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Jim McGregor
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Posted - 2006.05.10 13:44:00 -
[1]
Im not sure if im missing something, but wouldnt it just be a big timesink trying to find people?
--- The Eve Wiki Project |

Jim McGregor
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Posted - 2006.05.10 13:49:00 -
[2]
Edited by: Jim McGregor on 10/05/2006 13:51:20
Originally by: Danton Marcellus
Originally by: Jim McGregor
Im not sure if im missing something, but wouldnt it just be a big timesink trying to find people?
It should be as I'd suspect the people you want to find doesn't want you to.
Great idea, keeping the chatroom but making it fuzzy.
So basicly the idea is to make it harder for pirates/killers to find targets?
What specific problems would this change address? Because i only see it as adding more difficulty finding specific players, or more difficult avoiding specific pirates.
--- The Eve Wiki Project |

Jim McGregor
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Posted - 2006.05.10 13:56:00 -
[3]
Originally by: Danton Marcellus
Yes, effort should be rewarded.
This would indeed make the game more boring. But i dont know, i might be missing the need for this...
--- The Eve Wiki Project |

Jim McGregor
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Posted - 2006.05.10 13:59:00 -
[4]
Edited by: Jim McGregor on 10/05/2006 13:59:56
Originally by: Shinoobie I personally feel this is a great idea.
If you have a good scout, then there should be no problem finding them.
People say this would be a timesink, isn't everything? Just get good at scouting.
5 minutes tops, I'd reckon it would take me to find a single hostile in a constellation. And I mean to the point of actually scrambling the person until backup arrived.
But what is the need for prolonging the time it takes to find somebody? You can scout just fine in one system too. You guys feel there is not enough time to escape from scary people or something?
Im not sure why im almost alone in not understanding the need for this. Please help me.  --- The Eve Wiki Project |

Jim McGregor
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Posted - 2006.05.10 14:21:00 -
[5]
Originally by: Joshua Foiritain
It would make it easier for pirates actually, currently if you enter local you will be spotted and people will run from you. If you enter 'constellation local' people will know youre there but they wont know if youre in their system, hence theyll need to undock to go scout which allows pirates to find them as well.
This system would reward the people who put in an effort by having scouts instead of the ones who are lazy and instadock whenever someone enters local.
A current tactic for getting people by suprise is going AFK in local while youre doing real life stuff, the locals will get used to you being AFK inside the sys untill you come back, position your cov ops and they start dieing.
The same tactic would work here on a larger scale as the tactic would work in the entire constellation.
This system would make it harder for travelling pirates yet easier for pirates who live inside one constellation.
If i was mining in some low sec space and couldnt trust local, i would run right away instead of bothering with scouts. Why take the chance when you are not combat fitted? And even if you try and scout, the guy can be in some other system when you find him, and then enter your system when you have gone back to mining. You wouldnt get any warning at all. So what are you going to do as the miner... avoid the whole constellation or be forced to take the chance that you still have some time before the pirate finds you?
Is this really an improvement of the game? Besides, travelling in 0.0 would be very difficult since you would have to scout entire constellations. And even then you wouldnt be safe since people will move around between systems without you having a clue.
--- The Eve Wiki Project |

Jim McGregor
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Posted - 2006.05.10 15:06:00 -
[6]
I think alot of you guys needs to see the whole picture. Yes, changing local to what is suggested would be good for fleet battles, but how would it affect other areas of the game?
--- The Eve Wiki Project |

Jim McGregor
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Posted - 2006.05.10 16:38:00 -
[7]
Edited by: Jim McGregor on 10/05/2006 16:38:48
Originally by: Joshua Foiritain Edited by: Joshua Foiritain on 10/05/2006 15:30:07
I had small scale/piracy style combat in mind when i suggested this system as i have little experience (or no recent experience) in fleet combat.
One of the main problems i run into when trying to kill my enemies is that entering local = They all dock. The lovely part with NPC stations is that theres no way we can prevent them from docking so all they have to do is wait till we get bored and continue with what theyre doing.
Leaving a cov ops AFK in system for a few hours works as they usually come out and start NPCing/mining/whatevering so then we kill a battleship or two before they all dock again.
The current system favours the prey, its a perfect danger avoidance system in 0.0 as its 100% accurate all the time. Local currently means that only the lazy and stupid people can be killed, everyone else will know what to do when an enemy pops into local.
You could argue that the system works like in nature when tigers chase and kill their prey. He will catch one of them and eat it while the others manage to escape.
But i agree that its not good that eve works this way. Low sec systems should be dangerous and currently they are pretty safe since the prey can escape if it wants. You cannot sneak up on the prey and attack like in nature. Instead you are seen as soon as you enter local. I agree this is not a good system.
Im just not so sure what to do about it. Maybe remove local completely, but then low sec would become very, very dangerous instead. --- The Eve Wiki Project |
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