Pages: 1 2 3 [4] 5 :: one page |
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Nikk Narrel
Moonlit Bonsai
4332
|
Posted - 2014.07.30 14:09:00 -
[91] - Quote
Maybe make the bubbles operate a little bit like drones.
They are only active when the pilot who anchored them remains on grid.
Exception: Like fighters having offgrid range, a capital ship can anchor them and move off grid, but must remain online and in system.
Reasoning: The control of this device is too involved to operate without host ship support. Possible benefit: rigs or modules to enhance the effect of the bubble become possible. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Antillie Sa'Kan
Forging Industries Silent Infinity
572
|
Posted - 2014.07.30 15:07:00 -
[92] - Quote
Omnathious Deninard wrote:HIC alts at lease have to pay a sub. They can also provide eyes, mount a large buffer tank, and light a cyno. I fail to see how this is better. |

Gizznitt Malikite
Agony Unleashed Agony Empire
4053
|
Posted - 2014.07.30 16:16:00 -
[93] - Quote
GlassCutter wrote:Gizznitt Malikite wrote:Mobile warp bubbles are an excellent tool for small gang PvP'ers. I use bubbles to split response fleets up, allowing us to pick them off in small bite-sized morsels. Bubbles are easily circumvented by both inties and the use of bookmarks. I really don't understand this ire towards bubbles.
As for auto-expiring bubbles. I can cope with a 2 hr time limit on bubbles, IF their cost was significantly reduced.
Alternatively, I would rather have bubbles simply have less HP (especially large bubbles).
Remember, you might not like a bubble camped gate with 50 large bubbles. But that's 800m isk worth of bubbles that took an hour or two to setup. Furthermore, it often makes people feel "safe" in a system when an inty can come in and still tackle them with ease. Are they really a problem? Yes bubbles are a perfect tool for small gangs and solo pilots who can shape grid by using them. In this case nothing is wrong with them and nothing will change after adding 2 hours limit. You talking about time and money wasted to set up these defending structures. Trust me there is no effort. 800mln isk is no more than 1 hour of ratting for smartbombing bs'es (1 guy can easily do that). You gonna shoot lage bubble way longer than it needs to set up and anchore. Do you really want to spent entire evening on shooting them? So if you put enough bubbles you can be sure they are safe and you can just check once a week if everything is ok. There is no effort in this. And now add timer to bubbles. Can you see difference? But imagine you want to roam in deep sov 0.0, with intel, eyes 3 jumps before pockets with people and of corse lots of bubbles on gates. Your scouts can go freely through gates and maybe fast enough to catch someone who is not watching intel. And now things started to very be complicated. Your main fleet to move all the way through bubbles to your scouts. I don't care (no one really cares) about this poor guy who was tackled, it's just tool to spawn bigger fight with locales. Other tool is ESS, but as long as you can put it on anomaly, locales can safely scope money before you move your main gang to system. These 2 tools (ESS and tackled ship) are the only things which can force them to defend thier systems. They can dock and wait until you move. They are safe.
I don't understand your point.
You can get fights now just fine, and the bubbles only serve to separate your scout tackle from your main gang. They create a nice obstacle in space where a fight might happen, where the defenders might counter attack. They serve as a purpose slowing down the reinforcements so the tackled pilot has a minute or three to kill the tacklers and get safe.
These are good things! I don't understand what the issue is?
|

Xaldafax Caerleon
Veritas Theory Fidelas Constans
13
|
Posted - 2014.08.09 01:27:00 -
[94] - Quote
Well looks like this was address... Large bubble cost just went up like 10 fold... Each is now like 50m in jita. |

Mocam
EVE University Ivy League
458
|
Posted - 2014.09.11 05:16:00 -
[95] - Quote
Just change it so anyone can unanchor them.
Send a notice to the owner when a bubble they deployed is being unanchored by someone else.
So if someone jams 60 bubbles out there, you run around unanchor them all then scoop them when they off-line -- go sell them and make a profit.
Beats the hell out of some fuel situation and lets folks make some cash finding a big area with them deployed - it also can be used as a trap - someone starts unanchoring and the owner's gang comes in from a neighboring system to nail them.
You could even attach that hacking mini-game to it and require a hacking module where success or failure, the owner gets notified and it still has that off-line timer before you can scoop it.
Lots of interaction potential this way vs some kind of fuel solution and it could motivate some to go earn isk by just cleaning up junk deployed in areas that nobody is really active in. |

