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Shilalasar
Dead Sky Inc.
52
|
Posted - 2014.07.29 20:44:00 -
[331] - Quote
Kynric wrote:corbexx wrote:One of the main things of a invasion is to pod people out, Defender already has a huge advantage of loads of ships and capitals and more pos's etc etc. I am not advocating the OP position, however, the statement that the defender is in general advantaged is not correct either. When thinking back through the history of system assaults which I have been involved with I can not think of a single one where the defender had the advantage. The nature of New Eden is that the attacker withholds pressing forward with the operation until he believes that he has not just a superior position but a vastly superior one. I do think that the difficulty of getting forces back in contributes to the unwillingness to fly ships that are already likely lost. As such when given the choice of logging valuables off or of fighting most pick logging their stuff out. Allowing the defenders or attackers re - entry via a clone jump might not be the best answer but that inability is central to why invasions are the way they are. Perhaps running the other side out of ships would be more interesting than the current lack of engagements. Instead of dismissing it based on the idea that it eliminates the current tactic of victory via the other side not having any pilots, perhaps we should look at the bigger picture of what would be more interesting gameplay.
A lot of the advantage goes away because of armor T3s or gtfo. You can-¦t just look at what the attackers bring and then use the counterships from your SMAs. Also the brawling nature means you are almost always bubbled when your ship goes poof. I remember fighting the starbridge Tengus or some macharielfleets where your pod wasn-¦t forfeit when you tried fighting against the odds. The other advantages are POSdefenses, normally countered by just bringing enough people, and moar capital in system. But by now capseeding beforehand or with holecontrol has become pretty easy, with pilots having more funds for spare caps, higher SP levels and better knowledge. The ability for recloning back inside the hole would probably just lead to defenders throwing welpcanes or alphanados at the other party until they run out of caps or ships. Ofc that could be fun too 
|

Xuixien
The Dark Space Initiative Scary Wormhole People
1318
|
Posted - 2014.07.29 20:54:00 -
[332] - Quote
@ People suggesting stations in WH's - Station games are terrible. The only way I can see stations working in WH's is -
- They had to be anchored at a POS. This removes station games and replaces it with "forcefield games" which I've never heard of.
- They could only be built in an unshielded structure anchored at a moon and appear on Overview.
- Their fittings were such that you anchor them at a Large POS and you only have room for rudimentary defenses on that tower.
- They had limited storage space (like an XLSMA)
- You could not dock capitals into them
- Only a limited number of players can dock at them
- Docking makes you appear in Local until you undock
- I'm undecided regarding clones - if multiple people died and respawned to the station it could be exploitable to put more people in station than it could hold
- Undecided about science and indy slots.
- Can be stolen if they take the POS down, with everything inside.
Epic Space Cat |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
677
|
Posted - 2014.07.29 20:59:00 -
[333] - Quote
I suspect station games in w-space would see w-space become barren rather quickly, while that could be argued over whether it would be a good thing or not ultimately it would bring a good amount of what is wrong with nullsec to w-space.
While I'm not in favor of being able to clone jump into w-space in any shape and form if it was implemented then at the very least it would have to be 1 shot i.e. you need to physically bring the clone in initially to be able to jump back into it and jumping into the wormhole in that manner wouldn't let you install another clone to repeatedly do that with. |

Alundil
Isogen 5
611
|
Posted - 2014.07.29 22:11:00 -
[334] - Quote
I would argue again clone jumping into/out of wspace. Even in the suggestion I made related to this a long while back I only advocated swapping clones in POS Clone Vat or Rorq. Not jumping into or out of the system. In wspace warfare, if eviction is the desire podding them residents out is the only way to ensure that you slowly gain system control (barring diplomatic talks of surrender and graceful exit, etc).
I'm right behind you |

Kynric
Sky Fighters
131
|
Posted - 2014.07.29 22:35:00 -
[335] - Quote
Alundil wrote:In wspace warfare, if eviction is the desire podding them residents out is the only way to ensure that you slowly gain system control (barring diplomatic talks of surrender and graceful exit, etc).
I disagree. If clone jumping were possible system control would be established and held the same way it is everywhere else in New Eden, by removing offensive ships and structures. Whether this is a good change or not is not clear. But what is clear is that the existing siege mechanic where one side hopes for rescue from outside while preserving their ability to log out one ship is terribly dull and not very much fun for either side. It is strange that we cling so fiercely to maintain a pretty terrible status quo where both the attacker and defender have a dreadful weekend. |

Kynric
Sky Fighters
131
|
Posted - 2014.07.29 22:44:00 -
[336] - Quote
Rroff wrote: Atleast as much as anything else I've generally seen people lose systems due to being unprepared, whether its naivety, hubris, a lack of foresight or just being sloppy - maybe with the mentality of "it happens to other people not me" then when someone does siege their system they are on the back foot even when they should have had the advantage.
Do agree though that most people don't attack unless they have a significant advantage when sieging a system - not always the case though.
In my experience the successful defenses have been when a third party rolled in to save the defenders. Preparation other than maintaining good diplomacy mattered little. In all other cases that I can think of the defender lost terribly. The attacker has the advantage because he has a good idea what to expect from the defender and will simply bring more than enough. In other words losing at a siege is most likely either an unforseen third party arriving or a complete failure on the attackers part. |

Kynric
Sky Fighters
131
|
Posted - 2014.07.29 22:45:00 -
[337] - Quote
Shilalasar wrote:The ability for recloning back inside the hole would probably just lead to defenders throwing welpcanes or alphanados at the other party until they run out of caps or ships. Ofc that could be fun too 
That sounds like a lot more fun than any siege I can remember. |

Kynric
Sky Fighters
135
|
Posted - 2014.07.29 23:15:00 -
[338] - Quote
Xuixien wrote:@ People suggesting stations in WH's - Station games are terrible. The only way I can see stations working in WH's is -
- They had to be anchored at a POS. This removes station games and replaces it with "forcefield games" which I've never heard of.
- They could only be built in an unshielded structure anchored at a moon and appear on Overview.
- Their fittings were such that you anchor them at a Large POS and you only have room for rudimentary defenses on that tower.
- They had limited storage space (like an XLSMA)
- You could not dock capitals into them
- Only a limited number of players can dock at them
- Docking makes you appear in Local until you undock
- I'm undecided regarding clones - if multiple people died and respawned to the station it could be exploitable to put more people in station than it could hold
- Undecided about science and indy slots.
- Can be stolen if they take the POS down, with everything inside.
That seems way too complicated. Why not just park the ships of everyone inside the station in a little invulnerable clump right next to the station. That way they show on overview and dscan just like they do now. Add in some pos defenses and for most practical purposes you won't have games. What games you do have would be essentially identical to the nose outside the forcefield games you have now. Then adjust the reinforcement timer to be more or less like a pos and whatever differences remain probably don't matter. I'm not really for it as it doesn't add anything that I don't have now but if framed in this way I wouldn't be against it either as it is pretty much what I have now.
The only advantage I see is it sidesteps the issues we have with the terrible pos experience that persisted for so long because the rest of eve lives in a different way. That experience is much better now than it was but we still have silliness like fetching things from containers in a CHA or the really long pause after d ping a stack all in a CHA. The more mainstream our home the more likely t he code will be clean and maintained and little annoying things repaired. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
97
|
Posted - 2014.07.30 05:39:00 -
[339] - Quote
Xuixien wrote:BayneNothos wrote:Return Ore sites to Red Signature: Mining in W-Space is one of the most dangerous activities you can do. Back when they were Red Signatures you at least had protection in seeing probes on Dscan. As Green Anomalies that safety is gone and the miner is at the mercy of it's natural predators. Moving these back to Red Signatures would return the degree of safety back to miners, as well as making things interesting for those who hunt them as it used to be. This only needs to be a W-Space change, K Space can stay as it is. As an addition, making the Signature harder to scan down would also be nice. I disagree. More ships exploding is better than less ships exploding. It's the risk you take if you want to reap the ABCM reward of mining in a WH. You can already mitigate the risk by a) not being afk b) watching dscan c) mining in cheap throwaway ships.
That's exactly why I want this to go back to a red. Being a green is just way too dangerous as such very few people mine unless they do as you indicated, in which case they're back in POS before I even jump the WH. A a red, it gives that extra layer of security. That extra layer breeds complacency, don't need to watch the Fail Scanner when you can watch Dscan for probes etc. Complacency is what allows a hunter to catch it's prey out here. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
97
|
Posted - 2014.07.30 05:46:00 -
[340] - Quote
Alundil wrote:I would argue against clone jumping into/out of wspace. Even in the suggestion I made related to this a long while back I only advocated swapping clones in a POS Clone Vat or Rorq. Not jumping into or out of the system. In wspace warfare, if eviction is the desire podding the residents out is the only way to ensure that you slowly gain system control (barring diplomatic talks of surrender and graceful exit, etc).
Personally I'd like to see a POS module with CPU (So it turns off under siege) that allows you a jump back in. Can always make it an expensive jump to make but having something that'd allow me to reship quick from a podding and get back out in the fight again would be nice.
Would be extra nice if we had to build the clones that go in it too. Maybe off corpses  |

Erufen Rito
The Dark Space Initiative Scary Wormhole People
338
|
Posted - 2014.07.30 12:13:00 -
[341] - Quote
Updated nebulae please. How hard can this be? This is as nice as I get. Best quote ever https://forums.eveonline.com/default.aspx?g=posts&m=4137165#post4137165 |

Bleedingthrough
Raptor Navy
58
|
Posted - 2014.07.30 12:15:00 -
[342] - Quote
corbexx wrote: apart from this being terrible
You might have misunderstood me or have a very different perspective on what is good for w-space than I do. Let me get this straight: I am not for starving the big groups to death but I think we need a new paradigm that focuses on interesting gameplay more than conserving an arbitrary status quo. Both my suggestions trend towards this.
corbexx wrote: 22b isnt much at all for a fire sized allaince espeically when the fleet to run the sites cost more than that.
This makes no sense to me. We are not talking about income for an ally but income for one WH for doing home sites exclusively. And if you say it is not much what are you comparing it to? PL rent income or a C3 WH group doing exactly the same (running their home sites)? You did some testing on income, you can do the math.
And since when does the income of an activity in eve scale linear with the value of assets needed to do this? And please donGÇÖt pull the siege/triage = risk card. We all know that 95% of groups that spot such a fleet cannot attack it whereas everyone jumps on a Tengu that is tackled by sleepers.
If you donGÇÖt see a problem with a two orders in magnitude higher income for doing exactly the same thing (ratting in home) I donGÇÖt know what to say or I have to assume you are cool with there being no meaningful/interesting interactions between those two groups.
Besides all this carebear-talk: The problem with WH space is not the income it is the lack of opportunities to lose ISK. Balancing the income side between different classes/activities can only achieve anything if interesting gameplay emerges from this. Why is C5+ space so dull that they fight in null? Why do people only log in for pings?
And since you donGÇÖt want to touch it (I would not want to mess with my peer group either) I have to point my finger towards capital escalations and the bad they do. Out of Proportion compared to anything else in eve.
Now read my initial post again and call me terrible if you still wish so or come up with a better solution (and I am sure there are some).
|

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
209
|
Posted - 2014.07.30 12:35:00 -
[343] - Quote
Whilst I can see pros, cons and lots of opinions for allowing jump cloning to and from wormholes.
Does anyone actually object to the idea of swapping clones within a wormhole on a POS mod of some form? ie swapping from an armour clone to a shield clone... |

Andrew Jester
Origin. Black Legion.
532
|
Posted - 2014.07.30 13:15:00 -
[344] - Quote
Can we all take a moment to appreciate what it's like to have a CSM that's active on the forums..? Shout out to corbexx for not being complete ****.
Regarding clone swap - I'd be pretty keen If thuggin' was a category I'd win a Grammy |

Ridvanson
9
|
Posted - 2014.07.30 13:45:00 -
[345] - Quote
Bleedingthrough wrote: Nerf escalations
You claim capital escalations is bad game design because they promote a "closed doors mode". Newsflash: this isn't specific to C5/C6 gameplay. Wormholes are collapsed all over the place before sites are run (safe for C1 holes maybe) ... at least by those people who can be bothered to have an orca at hand.
As for escalations allowing groups to grow in quantity and quality of players: I suppose that's working as intended. Consider those 90b shared amongst a larger group of players (let's say 30-50 real players. That's ~2-3b on average, really not that much. Same goes for the isk/h/pilot ... it's really not that much better than certain k-space activities that you can do with just as much safety.
If you want to establish a better balance with regards to risk/reward in wormhole space, buffing C1-C3 holes is certainly better than nerfing escalations into the ground. The former will get fresh people into wormholes while the later will simply make people leave ... it's as simple as that. |

Meytal
School of Applied Knowledge Caldari State
495
|
Posted - 2014.07.30 14:15:00 -
[346] - Quote
Bleedingthrough wrote:POD express The pod express to HS makes many people risk averse. You cannot afford not to have key players in your WH if **** hits the fan! Introducing a structure (something as bulky as a XL SMA) or ship (roqual) that allows you to activate a new clone if it died in the same system (J-number) would mitigate this. In case of an eviction this would give the defender an advantage. Absolutely do not want, for the exact reasons Corbexx mentioned. Clone-swapping to switch implant sets only, AND you have to transport any such clones into the system manually. At any point in time those clones can be destroyed by someone attacking the transport or storage location.
Bleedingthrough wrote:Capital escalations is twofold bad game design I could agree that allowing repeat escalations over the course of multiple days is bad design, if I were convinced that it was designed to happen that way as opposed to just being a relic of not keeping track of the status of each individual site and carrying that status across downtimes.
However, the capital escalation mechanic, supposedly intended in the beginning to discourage use of capital ships to blast through combat sites in W-space the way the Nullbears use them in Nullsec, is not a bad mechanic. You increase your risk and costs on the field by introducing capital ships, and you are rewarded with an extra payout.
Personally, I think it should be one escalation per site (and feel the same way about farming hisec missions in a similar manner), but that doesn't mean the whole idea is bad.
Xuixien wrote:force field games This is where someone pokes his or her nose out of the force field to take a few pot shots at one of the siegers, while the sieger then bumps that person fully out of the shields and they die. Even if you don't land a good bump or destroy the ship with high burst damage, getting them into low armour before they can turn around and get back in the shields is effective enough after a couple times that they stop.
Thankfully I haven't participated in too many tower bashes, but the times when the targets started to play games, either they died or it didn't last long. Force field games are not an issue at all, as you correctly observed.
Bleedingthrough wrote:Besides all this carebear-talk: The problem with WH space is not the income it is the lack of opportunities to lose ISK. Balancing the income side between different classes/activities can only achieve anything if interesting gameplay emerges from this. Why is C5+ space so dull that they fight in null? Why do people only log in for pings? The one issue, about the lack of danger, is often complained over and CCP is well aware of: namely, the instant, free, intel about sigs. If they choose to do something about it is another matter.
The C5 entities that I've had direct interaction with have generally rolled their static, look for targets, and roll their static again, on repeat. It's super easy, and requires a single round-trip from only three ships. It's much easier than scanning multiple systems to form chains for exploring.
Roaming Null/Low is just an extension of that. No scanning, just jump from gate to gate looking for anyone who wants to fight.
People likely roam Null and Low instead of scanning in W-space because it's easier and it's faster. You may end up with the same results: people dock up the second you enter local, compared to people who POS up the moment a new sig spawns, but you've expended much less effort (no scanning) to achieve comparable results. They live in W-space, but operate in K-space. It's better than living in Null because each day you get new territory to explore.
People who don't or refuse to roam Null or Low either like scanning, don't mind scanning, or prefer to hunt and stalk prey instead of looking for quick and easy ganks. Or maybe other various reasons. Quality over Quantity, or something like that. These people live in W-space and operate in W-space. Often, as is the case with my corp, these types will also use K-space as a highway to more W-space.
It doesn't matter who you are or which you prefer, because EVE caters to and allows for both playstyles.
|

Alundil
Isogen 5
613
|
Posted - 2014.07.30 14:23:00 -
[347] - Quote
Kynric wrote:Alundil wrote:In wspace warfare, if eviction is the desire podding them residents out is the only way to ensure that you slowly gain system control (barring diplomatic talks of surrender and graceful exit, etc). I disagree. If clone jumping were possible system control would be established and held the same way it is everywhere else in New Eden, by removing offensive ships and structures. Whether this is a good change or not is not clear. But what is clear is that the existing siege mechanic where one side hopes for rescue from outside while preserving their ability to log out one ship is terribly dull and not very much fun for either side. It is strange that we cling so fiercely to maintain a pretty terrible status quo where both the attacker and defender have a dreadful weekend.
The only issue with your comment about system control in other places in New Eden is this: Hole Control = Gate Camping 'Bubble' Cage = Hell Camping (station)
We don't have to worry about Cynojamming a system for obvious reasons. But other than that, there's very little difference mechanically to how we control a system than in other places. Even in the scenario where pilots are podded back to the same station you're trying to flip given bubbles and sufficient attacker numbers on the station undock there is literally nothing the defender can do. This is why so many 00 pilots have assets station locked in places that they can no longer dock at (something something alts and courier contracts but a separate discussion). Because they literally could not get them out.
So - basically it boils down to:
"Aggressive/defensive structure-based conquest in EVE is a soul-crushing experience regardless of what side you are on or what type of space you are in (barring HS since no bombers, smartbombs on undocks, or capitals)."
Giving wspace the means to death clone back into system (or clone jump at death into a clone in system) doesn't change the fact that if the attacker is prepared (and by your own admission they most likely will be - we were when we did these things in Sky) then nothing functionally changes. Pilots won't undock/float out of shields for a guaranteed loss mail and insta-blap (whether dread or ishtar/domi ball doesn't matter). Pilots also won't hesitate to "deny victory" by SDing everything that they can because there's literally no penalty to doing so since those ships were already lost.
You want hotly contested fights for eviction/home defense? Put pilot/corporation/alliance 'statistics' on the line and generate lossmails for things SD'ed inside of a POS shield. With all of the juicy loot/salvage that might drop from them too. (Might be a good time to ensure that structures like POSes and POS mods drop wrecks/salvage also - since these things can be built inside of POSes themselves now). If POS is bubbled = killmail goes to pilot(s) with bubbles or corp that anchored bubbles - it would look similar to kills by a tower listing only the corp IF POS is not bubbled = no killmail - allows zero penalty SDing as there are some legitimate reasons for it that don't need a km
--Al
I'm right behind you |

Shilalasar
Dead Sky Inc.
54
|
Posted - 2014.07.30 14:32:00 -
[348] - Quote
Erufen Rito wrote:Updated nebulae please. How hard can this be? If you are talking about the skyboxes, CCP stated those were incredible expensive and while we all would love to get them it is not going to happen.
Andrew Jester wrote:Regarding clone swap - I'd be pretty keen
I vaguely remember a dev talking about this. Would require a new POS module, so no way before the structure rework next year(tm).
Meytal wrote:The C5 entities that I've had direct interaction with have generally rolled their static, look for targets, and roll their static again, on repeat. It's super easy, and requires a single round-trip from only three ships. It's much easier than scanning multiple systems to form chains for exploring.
That is why I think lowends are better. Rolling requires way more people to be done in one go and chances for a fight on the hole, while one side tries to roll it, are much higher. If a c5 manages to pass one cap through before your fleet is ready and in position you need a lot more t3s than the other group. |

Andrew Jester
Origin. Black Legion.
534
|
Posted - 2014.07.30 14:37:00 -
[349] - Quote
Shilalasar wrote:Andrew Jester wrote:Regarding clone swap - I'd be pretty keen I vaguely remember a dev talking about this. Would require a new POS module, so no way before the structure rework next year(tm).
It'd honestly be fine if they let you do it in a Rorq. Would make the thing actually useful... If thuggin' was a category I'd win a Grammy |

Alundil
Isogen 5
613
|
Posted - 2014.07.30 14:59:00 -
[350] - Quote
Andrew Jester wrote:Shilalasar wrote:Andrew Jester wrote:Regarding clone swap - I'd be pretty keen I vaguely remember a dev talking about this. Would require a new POS module, so no way before the structure rework next year(tm). It'd honestly be fine if they let you do it in a Rorq. Would make the thing actually useful... This was the verbiage of my suggestion a while back:
Alundil wrote: 2. Ability to swap clones within w-space. Either from a POS Clone Vat bay or a Rorq clone vat bay. These are possibly the most underused POS mods and capital mods in the game. Note: this is not to clone jump out of w-space or back into w-space. Only to swap clones within the clone vat. All other jump clone timers/rules apply. This has been requested numerous times over the years because wh combat gang compositions change rapidly depending on who you might be fighting or expecting to fight, and/or what effects the wh you're planning a fight in has. Jumping out to some empire location, to the JC, possibly on the other side of the universe from the location you found then slow boating back means that JCs aren't used to their full potential by worm(hole) players. This also offers added targets of interest in wormhole space as roaming groups could potentially destroy several high value clones by destroying an online clone vat bay.
I'm right behind you |

Andrew Jester
Origin. Black Legion.
536
|
Posted - 2014.07.30 15:15:00 -
[351] - Quote
Alundil wrote: This was the verbiage of my suggestion a while back
implying I read anything in a thread before commenting If thuggin' was a category I'd win a Grammy |

Alundil
Isogen 5
613
|
Posted - 2014.07.30 15:27:00 -
[352] - Quote
Andrew Jester wrote:Alundil wrote: This was the verbiage of my suggestion a while back
implying I read anything in a thread before commenting To be fair - I made that comment several months ago in F&I so you're excused :p
I'm right behind you |

corbexx
eXceed Inc. No Holes Barred
485
|
Posted - 2014.07.30 15:30:00 -
[353] - Quote
Bleedingthrough wrote:corbexx wrote: apart from this being terrible
You might have misunderstood me or have a very different perspective on what is good for w-space than I do. Let me get this straight: I am not for starving the big groups to death but I think we need a new paradigm that focuses on interesting gameplay more than conserving an arbitrary status quo. Both my suggestions trend towards this. ok so going back to your first post
pod express a) getting instantly back in to your wh terrible idea and more to the point CCP will never buy it. b) changing clones in a wh I like.
ok capital stuff you mention. you want it so people will farm stuff in there static meaning more people will jump them while they run sites. this can happen already even in your home system closing wh's doesnt help when people roll in to you. Also the amount of isk you earn running c5 or c6 sites with out cap wave you could almost make more doing lower class wh's, or you could farm hisec incursions for alot better isk and do it all day long in pretty much total safety (and there are already loads of people who do this)
farmers wont be as rich, I dont see the issue here. I dont like farmers and want to gank them but them making more or less isk I'm not worried about cos the more they run sites more chance people can gank them.
tiercide where wh's are defined by there statics where you make the isk. people want there staic for pvp in c5 or c6 and some of the lower class might want it for a mix of pvp and pve. really not sure what your getting at with this.
doubling k162s? I think you mean dynamics here which yeah could be cool but wtf has that to do with cap escalations. unless your assuming everyone will always be running sites in static so more connections?
more people involved sure I guess you will have a second scout to run sites maybe more but they are often alts.
All I see is your making people spend more time on stuff they dont want to do. atleast the bigger groups which is pve.
Bleedingthrough wrote:corbexx wrote: 22b isnt much at all for a fire sized allaince espeically when the fleet to run the sites cost more than that.
This makes no sense to me. We are not talking about income for an ally but income for one WH for doing home sites exclusively. And if you say it is not much what are you comparing it to? PL rent income or a C3 WH group doing exactly the same (running their home sites)? You did some testing on income, you can do the math. And since when does the income of an activity in eve scale linear with the value of assets needed to do this? And please donGÇÖt pull the siege/triage = risk card. We all know that 95% of groups that spot such a fleet cannot attack it whereas everyone jumps on a Tengu that is tackled by sleepers. If you donGÇÖt see a problem with a two orders in magnitude higher income for doing exactly the same thing (ratting in home) I donGÇÖt know what to say or I have to assume you are cool with there being no meaningful/interesting interactions between those two groups. Besides all this carebear-talk: The problem with WH space is not the income it is the lack of opportunities to lose ISK. Balancing the income side between different classes/activities can only achieve anything if interesting gameplay emerges from this. Why is C5+ space so dull that they fight in null? Why do people only log in for pings? And since you donGÇÖt want to touch it (I would not want to mess with my peer group either) I have to point my finger towards capital escalations and the bad they do. Out of Proportion compared to anything else in eve. Now read my initial post again and call me terrible if you still wish so or come up with a better solution (and I am sure there are some).
Ok so the income I'v comparing it to a few things Now lets assume 10 people (less could be less could be alts but lets stick to 10 character) thats 2.8b a day or 280m a character for that you are risking 25b plus or even more if you use extra dreads
compared to c3 where your making 100m a hour and risking a 400m - 500m tengu you can still close your wh's so you only need to worry about incoming wh's (more on this later)
or hisec incruisons where you can make anything from 150m to 300m (these are numbers i have been told and I havent tested them) is a pretty much risk free enviroment and you can do it 24/7
the cap escalations you cant and if you ahd to farm the static which some do (hell people in noho do) the isk drops loads we normally do them in rr tengus as we're terrible at solo them in marauders and thats about 120 to 140m isk pp a hour not much more than a c4 so if you have a static c4 to c6 you can make over 100m a hour meaning the only ones who basically cant keep up with homesite income is people win c5 or c6 and anyone with a c1 and c2 static (which needs increasing)
AS for attacking most people big groups will often try attackingother big groups in site, so not sure what you mean by 95% can't everone normally go after farmers running sites.
so yeah besides the carbear talk (which considering i am spending 3 hours a day doing it on sisi for testing is really ******* depressing). the problem is the lack of opertunity but as others have said this is down more to the fact you can see wh's appear before others even find you, which is something i want to change.
on the
Quote:Balancing the income side between different classes/activities can only achieve anything if interesting gameplay emerges from this
Your assuming people only make the income from sites (which not everyone does) I make all mine from indy as do alot of others. if you stopped cap escalation my personal view is your just going to **** off the peopel who do them.
as for not wanting to do something cos it will mess with my peer group you really don't know me well. If its the right thing to do i'll do it Corbexx for CSM 9 - Wormholes deserve better |

corbexx
eXceed Inc. No Holes Barred
485
|
Posted - 2014.07.30 15:33:00 -
[354] - Quote
as for out of proportioned its hardly that your limited on sites so once they're done there done most other things arent others can still keep up there average income doing stuff in there static.
hell out of proportion . have you even looked at god damn hisec incursions.
anyway spent enough time on these posts so will send you some details so you can talk to me in person as you obviously have a issue with this. Corbexx for CSM 9 - Wormholes deserve better |

Andrew Jester
Origin. Black Legion.
538
|
Posted - 2014.07.30 15:46:00 -
[355] - Quote
corbexx wrote:will send you some details so you can talk to me in person as you obviously have a issue with this.
CSM of our hearts
corbexx wrote:hell out of proportion . have you even looked at god damn hisec incursions.
HS incursions can be limited. If an incursion group gets super butthurt or some group wants some lulz, they can effectively shut down all incursions for however long they decide to keep it up. But, since that rarely happens, it's essentially a free faucet.
One of the selling points of WH escalations should be that you can make good isk without having to deal with the autistic incursion community.
If thuggin' was a category I'd win a Grammy |

Shilalasar
Dead Sky Inc.
54
|
Posted - 2014.07.30 16:34:00 -
[356] - Quote
Sadly everything bar escalations is out of proportion compared to any other PvE activity. Incursions are just the worst, but lvl5s, T4/5-FW missions, piratemissions, nullsec DEDs all make more, are less risky and more reliable than wormholesites. Hell, with ESS and fighterchanges you can now easily make 150m/h even in bad dronespace. The only reason for running non-escalationsites is because you love wormholespace. |

Maduin Shi
Perkone Caldari State
14
|
Posted - 2014.08.01 02:11:00 -
[357] - Quote
Shilalasar wrote:Sadly everything bar escalations is out of proportion compared to any other PvE activity. Incursions are just the worst, but lvl5s, T4/5-FW missions, piratemissions, nullsec DEDs all make more, are less risky and more reliable than wormholesites. Hell, with ESS and fighterchanges you can now easily make 150m/h even in bad dronespace. The only reason for running non-escalationsites is because you love wormholespace.
This +1.
Even C1/C2 is more dangerous than any of these activities because of no local while the site payout is absolute garbage. These holes are now used basically for PI and industry (passive income w/ zombie towers) for export to k-space and that is sad. |

Axloth Okiah
Future Corps Sleeper Social Club
463
|
Posted - 2014.08.01 13:05:00 -
[358] - Quote
Maduin Shi wrote:Shilalasar wrote:Sadly everything bar escalations is out of proportion compared to any other PvE activity. Incursions are just the worst, but lvl5s, T4/5-FW missions, piratemissions, nullsec DEDs all make more, are less risky and more reliable than wormholesites. Hell, with ESS and fighterchanges you can now easily make 150m/h even in bad dronespace. The only reason for running non-escalationsites is because you love wormholespace. This +1. Even C1/C2 is more dangerous than any of these activities because of no local while the site payout is absolute garbage. These holes are now used basically for PI and industry (passive income w/ zombie towers) for export to k-space and that is sad. This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
W-Space Realtor |

Winthorp
2450
|
Posted - 2014.08.01 13:13:00 -
[359] - Quote
Axloth Okiah wrote:]This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
This. |

ExookiZ
The Dark Space Initiative Scary Wormhole People
267
|
Posted - 2014.08.01 13:25:00 -
[360] - Quote
Winthorp wrote:Axloth Okiah wrote:]This could be fixed by increasing demand for sleeper salvage, ie. adding new things to build from it. And not necessarily only T3 frigs or BSs - could be T3 modules, rigs, ammo or even some special structures/deployables. Making salvage worth more would help low-class and non-escalating wormholers disproportionately more than C5/6 capital farmers (as those mostly rely on blue loot).
This.
this The Wormhole Kid |
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