Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Herzog Wolfhammer
Sigma Special Tactics Group
120
|
Posted - 2011.11.12 00:15:00 -
[1] - Quote
Yet more threads about 0.0, lowsec, the "Great wall of Carebear"...
now is the time!!
It's time to be able to dial in a point-to-point warp or system-to-system warp just like they do in Star Trek and Star Wars. I don't care how far, whether it's a ship rig, hull, module, or skill.
The ultimate answer to all this "highsec too populated/0.0 not populated!!! Nerf highsec buff lowsec!!! Marsha Marsha Marsha!!!!" crap is to get rid of this dependency on gates, get rid of these gank pipelines, bring about the end of the Reign of the Bubble and herald in the Reign of the Combat Probe. Blobs and cap drops fall aside to combat patrols and small engagements that can become large ones.
A good time will be had by all!
(get rid of local too in 0.0 and it will be the ends of the reign of the bots).
Anyone who does not like it: don't hide behind any facade of caring for the game. I know that this game would benefit from ending this reliance on gates for ALL.
Set us free!! |

Morganta
Peripheral Madness The Midget Mafia
276
|
Posted - 2011.11.12 00:23:00 -
[2] - Quote
might as well let everyone cyno where ever they want and let all ships have JDs...
what about the pipes and dead end systems, you kill half the strategy of eve with on demand port to where ever the hell...
oh the huge manatee... The American public's reaction to the change was poor and the new cola was a major marketing failure. The subsequent reintroduction of Coke's original formula, re-branded as "Coca-Cola Classic", resulted in a significant gain in sales, leading to speculation that the introduction of the New Coke formula was just a marketing ploy |

T' Elk
Happy Little Spaceships
134
|
Posted - 2011.11.12 00:23:00 -
[3] - Quote
This idea, while created with good intentions, is terrible. God wears-áRay Ban Aviators. |

Ranger 1
Ranger Corp
260
|
Posted - 2011.11.12 00:28:00 -
[4] - Quote
I'm sorry Herzog, I know your intentions are good, but any game that involves combat also deals with the concept of "points of conflict".
Gates serve the same function as terrain does in surface based games. Eliminating that aspect makes EVE a very safe, and very boring, place for all of it's citizens.
Mining, hauling, any form of travel, is only exciting if there is an element of danger. Remove that and you give EVE a very short life expectancy. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Gogela
Freeport Exploration
120
|
Posted - 2011.11.12 00:29:00 -
[5] - Quote
Transportation is definitely a problem. It sounds like CCP is aware of the problem though...
That said, if nothing else changes I don't see a problem with just adding "teleport" to any ship. Might as well enable any ship to teleport to any connected system, given the current status quo
I hope and believe that another jump nerf is in the works though...
All GëíGêçGëí Ships | Many Odd GëíGêçGëí Items (+Drones) | <-- Links to showInfo in-game |

Ranger 1
Ranger Corp
260
|
Posted - 2011.11.12 00:41:00 -
[6] - Quote
I'll take this a small step further, and forgive me if it derails your thread slightly.
Instead of making travel easier what EVE could really use is for travel to be made more challenging.
I know it seems counter intuitive to you, but travel is far too easy and far too boring as it stands now.
The highway systems in place now were put there originally to ease server load in certain area's, and were great when introduced, but we are now at a point where it would be beneficial to the entire player base for the different regions of EVE to be more isolated from each other.
Wouldn't it be nice to NOT have to run to Jita all the time, if the trade hub a few jumps away developed into a much more competitive entity because most of the trade in your area was done there instead?
Different area's would have their own quirks, what is cheaply available in one area may be highly valuable in another. The trick to cashing in on that would be to have the skills to get from one area to another safely on a regular basis, and if it were easy to do that (as it is now) the potential profits evaporate because "anyone can do it"... and does.
Lower skill pilots make coin keeping the local market stocked. More highly skilled pilots make a bit better coin by making the dangerous inter regional treks. The economy as a whole thrives.
In Null, huge fleets cannot move freely to engage each other. Smaller, faster ships become preferred and larger vessels reserved for what would need to be well thought out strategic needs.
Just something to think about. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