Rex Omnipotens
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.09.11 07:07:00 -
[96] - Quote
-1I think bubbles serve their purpose and offer unique and balanced game play. While yes I disagree with the explotive use of hundreds of bubbles to force a crash, bubbles are a tool and they serve their purpose. If you add the fuel idea or you force them to decay as a single use object, no one will use them and there will be another thread complaining about how they cost too much or they're entirely pointless now.
Additionally bubbles add to the content generated by some fleets, 2 examples: 1) Badgur and his Corp consistently camped a null sec pipe in etherium reach, using small gang tactics and a handful of mobile bubbles they shut down an entire pathway through null sec. 2) I forget the 2 alliances that squared off but the one was in prophecies and the other was in ishtars, the prophecy fleet was the local defender and when the time came for the proph fleet to bail they did so via a jb. The ishtar fleet's scouts picked them up a few jumps away and as they burned to give chase the proph fleet got stuck in a series of bubbled gates allowing the ishtars to catch them and finish the job. So while bubbles may be the bane of every fleet caught in them, they still serve the purpose they were intended for and as such probably won't change... much...
Their use also generates a balance between the defender and the attacker allowing the defender to slow a fleet down letting them, the defender, to either get safe or form a response. If the fact that most of the defenders escape your tackle and chose getting safe over forming a response is what sets you off then your gripe isn't with bubbles it's with the community as a whole.
So all in all, bubbles are here to stay. We can cry about them and curse BoB for afflicting us with their auras of immobility when we're caught in them, but likewise it is also truly, good, right and salutary to sacrifice a thousand rifters when your pubbie scrublord terrabad targets trap themselves in their own bubbles cursing your existence as a Phantom specter haunting their every movement. |

Anthar Thebess
685
|
Posted - 2014.09.11 07:13:00 -
[97] - Quote
I think you are wrong. They are mostly used to block roaming gangs.
So you have : 1.People that are not in their space, without possibility to reship. 2.People that live in some space. They have all ships on a station or jump away.
So on the weaker side you have roaming gang - as each ship killed is gone from a fight , and each person loosing ship on defender side can easily reship.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Rex Omnipotens
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.09.11 07:30:00 -
[98] - Quote
You're entitled to your opinion, but what you're describing is an intended use of the bubbles. As for believing that the devs should "nerf" bubbles because you're a roaming gang with an inherit disadvantage... Thats just reductio ad absurdem. You're invading their space that they pay for and they maintain, if it was easy for you to come in and attack then you should just take their space. Does it smother null sec small gang pvp? Probably, but as in all things eve you can either adapt and overcome or go to low sec/wormholes where bubbles aren't a problem. Ceptors and nullified t3 make the world go round. |

Anthar Thebess
686
|
Posted - 2014.09.11 07:39:00 -
[99] - Quote
This is not only small gangs, this is about eve. Sorry , but nullsec should not be constant bubbles every 3-4 gates.
If you are not aware - putting large amount of objects on gate grid is prohibited - because this cause many issues. Petitioning GM usually makes all of those objects removed - simply no one wants to bother GM each time he encounters 50 bubbles on gate.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

suid0
Habitual Euthanasia Pandemic Legion
139
|
Posted - 2014.09.11 07:56:00 -
[100] - Quote
Anthar Thebess wrote:This is not only small gangs, this is about eve. Sorry , but nullsec should not be constant bubbles every 3-4 gates.
If you are not aware - putting large amount of objects on gate grid is prohibited - because this cause many issues. Petitioning GM usually makes all of those objects removed - simply no one wants to bother GM each time he encounters 50 bubbles on gate.
To be honest if the GMs have actually agreed it is prohibited and they remove them then petitions is exactly what you need to keep doing. The only way you'll raise enough awareness with the right people is if it becomes a burden to them.
the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |

afkalt
Republic Military School Minmatar Republic
323
|
Posted - 2014.09.11 09:34:00 -
[101] - Quote
Gizznitt Malikite wrote:I don't understand your point.
You can get fights now just fine, and the bubbles only serve to separate your scout tackle from your main gang. They create a nice obstacle in space where a fight might happen, where the defenders might counter attack. They serve as a purpose slowing down the reinforcements so the tackled pilot has a minute or three to kill the tacklers and get safe.
These are good things! I don't understand what the issue is?
There is, to my mind, a distinction between a handful of tactical bubbles and this sort of thing: http://dl.eve-files.com/media/1407/example.png
I like bubbles in the sense you refer to, I like them actually in general as engagement forcers. I do think there's something to the complaints about the kind of thing in the image though.
Essentially people are anchoring like the image to hide behind them, mounting an (imo) over effective passive defence that requires them to do nothing of any substance.
As previously as discussed I don't see any issue with gate rats popping them, if you're there and active it is no problem - even if you're just nearby, rats aren't famed for epic DPS. It limits their destruction to the gate and belt (does anyone do this in belts?) areas leaving you to bubble strategic assets if you are that way inclined.
I genuinely can't see any players using bubbles in the manner you describe taking issue with having to splash rats every 20 minutes or whatever. |

Rex Omnipotens
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.09.11 16:45:00 -
[102] - Quote
NPCs shooting player owned structures/ deployables is a slippery slope to go down. |

Nikk Narrel
Moonlit Bonsai
4377
|
Posted - 2014.09.11 16:58:00 -
[103] - Quote
Rex Omnipotens wrote:NPCs shooting player owned structures/ deployables is a slippery slope to go down. There are a lot of things that are good in limited quantities, and sorely missed in absence or overabundance.
We have NPCs present to shoot player owned structures already, our ships.
Having them show up to take out other items is not a bad idea, so long as it helps promote play rather than diminish it.
In my opinion: Shooting stations and outposts, bad. Shooting pretty much everything else, good. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Mike Voidstar
Voidstar Free Flight Foundation
722
|
Posted - 2014.09.11 21:53:00 -
[104] - Quote
Also.... You get caught in bubble. Enemies appear to violence you. Behold "content" has been generated, just not the content you wanted.
The bubbles themselves represent content.
It's a little understood concept that content is not just defenseless PvE Miner/Ratter/Hauler getting violenced by "brave" hunters. |

Owen Levanth
Sagittarius Unlimited Exploration
268
|
Posted - 2014.09.11 22:06:00 -
[105] - Quote
GlassCutter wrote:Mobile Warp Disruptors should be content generators, not tool for avoiding content.
Right now most of these are anchored in 0.0 on gates to prevent small pvp groups from moving fast trough space.
Devs gave us intreceptors but they won't survive long enough on rats fire when gang have to fly 200km+ to the gate and same distance on the other side of the gate.
My solution is simple: Mobile Warp Disruptors should use fuel, and has small fuelbay, for 1 max 2 hours. Or just explode after 1, 2 hours. Its fair for tactic pvp usage on grid, or setting up small camp.
You can still set up bubble on gate to your farming system, but not 50 like today.
What has Mobile Warp Disruptor to do with content? Today we have 2 oponents in sov war, Days with small local wars everywhere in galaxy are gone long ago. The only left content ganerate people from small gangs who roaming sov 0.0 systems, but current situation make this work really hard.
CCP changed rats agro (npc pirates should be more than happy that we want to kill thier Nemesis), added mjd. I hope devs don't chenged mind and this is still pvp game where small groups with high game skills can find something for theirself.
Fly Unsafe
Better idea: Just prevent stacking of Mobile Warp Disruptors by making it impossible to anchor them too close together. Other deployables work that way, why not Mobile Warp Disruptors, too?
Having them hang around forever is stupid, I think. But making them use fuel is a bit harsh. Make them reusable, but with a 2-day timer: If you just leave them alone, they're decay away two days later. Should help against lag, too. |

Kell Braugh
Caldari Provisions Caldari State
10
|
Posted - 2014.09.11 22:10:00 -
[106] - Quote
Firstly though, Don't bump F&I threads. Beyond being kinda annoying, it is against the rules. http://community.eveonline.com/support/policies/forum-moderation-policy Rule 15
- Fuel use isn't the answer, as it doesn't balance them, just adds another step to the resident's task list of to do items before ratting.
- Timers are a bad balancing tool as they will just replace them more often-- maybe cost them more, but their risk is not balanced.
- 'you can just pop the bubbles' is a straw man argument and does nothing to address the fact that when you jump into a system and you are inside a bubble, you mathematically have zero chance of catching someone off guard with the SOLE exception of them being on grid with you.
- Even without a bubble, catching a ratter is mathematically impossible unless they don't react within about 6 seconds of you popping up in local. Bubbles just makes that time to react go up to afk-able levels.
This is about the balance of using bubbles defensively as a way to hinder other player's ability to be the risk that goes along with the rewards of generally being in a null sec system. Hopefully, we can all agree that there really is no risk posed to you by the npc rats you are killing in and of themselves.
The issue, as I see it, is abuse of bubbles around gates. Combined with the insta-intel of local, it leads to zero risk for ships in the system to even be remotely bothered by someone entering the system assuming you notice the person in local before he is on grid with you.
Previously, (now years go) I posted a pretty in depth look at the mechanics surrounding 'the roam'. I did the math to show that even without bubbles, just based on the pure time to jump in and warp to a belt for instance (this was in the context of local being overpowered), a typical ratting raven was at zero risk even against a nano'd vagabond (at the time the slowest ratting ship vs arguably the fastest aligning solo pvp'ing cruiser) if the raven reacted in less than 6 seconds. This was without a bubble on the gate, and the raven at a deadstop, facing the wrong way from warp. This is assuming you know exactly where to warp to in the first place. Obviously the deck is stacked against the aggressor here.
With this said, I struggle to find anything less of restricting a bubble from enveloping the gate area as a balance. The change could use the same mechanics as the the latest breed of player deployables, and simply restrict anchoring within 20km + the bubbles range of a stargate. Also, restricting them from anchoring within 2 * bubble range in order to stop players from simply building a 'bubble' of bubbles around the gate might be appropriate, but since you would be able to warp off the gate through the bubbles, it might not be needed.
Player-ship spawned bubbles (dictors/HICs) obviously wouldn't have these restrictions.
I don't think that the bulk of players supporting nerfs to bubbles (or local for that matter) are asking for an "I win" button, just a legitimate change at an encounter. |

Mike Voidstar
Voidstar Free Flight Foundation
722
|
Posted - 2014.09.11 22:46:00 -
[107] - Quote
Evasion is as legitimate in the sandbox as anything else.
Those bubbles are used for more than just giving sleepy ratters more buffer time to get away. |

Kell Braugh
Caldari Provisions Caldari State
11
|
Posted - 2014.09.11 22:54:00 -
[108] - Quote
Mike Voidstar wrote:Evasion is as legitimate in the sandbox as anything else. Those bubbles are used for more than just giving sleepy ratters more buffer time to get away.
Evasion implies some type of cleverness and that you are at risk in the first place.
Please, I'd like to know this reason why you would bubble a gate on a grid you are not present on (like for a camp) if not for the purpose of gaining an additional buffer of reaction time between seeing someone in local and getting safe. |

Antillie Sa'Kan
Forging Industries Silent Infinity
654
|
Posted - 2014.09.11 23:03:00 -
[109] - Quote
Kell Braugh wrote:'you can just pop the bubbles' is a straw man argument and does nothing to address the fact that when you jump into a system and you are inside a bubble, you mathematically have zero chance of catching someone off guard with the SOLE exception of them being on grid with you.. Unless of course you are flying an interceptor or nullified T3. |

Kell Braugh
Caldari Provisions Caldari State
11
|
Posted - 2014.09.11 23:10:00 -
[110] - Quote
Antillie Sa'Kan wrote:Kell Braugh wrote:'you can just pop the bubbles' is a straw man argument and does nothing to address the fact that when you jump into a system and you are inside a bubble, you mathematically have zero chance of catching someone off guard with the SOLE exception of them being on grid with you.. Unless of course you are flying an interceptor or nullified T3.
So intys and nullified T3s should be the only mathematically possible roamers that can tackle someone reaping the rewards of being in null sec? Seems like the 'sandbox' just got awfully small. |

Mike Voidstar
Voidstar Free Flight Foundation
722
|
Posted - 2014.09.12 00:25:00 -
[111] - Quote
Kell Braugh wrote:Mike Voidstar wrote:Evasion is as legitimate in the sandbox as anything else. Those bubbles are used for more than just giving sleepy ratters more buffer time to get away. Evasion implies some type of cleverness and that you are at risk in the first place. Please, I'd like to know this reason why you would bubble a gate on a grid you are not present on (like for a camp) if not for the purpose of gaining an additional buffer of reaction time between seeing someone in local and getting safe.
I said they get used for more than that, not that they are never used for that.
Evasion implies that someone got away from you. It's inherent in tactics where direct risk is in fact completely avoided. Since tackle in EVE is absolute, there is no room in EVE for pushing any kind of limit to stay and try and fight, or even to find out if that neut is indeed neutral or actually hostile.
Go find someone interested in PvP for your gud fight. So long as you insist on hunting ships that rely 100% on evasion for defense, you should prepare to be avoided with regularity.
Kell Braugh wrote: So intys and nullified T3s should be the only mathematically possible roamers that can tackle someone reaping the rewards of being in null sec? Seems like the 'sandbox' just got awfully small.
Sandbox. It does not mean what you think it means. At the least I am pretty sure it does not mean free helpless kills delivered to your doorstep daily.
Watching local constantly represents more effort than the average hunter wants to put into finding prey. You want someone to go out, be distracted for however long, and then wait for you to come shoot them, all while you log in, undock and spend a few minutes looking for a target. What's the point for them again? Getting their stuff blown up is 'content'? Because the content sure wasn't that completely one sided fight you want them to experience. |

Kell Braugh
Caldari Provisions Caldari State
11
|
Posted - 2014.09.12 01:00:00 -
[112] - Quote
If you acknowledge that risk vs. reward is a central tenant to Eve, which I and many other subscribe to, that you must also acknowledge that a 'helpless' ship reaping premium rewards is out of balance.
Maybe you are just playing dumb to support your own opinion, but to think that a solo/small gang, roaming null sec is riskfree itself and effortless is about as far from the truth as possible. The fact you think this all happens "a few minutes" from logging in makes me think we aren't playing the same game.
The attacker in this scenario is going into a situation knowing that they are attempting to attack people in their own homes, where they can quickly re-ship to counter whatever the attacker brings, where the defender has the advantage of safe havens like stations and pos shields. The added numbers than come from others in the surrounding area to group together and form a counter gang against the attackers. So many advantages for the defender. The attacker has one advantage-- surprise on the initial encounter.
I never asked for anyone to be distracted, nor wait around to get tackled. I asked that we examine the in-game mechanics and reality of the scenario in order to balance the reward that null space PvE'er enjoy with the true lack of risk they experience.
Mobile Warp Disruptors are really the coup de gr+óce on solo/small gang roams and need balancing.
|

Rex Omnipotens
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.09.13 19:35:00 -
[113] - Quote
I don't understand how the crow comes into the argument, its nullified so bubbles do nothing to it. If your "tests" show that domi can't be caught in that scenario, it just means that domi can't be caught. Or are you saying the game is broken because not even a ceptor can catch a slow battleship if the player is paying attention? If so that's completely irrelevant to this topic. |

Iain Cariaba
315
|
Posted - 2014.09.13 20:41:00 -
[114] - Quote
Kell Braugh wrote:tl; dr; Quote: If you hit warp in a belt within ~5 seconds of someone jumping into system, there is mathematically no way you can be tackled and therefore, there is zero player-contributed risk in your activity. This is sorta true, and therefore invalidates arguments that bubbles need changed. If the pilot is on his toes, you're not going to catch him, bubbles on gate or not, in anything other then an interceptor, which is immune to bubbles anyway. Disclaimer: My opinion does not necessarily reflect that of my corp or alliance. My opinion is my own, and if you don't like, that is your problem. |

Kell Braugh
Caldari Provisions Caldari State
13
|
Posted - 2014.09.13 21:57:00 -
[115] - Quote
Yes, crows are immune to bubbles and even they face an uphill, unbalanced scenario.
It is used as a comparison in the sense that if the fastest tackle in the game, who is immune to bubbles, ALREADY faces a MASSIVE disadvantage-- how are we to legitimately say that said ratter is 'at risk' in balance with the reward his activity garners against ships not immune to bubbles or who don't warp from gate to belt (for instance) as fast.
The crow scenario is the ~closest~ the ratter gets to being at risk, and even then, if s/he isn't afk, as the numbers show, he isn't at risk at all.
Again, I'm not asking for some easy button to kill people involved in PvE, nor a major nerf to the rewards they gain from this now risk-less activity. I'm asking that we look at the activity holistically to bring a balance to the point where the game mechanics aren't giving the PvE-side multiple, absolute advantages.
Again, holistically, if there was a balanced amount of risk, then that would drive even more player-generated content (yes: fights)
I would even go to say much of the stagnation currently experienced in null security/sov space is due to the fact that the landlord's of the space don't even need to provide any kind of protection for either their membership, or their tenants because through game mechanics such as the use of deployed bubbles on gates (and jump bridges and local-insta-perfect-intel chat too) the game is covering their six, providing them with enough crutches to walk from Jita to HED-GP without touching the ground. |

Klyith
GoonWaffe Goonswarm Federation
143
|
Posted - 2014.09.13 22:14:00 -
[116] - Quote
Kell Braugh wrote: tl; dr; If you hit warp in a belt within ~5 seconds of someone jumping into system, there is mathematically no way you can be tackled and therefore, there is zero player-contributed risk in your activity.
That is why CCP added tackling frigates to all anoms. Occasionally your target will be pre-tackled for you even if they're paying attention.
But disregarding that, think about what the inverse of your tl;dr would imply. I'd be okay with changing local to 10 second delay, but if so CCP had better change the PVE content to something appropriate for grouped players in semi-PVP fits.
Otherwise your next thread will be "why have all the cowards gone to run missions in highsec?" |

Kell Braugh
Caldari Provisions Caldari State
13
|
Posted - 2014.09.13 22:20:00 -
[117] - Quote
I actually don't have any issue with the inability to tackle ratters if they are paying attention and putting in the same level of effort and attention that I do. My issue is with bubbles providing a huge modifier to the advantage, while taking zero risk, time, effort, or attention from the players it is protecting or the players tasked with defending the player in the belt/anom.
Another alternative balancing mechanic that I have thought of during the course for these discussions, and think it can be applied to many of the similar deployable structures is to make Mobile Warp Disruptors require energy to stay active. Energy that must be provided by a player entity via an energy transfer.
The amount of energy required for the bubble to stay active should equate to something around a single cycle of an unbonused, size-similar energy transfer every minute. So for a small bubble, this would be like .5 GJ or 30GJ/minute. Medium would be about 1.5 GJ/sec or 90/min, Large would be ~5GJ/sec or 300 GJ/min.
This wouldn't hurt any active use of bubbles, even around gates, but it would be a counter to blobs of unmanned bubbles. |

Anthar Thebess
690
|
Posted - 2014.09.13 22:42:00 -
[118] - Quote
No, simple make presence of a gate damage them until they are destroyed. They are ok every place else than gates, and still sometimes they also make their job near the gates, and usually you have some logistics there to keep this bubble alive. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Rex Omnipotens
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.09.13 22:48:00 -
[119] - Quote
Kell Braugh wrote:I actually don't have any issue with the inability to tackle ratters if they are paying attention and putting in the same level of effort and attention that I do. My issue is with bubbles providing a huge modifier to the advantage, while taking zero risk, time, effort, or attention from the players it is protecting or the players tasked with defending the player in the belt/anom.
There is risk, time, effort and attention required. While setting up the bubbles their ship is at risk both to other players and rats, they're potentially risking hundreds of millions in the actual deployable and the time it takes to set these bubbles up is not insignificant and in many cases the effort required to arrange the bubbles so a keyhole exists for the defenders is very tricky and requires communication amoungst a large group if the bubbles are not protecting just 1 corporation.
Adding the "recharging" mechanic would be silly. It wouldn't add meaningful gameplay and it would punish small groups who use drag bubbles to lock down a system. They would have to waste a high slot just to fit a cap transfer. |

Rex Omnipotens
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.09.13 22:59:00 -
[120] - Quote
Kell Braugh wrote: I would even go to say much of the stagnation currently experienced in null security/sov space is due to the fact that the landlord's of the space don't even need to provide any kind of protection for either their membership, or their tenants because through game mechanics such as the use of deployed bubbles on gates (and jump bridges and local-insta-perfect-intel chat too) the game is covering their six, providing them with enough crutches to walk from Jita to HED-GP without touching the ground..
Also this couldn't be much farther from the truth, bubbles do nothing more than slow non nullified ships down. They do nothing in the way of protecting sov. If a major power bloc wanted to take a system its far far far more efficient to bridge or jump into it than to fly. As for intel, thats the nature of the game, its a social game; Players have formed alliances and coalitions, they have banded together and share intel networks to protect their interests. They're playing the game as they want and just because it provides them with an easy counter to whatever small gang trololol fleet comes at them doesn't make the game broken IN FACT its what makes the game so great. |
|
|
Pages: 1 2 3 [4] 5 :: one page |
First page | Previous page | Next page | Last page |