulla
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Posted - 2006.03.31 13:34:00 -
[11]
Originally by: Alpha Centauri I don't agree realism should be a factor, I see ratting as a 3d space invader mini game, you can make just as much ISK if not even more mining in 0.0 space.
The ability to earn good ISK in this manner is my preference, I suck at trading, I am bored with mining, this is the only viable money making option that suits me in the game.
I certainly don't think an overhaul of the existing rat system should stop those who are interested in earning money ratting. I believe there can be a more realistic system which could still be lucrative for rat hunters. I guess my point is that to earn a few million ISK from the so called 'tough' rats there should also be significant risk. Miners face these risks because their barges can be popped very quickly by the sudden appearence of 0.0 rats who generally don't target the patrolling battleship. Most reasonably skilled battleship pilots can tank 0.0 spawns with ease (except commander spawns). In fact I'm sure many of you will agree that your major fear in 0.0 is forgetting to check local and missing the PvP player who just entered the system to hunt you.
Allowing the rats to flee, regroup and come back in force would force the player to use more realistic hit and run tactics. Maybe even requiring of them to mount a warp scrambler or two. To think a little more about tactics.
Predictability is making the belt rats too easy to kill. Even little changes could make a big difference. We all know when facing Guristas to use kinetic damage and increase our kinetic and thermal resistances. Imaging the surprise if they suddenly and unexpectedly fired missiles doing 100% EM damage at your nice new Raven (with Kin 80% Therm 70%) . If we can change our missiles then why can't they??
Variety is the spice of life.
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Alpha Centauri
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Posted - 2006.03.31 13:48:00 -
[12]
I do see your point but unpredictability detracts from the actual goal of having 0.0 rats to kill -> Make ISK!
I don't go into a belt grinding rats because I enjoy it, just as much as a miner goes and mines because they just love mining. (sadly some people actually do like this monotony)
It needs to be predictable it needs to be a good income so we can all gear up our ships to do the real deal - PVP.
If you want something more exciting, do dead space complexes instead.
You could say yeah, we have it easy once you get setup with the correct tank, you can make a shed load of isk, but to be honest you have to be fair to the addict, and to the casual player who only has 1 hour to spend a night ratting, which you can only really get up to roughly 30mil chaining a triple 1.8. in an hour.
We want players to make easy money so players have the means and the ISK to fight each other more! 
A wise man can learn more from a foolish question than a fool can learn from a wise answer. - Bruce Lee |
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