KamikazeBrAzIl
Crimoria Co Vera Cruz Alliance
5
|
Posted - 2011.11.12 01:27:00 -
[7] - Quote
Close gates, KILLL PVP |

Nova Fox
Novafox Shipyards
270
|
Posted - 2011.11.12 01:40:00 -
[8] - Quote
Eve space is too empty right now, it be a... ill fated idea. Populate the space with stuff and then you can talk about removing gates.
|

Elson Tamar
Lion Investments
32
|
Posted - 2011.11.12 01:41:00 -
[9] - Quote
oooh i like the idea of more local hubs and a death to jitas stranglehold on the economy. |

Morganta
Peripheral Madness The Midget Mafia
276
|
Posted - 2011.11.12 01:47:00 -
[10] - Quote
Elson Tamar wrote:oooh i like the idea of more local hubs and a death to jitas stranglehold on the economy.
what stranglehold?
the fact that people flock there to pay higher prices than in smaller hubs? of course people also flock there for the better selling prices, but that's only because people pay them
I think its because jita is a PLEX hub, so people dumping plex have access to quick cash and are less likely to pass on something because its a bit more expensive and that helps to keep median prices for moving items fairly high The American public's reaction to the change was poor and the new cola was a major marketing failure. The subsequent reintroduction of Coke's original formula, re-branded as "Coca-Cola Classic", resulted in a significant gain in sales, leading to speculation that the introduction of the New Coke formula was just a marketing ploy |
|

non judgement
Without Fear Flying Burning Ships Alliance
148
|
Posted - 2011.11.12 01:58:00 -
[11] - Quote
Are they talking about cynos? |

Opertone
Signal 7
6
|
Posted - 2011.11.12 02:02:00 -
[12] - Quote
please, disallow WARP off after engaging in player combat.
if you shoot you have 60 seconds WARP recalibration time. It will give the much needed PvP long range and maneuvers. |

Zleon Leigh
18
|
Posted - 2011.11.12 03:44:00 -
[13] - Quote
OP: This could only happen if the big computer working on the "42: What does it mean" question actually completes the job in our lifetime. Gates are a computing crutch that keeps the whole server from imploding.
You wanna do the Star Trek thing - get back to invention! Incarna - Newest business example of mismanaged capital. |

shellree
Galactic Shipyards Inc NEM3SIS.
9
|
Posted - 2011.11.12 05:53:00 -
[14] - Quote
this is already in effect. its called a jump clone |

shellree
Galactic Shipyards Inc NEM3SIS.
9
|
Posted - 2011.11.12 05:54:00 -
[15] - Quote
Opertone wrote:please, disallow WARP off after engaging in player combat.
if you shoot you have 60 seconds WARP recalibration time. It will give the much needed PvP long range and maneuvers.
^^this |

Nariya Kentaya
Celestial Ascension
65
|
Posted - 2011.11.12 05:54:00 -
[16] - Quote
Ranger 1 wrote:I'll take this a small step further, and forgive me if it derails your thread slightly.
Instead of making travel easier what EVE could really use is for travel to be made more challenging.
I know it seems counter intuitive to you, but travel is far too easy and far too boring as it stands now.
The highway systems in place now were put there originally to ease server load in certain area's, and were great when introduced, but we are now at a point where it would be beneficial to the entire player base for the different regions of EVE to be more isolated from each other.
Wouldn't it be nice to NOT have to run to Jita all the time, if the trade hub a few jumps away developed into a much more competitive entity because most of the trade in your area was done there instead?
Different area's would have their own quirks, what is cheaply available in one area may be highly valuable in another. The trick to cashing in on that would be to have the skills to get from one area to another safely on a regular basis, and if it were easy to do that (as it is now) the potential profits evaporate because "anyone can do it"... and does.
Lower skill pilots make coin keeping the local market stocked. More highly skilled pilots make a bit better coin by making the dangerous inter regional treks. The economy as a whole thrives.
In Null, huge fleets cannot move freely to engage each other. Smaller, faster ships become preferred and larger vessels reserved for what would need to be well thought out strategic needs.
Just something to think about. agreed, development of economies on a smaller scale would help the pvp pilots aswell, whether giving them pew pew as they keep high-value freighters moving goods between regions, or ambushing freighters to grab some goods they otherwise are too lazy to pay for.
in expansion to this, between regions there shoudl eb rings of low-sec, since these regional gates would have so much traffic it would be hard to keep control (lore wise)... this owuld make sense REALISTICALLY since, hey, look at any big city in the world, they inevitably have more crime and unsolved crimes in generral because there are so many people it is impossible for a police force to patrol them all. |

