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GKFC
Quis Leget Haec
4
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Posted - 2014.04.03 05:21:00 -
[1] - Quote
My original thread:
https://forums.eveonline.com/default.aspx?g=posts&m=4269243
Hadn't really fixated on it much since tbh, and I can understand CCP don't want to do this currently, but how about this for a potential workaround in PvP systems:
- Introduce Acceleration Gates prior to entering PvP zones - These gates check your hull and do not allow entry if certain mods are present (similar to ship restrictions)
Sure, a bit more overhead, but that way the markets could be seeded regularly, but only in certain instances could it actually be used. The rest of the EvE Universe could still use them though.
CCP could then introduce those zones and have people testing with (non) Deadspace equipment as necessary. Because really, in PvE / POS bashing situations does it really matter as much?
Thoughts? |

GKFC
Quis Leget Haec
4
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Posted - 2014.04.03 11:49:00 -
[2] - Quote
I don't see why that would be the case.
There aren't gate camps happening now, and this could easily be added to the rules.
Having Deadspace mods that you can't use in certain areas means you can still buy them and use them in others. Which is the point I'm getting at. |

GKFC
Quis Leget Haec
4
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Posted - 2014.04.03 21:14:00 -
[3] - Quote
Once this has been setup I don't see how it will add much overhead. It's the initial work that will be needed.
If the mods can't be used in certain areas and that is where CCP want new ships / effects etc tested I really don't see the issue with them being elsewhere in the Universe still though. If it's really that big of a concern don't have them on the market at only 100ISK then.
And I never said disable the mods, I said detect. Like have the gate scan the hull and not allow access if certain mods are present. Without having access to CCP's codebase I can't offer more specifics on the implementation. |

GKFC
Quis Leget Haec
4
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Posted - 2014.04.04 01:49:00 -
[4] - Quote
Ironic you added a TL:DR since it feels like you didn't really read / comprehend what it was I was saying.
The whole "gate camp" counterargument is flawed and easily circumvented too.
Sure, it may not happen, but it doesn't hurt to offer ideas still. |

GKFC
Quis Leget Haec
4
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Posted - 2014.04.04 13:01:00 -
[5] - Quote
Merida DunBrogh wrote:How is it circumvented? A warpgate makes you warp to a certain beacon in space, this means that the beacon could easily get camped by a 20 man fleet, meaning no one else will ever get an actual fight anymore.
Sure, they could make it that you warp in 100km from said beacon at random points, but what would be the point of that? Squad warps would get screwed up, and that is just needing to code for no reason. Not to mention bubbles might screw with that...
https://forums.eveonline.com/default.aspx?g=posts&t=6353&find=unread
Add a few lines here and in the Singularity chat channel.
Really not that hard given there are already combat restrictions on the server.
For example. |

GKFC
Quis Leget Haec
5
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Posted - 2014.04.16 16:13:00 -
[6] - Quote
Please read the thread a bit more.
That wasn't what I wanted either. |
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