Herzog Wolfhammer
Sigma Special Tactics Group
122
|
Posted - 2011.11.12 07:55:00 -
[17] - Quote
shellree wrote:Opertone wrote:please, disallow WARP off after engaging in player combat.
if you shoot you have 60 seconds WARP recalibration time. It will give the much needed PvP long range and maneuvers. ^^this
I would imagine that hyperwarp would not be possible if being targeted, like a cloak, but I am leaving out the mechanics of it all - if ever implemented, how would they do it?
Let me point out something.
I have a BC with a large rig in it.
It's a gravity cap rig, for scanning.
Even worse, it's an exploration fit, because CCP ignores those great designs by Nova Fox and while gankers, miners, haulers, and even now the salvagers have their own ships, there is nothing for explorers except a SB or Covops which means that you are hunted wherever you go - though what does a system defender known when they see one?
I have had this ship in service since the spring of 2009, but have been to very dark places. Wormholes of all classes, sometimes passing through, and low enough I could actually solo them with a nearly impossible gimp fit. I use the wormholes to go to 0.0 where, regardless of it being NPC space or someone's "turf", I hit exploration sites.
Then I use a WH to get back to high sec to stash, use, or sell the booty.
All of the tools afforded to me, maps, scanners, etc, I use to keep from being caught. I have been caught, but a BS sized AB, ecm drones, nuet - they help get uncaught (and thankfully I never got caught by a Lachesis).
I have never seen a bubble camp, and was only caught in one abandoned bubble or I think whoever was watching it was not sure of what they were against.
There is one strict rule followed: no gates unless it's a short jump in a closely watched system. You see I am behind the legions of renter fodder and right under the noses of those interior places where few expect trespassers. No scout to make a call.
Using worm holes to get around is what kept my ship in service for a almost 3 years.
As for killing PVP, how? That I don't get caught in someone's bubble camp or gank pipeline is killing PVP? Those are not elements of PVP. It's more like PVV (player versus victim). Perhaps a suitable war target does come through once in a while, but nobody bothers to ask.
Now with POCOs (player owned customs stations) and the possibility of raidable moon arrays, the ability to get past the renter fodder, the bot runners, and gank pipelines could make for more interesting situations. Are not people tired of this camping business? Are not those in the outlying regions of the larger alliances working the security for their bosses while they suck moon goo and rat in the interiors in relative safety?
Point to point warp - though a teleport reminds me of the "Probability Drive" - would open up a new realm of possibility and promote PVP because an access to most if not all systems (disregarding mechanics, rules, etc) freely means patrols and smaller engagements.
I see that getting asked for a lot.
My perception is that I see people wanting more targets, and people wanting more opportunities, and believe it or not people do want to leave highsec but there is virtually a wall around it. The wall is not Concord keeping baddies out. It does more to keep people in. The wall is well described.
What players want, I think could be better delivered by a point-to-point warp feature. How it's delivered, I won't address, because that can take a long long time and most of it will be reaching into our butts for a feature that does not, if ever, exist.
The game would certainly be jazzed up, and I care little for the existing power structure of 0.0 who has made it the way it is. They are the one claiming Leet PVP status, they should welcome the targets.
|

Andski
GoonWaffe Goonswarm Federation
718
|
Posted - 2011.11.12 08:07:00 -
[18] - Quote
Herzog Wolfhammer wrote:(get rid of local too in 0.0 and it will be the ends of the reign of the bots).
That is not a solution to bots. |

Herzog Wolfhammer
Sigma Special Tactics Group
122
|
Posted - 2011.11.12 08:08:00 -
[19] - Quote
Andski wrote:Herzog Wolfhammer wrote:(get rid of local too in 0.0 and it will be the ends of the reign of the bots). That is not a solution to bots.
Tell me then. What would be the solution? I know that goons don't bot, so you can be more constructive.
|

Andski
GoonWaffe Goonswarm Federation
718
|
Posted - 2011.11.12 08:19:00 -
[20] - Quote
Herzog Wolfhammer wrote:Andski wrote:Herzog Wolfhammer wrote:(get rid of local too in 0.0 and it will be the ends of the reign of the bots). That is not a solution to bots. Tell me then. What would be the solution? I know that goons don't bot, so you can be more constructive.
PvE content that isn't entirely predictable and cannot be easily automated, for one. Incursions were a good start.
Changing local channels in 0.0 isn't a solution to botting, and only idiots say it is. |
|

Herzog Wolfhammer
Sigma Special Tactics Group
122
|
Posted - 2011.11.12 08:28:00 -
[21] - Quote
Andski wrote:Herzog Wolfhammer wrote:Andski wrote:Herzog Wolfhammer wrote:(get rid of local too in 0.0 and it will be the ends of the reign of the bots). That is not a solution to bots. Tell me then. What would be the solution? I know that goons don't bot, so you can be more constructive. PvE content that isn't entirely predictable and cannot be easily automated, for one. Incursions were a good start. Changing local channels in 0.0 isn't a solution to botting, and only idiots say it is.
I have observed that in every discussion about local and 0.0, there is just as much gained and lost for both sides of an "offender/defender" equation. To simply say that idiots support it does not make a good argument.
|
|

CCP Phantom
C C P C C P Alliance
149

|
Posted - 2011.11.12 09:22:00 -
[22] - Quote
Moved from General Discussion. CCP Phantom - German Community Coordinator |
|

Flashrain
Vanguard Frontiers Intrepid Crossing
10
|
Posted - 2011.11.12 18:05:00 -
[23] - Quote
I like this idea for ease of movement. But the pvp points are good too - the stargates are there to provide a choke point.
The best of both worlds solution is to implement this "Trans-warp Drive" with a variety of penalties:
1. Show arrival point visible anywhere from the entire system - like cyno generation. 2. On arrival, warp scramble for a set duration proportional to mass x distance traveled, sufficient for someone to come and tackle you. 3. Capacitor dependent, to prevent quick successive jumps. 4. Should not be instant - the ship should accelerate and stay in warp until arrival.
Benefits: 1. Less time wasted through traveling. 2. More time spent doing fun things. 3. Less lazy pvp camping gates with afk alts boosting. 4. More ganks from the automatic warp scrambling. |

Barbie D0ll
Imperial Academy Amarr Empire
24
|
Posted - 2011.11.13 09:24:00 -
[24] - Quote
Flashrain wrote:I like this idea for ease of movement. But the pvp points are good too - the stargates are there to provide a choke point.
The best of both worlds solution is to implement this "Trans-warp Drive" with a variety of penalties:
THREAD HIJACK TIME!! new idea, transwarp drive
- comes in three flavors cruiser, battleship, and industrial ship
- frigates and destroyers are too small to fit such drives so armies of suicide thrashers don't attack you from nowhere except for covert ops ships but at a price
- tech 2 industrial ships can equip one with similar penalty except
- it is a lowslot module and has similar penalties to equipping a micro-warp drive except it also decreases cargo-room space by 50% and cannot be off-lined nor removed in space
- 30 seconds to 30 minutes before the ship arrives in system, a signature appears that can be scanned with onboard scanner but you end up 30-70 km away, if you use probes you can warp to 0
- black ops and covert ops ships also have arrival signatures but have to be scanned down with combat probes
- after a successful jump the ship must wait for the warp drive and reactor to recover to resume normal activities and no mods can be activated during this time nor can normal warp be achieved except for covert ops cloaks
- the jumping mechanic can be similar to the way ships with jump drive work in which they need 95% capacitor to begin a jump and cannot jump out of bubbles, or while overcome by warp scramblers (warp stabs will work to counteract this)
- the POS module System scanning array will notify everyone in system and blue to the pos owners will be notified AND will see the jump in point on their overview and will be able to warp to 0 just like a cyno
- all capital ships have this by default, except everyone in system will be notified when one jumps in
- all ships will be incapacitated until capacitor returns to 95% this means you can drop a nuet on them and they won't be able to return to normal functions
did i include enough penalties to it yet?
and fu forums for trying to eat my post |

Adunh Slavy
Ammatar Trade Syndicate
82
|
Posted - 2011.11.13 13:26:00 -
[25] - Quote
I do agree that gates need to go away, I'm not fond of this particular idea of how to do it, but gates defiantly suck and hold the game back. |

Falrec
Epsilon Lyr Ares Protectiva
0
|
Posted - 2011.11.13 15:04:00 -
[26] - Quote
1:
- comes in three flavors cruiser, battleship, and industrial ship frigates and destroyers are too small to fit such drives so armies of suicide thrashers don't attack you from nowhere except for covert ops ships but at a price
Yes, but... It would be better to give only the ability to BC and upper and industrial vessels. Why should we protect against suicide Trasher gang if a suicide Stabber gang or a Vagabond gang can do the same? Let the ability to jump to heavy ships.
2:
- tech 2 industrial ships can equip one with similar penalty except
No. Tech2 Industrial ship have already the ability to fit a cov-ops clacking device, or have a bonus to warp strength, the don't need another bonus.
3:
- it is a lowslot module and has similar penalties to equipping a micro-warp drive except it also decreases cargo-room space by 50% and cannot be off-lined nor removed in space
I do not agree at all First, it would penalize the ship armor, in addition, the mentioned penalties are too big. Can be as a rig, with a increased signature radius or less in the structure HP, or can be mounted in series, as the jump-drive on the capital ships.
4:
30 seconds to 30 minutes before the ship arrives in system, a signature appears that can be scanned with inboard scanner but you end up 30-70 km away, if you use probes you can warp to 0
Yes, But... 30min is too long. 30s to 5 min will be better. In addition, the jump-in signatures should be probed only by probes combat, it would add interest to a cov-ops pilot.
5:
- black ops and covert ops ships also have arrival signatures but have to be scanned down with combat probes
No -Cloaked vessel jump-out signature can't be found -Black Ops have already a jump-drive, they don't need a second jump-drive. It is imperative to remove one of them.
6:
- after a successful jump the ship must wait for the warp drive and reactor to recover to resume normal activities and no mods can be activated during this time nor can normal warp be achieved except for covert ops cloaks
What? Are you mad? Do you want to leave the ships defenseless under the pretext they just jump in? reduce their capacitor to 30% or 40% would be sufficient.
7:
- the jumping mechanic can be similar to the way ships with jump drive work in which they need 95% capacitor to begin a jump and cannot jump out of bubbles, or while overcome by warp scramblers (warp stabs will work to counteract this)
Yes but... Only if there is a skill, like the JumpDrive to reduce the level of capacitor required at each jump, while maintaining an adequate level of capacitor after the jump (30% to 40% of maximum capacity, for example), and the jump uses of isotopes. Would it be possible to reduce the prerequisites skill "Jump Drive Calibration", "Jump Drive Operation" and "Jump Fuel Conservation", by extending their bonus transwarp drive, and removing "drive" their name. To give it this: > Jump Calibration (6x): Each skill level grants a 25% increase in maximum jump range. Prerequisite: Operation Jump lvl4 > Operation Jump (4x): Each skill level capacitor Reduce the Need of Initiating a jump by 5%. Prerequisites: Warp Drive Operation lvl 4, lvl 3 Navigation (, Science lvl 3?) > Jump Fuel Conservation (6x): 10% reduction in fuel Consumption Amount for jump drive operation per light year per skill level. Prerequisite: Operation Jump lvl4
8:
- the POS module System scanning array will notify everyone in system and blue to the pos owners will be notified AND will see the jump in point on their overview and will be able to warp to 0 just like a cyno
Yes, for the notification, but I do not agree with an auto-scanning array.
9:
- all capital ships have this by default, except everyone in system will be notified when one jumps in
No, hell, NO! Capital ships are not to be able to jump in anywhere without a cyno.
10:
- all ships will be incapacitated until capacitor returns to 95% this means you can drop a nuet on them and they won't be able to return to normal functions
Same as 6.
|

Barbie D0ll
Imperial Academy Amarr Empire
24
|
Posted - 2011.11.13 21:06:00 -
[27] - Quote
and this is why we have forums so we can exchange words and ideas |

Mirak Nijoba
Gamers Corner
6
|
Posted - 2011.11.13 21:51:00 -
[28] - Quote
Do any of you people actually play this game?
Warp Recalibration, Remove Gates...
Basically what your saying is, force everyone to already have the location or go no where... Which then also takes it into one large system.... Which would crash eve.
Oh also get a Cyno... It's the same basic thing. ^_^ or... get a cloak ship... or biomass now because you don't know how to play obviously.
Warp Recalibration... Really... so you want to ask CCP to force a death to happen in the 99% of PVP Fights that happen in eve???
Get a Warp Scram / Pointer... Get in Range they can't warp out... unless they brought a WCS. Then they bested you...
Oh and we do have a Time to warp modifier already.... It's called align time. |

Herzog Wolfhammer
Sigma Special Tactics Group
131
|
Posted - 2011.11.13 21:53:00 -
[29] - Quote
I left out details on how the mechanics should be because the idea is so far away from the present structure it's hard to see it implemented and thus hard to envision how.
I would wager that the bigger the ship, the bigger the warp. Whether it's a Star Trek style warp: Set course and engage, or a Star Wars type warp where the ship computer has to take time to dial in and prevent flying into a star and such, the common approach of EvE is to have "cost for benefit". Presently the cost for a JF or JB network is to be a large organization with the resources and ISK to acquire and maintain such advanced means of travel.
It would be interesting to see a a Titan cross all of New Eden in one jump, for example, or if perchance a certain kind of fuel is needed to perform such jumps, a ship having enough storage.
Whatever the case, I would insist that opening up space even a little bit for more players would jazz things up considerably and hope that CCP makes some consideration in the future. |

Hecchh
South Side Salvage and Scrap
2
|
Posted - 2011.11.20 20:01:00 -
[30] - Quote
Ranger 1 wrote:I'll take this a small step further, and forgive me if it derails your thread slightly.
Instead of making travel easier what EVE could really use is for travel to be made more challenging.
I know it seems counter intuitive to you, but travel is far too easy and far too boring as it stands now.
The highway systems in place now were put there originally to ease server load in certain area's, and were great when introduced, but we are now at a point where it would be beneficial to the entire player base for the different regions of EVE to be more isolated from each other.
Wouldn't it be nice to NOT have to run to Jita all the time, if the trade hub a few jumps away developed into a much more competitive entity because most of the trade in your area was done there instead?
Different area's would have their own quirks, what is cheaply available in one area may be highly valuable in another. The trick to cashing in on that would be to have the skills to get from one area to another safely on a regular basis, and if it were easy to do that (as it is now) the potential profits evaporate because "anyone can do it"... and does.
Lower skill pilots make coin keeping the local market stocked. More highly skilled pilots make a bit better coin by making the dangerous inter regional treks. The economy as a whole thrives.
In Null, huge fleets cannot move freely to engage each other. Smaller, faster ships become preferred and larger vessels reserved for what would need to be well thought out strategic needs.
Just something to think about.
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |