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Thread Statistics | Show CCP posts - 7 post(s) |

Retar Aveymone
GoonWaffe Goonswarm Federation
489
|
Posted - 2014.07.02 17:20:00 -
[1] - Quote
I haven't finished analyzing the rest of your ideas, but you do yourself no favors by claiming mineral importation didn't exist before jump freighters. Mineral importation existed - and was even more effective - before jump freighters through carrier jumping of passive targeters in iterons stuffed in a carrier SMA, or oversized guns fitted to destroyers in a carrier SMA. It has never been the case that 0.0 alliances supplied themselves trit locally through mining. |

Retar Aveymone
GoonWaffe Goonswarm Federation
491
|
Posted - 2014.07.02 17:57:00 -
[2] - Quote
Manfred Sideous wrote:Retar Aveymone wrote:I haven't finished analyzing the rest of your ideas, but you do yourself no favors by claiming mineral importation didn't exist before jump freighters. Mineral importation existed - and was even more effective - before jump freighters through carrier jumping of passive targeters in iterons stuffed in a carrier SMA, or oversized guns fitted to destroyers in a carrier SMA. It has never been the case that 0.0 alliances supplied themselves trit locally through mining. before jumpdrives and jumpbridges so your entire "golden age of eve" was the eight months between when alliances were introduced (november 2004) and capitals were introduced (july 2005), back when all of the superhighways still existed to Yulai (and you did all this building without even freighters, which didn't exist yet, shuffling trit from the one refinery station per region to one of the two factory stations per region, in an iteron)
that's just wrong, and back then so little existed of the game we know today and people's skills were so low compared to where they are today that it's just not a relevant point to look at. I have a great deal of sympathy for the general idea that 0.0 needs to be made vast again so that anyime you start a minor tiff on the other side of the galaxy we can't barrel in for laughs and vice versa, but pointing to a "golden age" of outpost-free, dictor-free, freighter-free, 0.0 where miners mined without hulks and then lovingly transported their ore to the refinery station, then lovingly transported their trit to the factory station where they built things (instead of just convoying from yulai) either didn't exist, or was only fun because it was still novel |

Retar Aveymone
GoonWaffe Goonswarm Federation
491
|
Posted - 2014.07.02 17:59:00 -
[3] - Quote
Manfred Sideous wrote:Rivr Luzade wrote:Retar Aveymone wrote:I haven't finished analyzing the rest of your ideas, but you do yourself no favors by claiming mineral importation didn't exist before jump freighters. Mineral importation existed - and was even more effective - before jump freighters through carrier jumping of passive targeters in iterons stuffed in a carrier SMA, or oversized guns fitted to destroyers in a carrier SMA. It has never been the case that 0.0 alliances supplied themselves trit locally through mining. It almost sounds like you are proud of that. *facepalm* Not really just stating how it is. I mean I am proud to be part of my alliance I am proud that we are a effective team. In that sense im very proud. He's talking to me, but what point he thinks he's poorly making is unclear to me. |

Retar Aveymone
GoonWaffe Goonswarm Federation
491
|
Posted - 2014.07.02 18:39:00 -
[4] - Quote
aaugh forum ate my post |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 21:45:00 -
[5] - Quote
Manfred Sideous wrote: We got along just fine before jumpfreighters on fueling pos and moving moongoo. But in order to do so your alliance would want to police its space so you could move about. Also we used these things back in the day when we moved haulers and freighters called scouts and intel channels they were so OP. ... Its funny the economy got along just fine before jumpfreighters.
you used a carrier
seriously, do you not remember that a carrier used to be the logistical backbone of 0.0 and the jump freighter was introduced when the carrier was nerfed? (edit: fun fact, goonswarm's first supercapital was built as a logistics ship, xttz's nyx)
also there has never been a time when jump-capable ships did not exist and freighters did. i don't know if people used logistics dreads, but I sure would have.
the forums ate my post deconstructing your faulty memory about what eve used to be, and I'll have to go back and redo it but you appear to badly misremember how things worked based on what was patched in when and I do not believe this era of mining locally and producing locally ever actually existed - much less in FIX, which lived in Querious, a region with its conq refinery seven jumps from the nearest conq factory - but highsec a mere 9 jumps from the closest conq station to highsec. |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 21:48:00 -
[6] - Quote
The Ironfist wrote:Amarr outpost in 0.0? Go on testserver and have a look they get a flat 30% req. reduction on everything for capitals that means 30% less minerals to build the capital parts and again 30% less capital components to build the capital itself and if you upgrade the station you can get that bonus up even higher.. It seems CCP is been really quite about it which is wired given that it is on SISI. someone fatfingered a change on sisi: amarr is supposed to 30% TIME reduction and someone goofed on sisi. the plan is with a mere 12 eggs moved from highsec in a freighter, 12 eggs worth of fillings moved, and about 60b isk you can get an amarr factory to 5% ME off once crius hits
it won't be 30% off |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 21:56:00 -
[7] - Quote
Manfred Sideous wrote: Yeah because the moment they released capitals and supercapitals everyone had them that instant and were using them at such a rate that it had the impact on the game that they do today or even close for that matter :colbert:
Ok, so here's the problem: your recollections don't really match reality. Back before jump drives, there were no outposts. In 0.0, each region had three stations: two factories, one refinery. If you wanted to build locally, you had to mine minerals, move them to the refinery, refine, then move to the factory.
You had to do this all in an iteron because hulks and freighters did not exist.
Most regions have the refinery nowhere near the factory. Querious didn't. You'd be moving small amounts of minerals tons of jumps. And you're claiming people didn't just mine the ABC (which were hugely valuble), they mined the veld and stuff as well and produced locally. But people who did that were idiots, even back then. ABC was worth far, far more than veld, not least because you could produce infinite trit in empire with NPC seeded shuttles. So if you wanted to build something, you'd mine ABC, bring the minerals to empire in an iteron (billions fits in one iteron), bring those minerals to yulai, and sell them.
Then for a battleship or anything big you'd just fly the stupid thing back. But if you really wanted to build locally, you'd bring in an iteron of passive targeters, built from the infinite shuttle trit, and then refine that for gadzooks of trit in your conquerable refinery. You'd then putter your iteron back and forth 7 jumps to the factory station. Now, given that you're stuck with an iteron, and are moving less than one battleship's worth of minerals at a time, you're far better off just flying prebuilt battleships from Yulai (brought in on the superhighways to your jumpoff point). You're only going to be building cruisers or below with this god-awful backwards setup that was only fun at the time because it was novel - you were exploring a new type of gameplay and it was interesting. Novelty wears off.
I would suggest you actually sit down with a list of what got patched in when and figure out which of your recollections simply couldn't have happened. This pre-jumpdrive golden age of 0.0 simply didn't exist, except the novelty that you remember. |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 21:58:00 -
[8] - Quote
The Ironfist wrote:
It has 30% time as well right now. So not sure on how much of that is fat-fingered. And 5% for 60b would be a really bad deal. I'd call it pointless.
They've said the 30% mineral off is a bug (amarr stations right now have 30% time off and are supposed to retain that bonus in crius). The 5% is direct from the devblog, and it's the highest ME off you can get from 0.0 (each manufacturing slot upgrade becomes a 1% me off upgrade, and an amarr can fit the most at 5). |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 22:14:00 -
[9] - Quote
Manfred Sideous wrote: So you are arguing about semantics now? I mean now that we have all these outpost and all these other industrial ships that can move much higher volumes than a Iteron what's the problem?
Your post begins with your recollection of how great yesteryear was and all of the great things that happened. My point is basically that you remember it completely incorrectly, and that the glories of pre-Cold War EVE are not a thing to use as inspiration.
I've always advocated for greater self-sufficiency for 0.0 and I greatly dislike the bipolar cold war nature of current 0.0, where a conflict anywhere is a conflict with everyone. The former we're actually getting somewhat in this patch and I hope CCP continues iterating on it. The latter is a hard problem that is not advanced by pointing to a glorious past that never happened. If you want to argue we should remove jump drives, then you've got to do it by saying how it will make today better tomorrow, not by saying weren't things great as I recall them when your recollection is faulty. |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 22:37:00 -
[10] - Quote
Manfred Sideous wrote: Ill concede that perhaps my timeline might be blurred together. But ultimately a more inclusive nullsec with more conflict drivers is for the best. Currently both of our alliances are part of the problem. I honestly can't see any changes CCP can make that would shake up nullsec enough. Other than changing jumpdrives jumpbridges to like I suggest other than adding a ton of new space. But im afraid that would only be a temporary stopgap.
Yeah, agreed: bipolar eve is boring and a great staring contest between the East/West Gap with their finger on the massive escalation button is not exactly the sort of compelling gameplay that's going to keep people playing eve. I would love to go back to the 2007 sort of map where every power was regional at best. I'm just not sure how you do it that we don't all immediately exploit the **** out of, or that just makes it generally miserable to be in 0.0 but doesn't drive conflict and just speeds up the content creators getting tired and unsubbing.
The entirely new space with constructable stargates is a thing to rekindle that nobody knows what's going on everyone against everyone landrush again but that's years out and without something shaking up EVE now there won't be many people around then to build them. But part of it is just that everyone is so much more sophisticated than they used to be: you take all of the half-decade or more vets from current EVE and dump them into 2006-2007 and you'll see things get homoginized pretty quickly. We all know how best to run most aspects of an 0.0 alliance or an 0.0 war.
In 2006 everyone was basically an amateur at the 0.0 game and a lot of the fun was just figuring out how best to play the game: the clash of the BoB ideal of quality vs. the Goonswarm idea of quantity is just one of the examples. There was also "well what if we build an industrial alliance" ASCN vs the purely militaristic BoB. Now, we all know the answers and relative merits of those and the competition is mostly about execution of the basic strategies with much less development of the basic theories.
Mudflation is also something of a culprit: back when jump drives were well out of most people's reach an alliance could maintain its lifeline, but the average person was not making a habit of shopping in jita. Now, shopping in jita is about as easy as shopping on Amazon for me: it just shows up a day or two later in my home. And that's not even (mostly) mechanics changes: that's just people figuring out exactly how best to run a shipping service.
I'm not sure there's any good way to get that back short of a complete Chaos Reigns redo of the basic underpinnings of how null works thats so drastic most of our current experience doesn't really apply. |
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Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 22:44:00 -
[11] - Quote
To be honest jump ships always seemed backwards to me: it would make more sense that the giant lumbering siege warships would have to be the ones to slowly waddle towards combat and waddle out while the smaller ships could jump much farther distances much faster. Instead, our giant lumbering siege ships blink into combat and out while our smaller ships have to take the long slow route (or at least did until every fc finally got their own titan alt).
It would be much less problematic for a small border war that doesn't want to escalate into the next galactic war if goonfleet or PL could only cyno in their subcap fleet but not their capital fleet into the battle instead of the other way around. |

Retar Aveymone
GoonWaffe Goonswarm Federation
504
|
Posted - 2014.07.07 14:44:00 -
[12] - Quote
Paynus Maiassus wrote:Well, if we wanna go the route of limiting power projection, how about starting with something smaller and more incremental? How about we just remove Titan bridging? I mean it wouldn't solve the whole problem but it would be a start.
I've always felt uneasy about the idea that 99% of Titans' role in Eve is just to sit in a POS and bridge. The problem is that the titan as a combat ship is a broken idea, and that we want to increase it's non-combat uses so there is more room to decrease its combat uses. The titan has been a nonstop problem for combat balance since it was introduced with the hilarious idea there would only ever be a few of them. It's too late to simply delete them, so a non-combat role has to be found. You won't get there by nerfing the only good one it's got. |

Retar Aveymone
GoonWaffe Goonswarm Federation
504
|
Posted - 2014.07.07 14:46:00 -
[13] - Quote
Anthar Thebess wrote: Easy to overcome, but can be part of solution. Why? Because the more things to manage , the bigger possibility for something go wrong.
I think instead of influence , increasing sov bill for the distance from capitol , will be enough.
No one will want to pay 7bill to keep sov in a system on the 3 regions away. This will force also changes to the JB network.
This is a bad idea because you're still just trying to tweak a bad system that has incredible difficulty getting around being gamed by alt alliances. The correct solution is to go back to something like pos fuel: the farther-stretched your empire is, the more your logistics are overtaxed and something will go wrong. |

Retar Aveymone
GoonWaffe Goonswarm Federation
506
|
Posted - 2014.07.07 16:37:00 -
[14] - Quote
Marlona Sky wrote:CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. I just hope you realize this simple fact: If the time it takes to conquer a system is less than the time it takes for a group to move capitals over a longer distance, join in on the fight for the system and then move back home before they lost their system; nothing will change for the political landscape. Please tell me you understand that. "please tell me you understand that fire is wet"
that's wrong and you have a history of not really grasping the details of why power projection is a problem or how to fix it. of the many, many wrong things with your post the single biggest one is your casual acceptance of one of the biggest problems with "power projection" and sov issues: the defender-takes-all nature of sov fight victories where a single win by the defender resets all progress in the system. if you were to go back to the tug-of-war nature of pos warfare that you CAN show up in time for one fight wouldn't be enough because one fight would not be enough.
your ideas on power projection tend to be really really bad because you are heavily blinkered and generally make that sort of casual assumption that various things are fixed, so you must heavily nerf the things you haven't casually fixed without thinking about it or make other seriously bad changes because they're the only ones you see. if you must continue posting, please stop posting as if you are an authority on the subject and have some idea of what "simple facts" people need to understand. you're generally wrong and you generally don't even put an argument in the post so that I can explain the errors in your thinking and correct them for the benefit of the reader or you |

Retar Aveymone
GoonWaffe Goonswarm Federation
506
|
Posted - 2014.07.07 16:54:00 -
[15] - Quote
Cherry Yeyo wrote:I can tl;dr this whole problem:
1. Its too easy to control large swaths of space via capitals and capitals are too hard to kill in large numbers Supercapitals are too hard to kill in large numbers. Capitals are quite well balanced, except for problems caused by supercapitals (threat of escalation if you drop dreads on the capitals, mostly). |

Retar Aveymone
GoonWaffe Goonswarm Federation
507
|
Posted - 2014.07.07 17:04:00 -
[16] - Quote
Xolve wrote: Making Sov cost more might do something to break up huge swathes of space owned by a single entity, but if the space is unused in a 40k man coalition, why is going to be more desirable to a much, much smaller group? Bad space is bad.
Most "unused" space is rented out. I don't want it, goons don't want it, but we can control it and rent it to the people who do want it. You look at PBLRD and NA space and most of it should be the **** space that we don't care about but new alliances can try to carve out and plant their flag and eventually grow into something worthwhile. But instead, we are absentee landlords until someone comes in force and it's filled with ratters in organizations with no real hope of advancement.
The space is desirable to a much smaller group because it's a foothold. It's why goons wanted Scalding Pass way back in the day: **** space, **** moons, **** logistics but it was a start and it got us on the map. And as much as BoB and other real powers claimed to want it it just wasn't close enough to them or valuable enough to them to really bother.
Again though I think just making it cost more in isk doesn't do the trick: we have plenty of money, and new organizations don't. You need holding **** space to be costly in terms of effort but not isk, so poor but hungry organizations can outcompete a goonswarm or a PL for **** space we just really can't be bothered to put much effort into holding. |

Retar Aveymone
GoonWaffe Goonswarm Federation
507
|
Posted - 2014.07.07 17:07:00 -
[17] - Quote
Cherry Yeyo wrote:Retar Aveymone wrote:Cherry Yeyo wrote:I can tl;dr this whole problem:
1. Its too easy to control large swaths of space via capitals and capitals are too hard to kill in large numbers Supercapitals are too hard to kill in large numbers. Capitals are quite well balanced combat-wise, except for problems caused by supercapitals (threat of escalation if you drop dreads on the capitals, mostly). What if they cut titan and supercarrier EHP in half and removed ewar immunity? That would probably be a good start. Honestly just removing ewar immunity would do a lot: it's their ewar immunity that means they just don't give a **** about any subcap that's not a dictor. I'd probably add in some sort of siege-mode like thing so you can't ninja hit things with supercarriers risk-free anymore. |

Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 17:30:00 -
[18] - Quote
With the timer discussion, I think another thing that's been forgotten is the distinction between tower timing (takes some effort to get the timer right) and the new system of preset timers. I am not convinced that the "set time, timer is within the variance based on that time" is a better idea than the old system of tower timing where there were things like ******* up stront timing, or the ability to kite towers. |

Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 17:34:00 -
[19] - Quote
Kagura Nikon wrote: The timers for critical stuff yes. But smaller things should be possible to be disabled faster, like station services, jump rbidge networks and moon mining operation.
We msut have strategical targets, that need a 24h timers, and tactical targets that must be handled quite fast to force an active defense when attacked during the play time of the home alliance.
All three things can be disabled without any timers at all. |

Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 17:44:00 -
[20] - Quote
Evelgrivion wrote: Because it is desirable to keep alliance players who own space relatively close to home, low value systems would be great points of contest for blowing up an alliance's sovereignty costs-but only if it is trivial to contest sovereignty in systems that are minimally developed or utilized.
It should not be trivial to win space ever. Even unused space. However, like I said before I think that unused space should cost effort to hold and defend, because while rich and powerful alliances have amounts of isk that are effectively inexhaustable in a fight against an up and coming alliance, they don't have infinite effort. |
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Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 17:58:00 -
[21] - Quote
Kagura Nikon wrote: Not by a small fleet. If people want more of smaller alliances/power blocs, then you NEED to stop thinking on the terms of fleets always having 200 members or more. The majority of the people that I know and that left 0.0, did it because they do not want that scale of fleets as the standard to do anything meaningful.
Yes by a small fleet. Saying flatly wrong things is not going to win you any points. All three things do not require timers. All three things are small gang targets: it's just that shooting structures is boring for small gangs. |

Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 18:06:00 -
[22] - Quote
Dirty Sanchezco wrote: The coalitions are a ruse set up to keep people interested in protecting those isk generation sources, both sides are so big now that it doesnt matter whose blue or red to who, because they all know that no one will attack the other's income, because that would be financial suicide.
you're dumb
coalitions exist because to not join a coalition, or to have a coalition noticeably weaker than the other guy's, means you're going to get crushed and booted out of 0.0
they exist because as much as everyone hates them everyone knows they need them - or they're TEST and no longer own space |

Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 18:53:00 -
[23] - Quote
Mr Rive wrote: Youre calling me dumb but you basically said the same thing i did. Coalitions need coalitions to control moons. That's the end of it. They need to control space. Why do they need to control space? Moons. Nice work saying exactly what I did brah.
i said a reasonable and sensible thing
you and your sockpuppet said a dinsdale-esque rmt conspiracy theory
i did not in any sense say the same thing you did, and your idea about moons is stupid as well: you're outdated on the source of alliance wealth, and you are conflating having space at all with moons
basically you have no idea what you're talking about and the discussion would be exactly as productive if we replaced any of your posts with a randomly selected dinsdale post |

Retar Aveymone
GoonWaffe Goonswarm Federation
511
|
Posted - 2014.07.07 19:21:00 -
[24] - Quote
Mr Rive wrote: Where the income comes from is irrelevant quite frankly. The fact remains to get large amounts of income, you need space to do it. While it remains profitable to hold large swathes of space, you will still get massive coalitions.
You can make edgy posts at me all you like, but I know more about the politics of this game than you, and manny certainly knows more than me, so why dont you moonwalk back to VFK into another 1000man fleet to defend a POS against 50 guys where you belong, okay buddy?
I can assure you you're going to get nowhere trying to chestbeat about how much more you know about the game and the metagame than me, and that you keep making basic errors about the politics and the metagame while doing so is not helping you.
The issue is you think coalitions are all about income protection. They're not. They're about survival. With EVE as it exists today, any fight can easily have the entire universe show up. As a result, you need to be assured that in any fight that matters, you can call on at least half the universe. If you can't, you get crushed like a bug. If you start getting crushed your only real option is to grovel and beg admittance to the other coalition (certainly not on equal terms of course, but enough that you get the help you need). Just look at TEST in the Fountain war.
That's it. Income is irrelevant. Income is not all that important to alliances: isk is necessary to do a lot of things well, but isk doesn't actually buy you all that much. Goonswarm had close to double the income it had during the tech era than during the last year. Goonswarm is considerably more powerful now nonethless. Income is nice to have but if you double the CFC's income you won't double it's power.
Plus, your "Income is the only thing that matters!" idioticy has the subtle implication that PL is essentially part of the CFC just like any other member is because PL and the CFC don't **** with each other's income (within certain defined terms). Anyone who knows anything about the politics of this game would double over in laughter at the idea. Your idea that moons are the only income that matters, then your claim to know more about the politics of the game, is stupefying given that your coalition is currently supported by renters, not moons. |

Retar Aveymone
GoonWaffe Goonswarm Federation
512
|
Posted - 2014.07.07 20:11:00 -
[25] - Quote
Mr Rive wrote: wow so many words so little said.
It DOES NOT MATTER where the income stream is coming from. AS LONG AS IT IS PROFITABLE to hold large areas of space, large coalitions will form to hold it.
Do you really think eve politics has changed so much in a year and a half that my vastly superior knowledge to yours doesnt matter any more? Please, I help set the foundations up for the coalitions that exist today. I'm one of the people that's responsible for the way eve is right now. I know most of the big players on first name basis. Gudfites went out of the window a long time ago, and are only a ruse so that big powerblocks can have safe spaces to build supercaps and build big wallets so that when they lose them all they can just build another round. That's how its worked for the past 6 years. People get space rich, and coalitions keep having the excuse to have big coalitions.
like i said, income really isn't as important as you think it is and that you think income really matters this much shows you don't get at a basic level how things work. income is great, gives you things to fight over, but at the end of the day survival is what drives the meta of coalitions, not income. income is merely a tool.
gudfites never went out the window because it never actually existed
and there are few people who have as useless knowledge as someone who has been out of the game for years and doesn't really understand what's going on and just keeps saying crazy things about BACK IN MY DAY while everyone just rolls their eyes at the senile grandpa and politely ignores him to avoid causing him embarrassment. however that's really only PL people who are required to do that at this point so you should probably just post there and cease embarrassing yourself by trying to post as one of the big boys when you don't even know who the current ones are. |

Retar Aveymone
GoonWaffe Goonswarm Federation
512
|
Posted - 2014.07.07 20:25:00 -
[26] - Quote
Manfred Sideous wrote: Its funny the economy got along just fine before jumpfreighters.
once again: in a manner of speaking yes, but that manner of speaking was that carriers were cheaper, longer range jump freighters (and before that, cargo-expanded dreadnaughts). the jump freighter exists because they had to replace the niche of "thing that jumps lots of cargo to nullsec" when they nerfed the carrier. I do not believe the economy ever got along before the introduction of that niche of ships in any real way because null has never really had the capability to be self-sufficient. |

Retar Aveymone
GoonWaffe Goonswarm Federation
513
|
Posted - 2014.07.07 20:38:00 -
[27] - Quote
Teckos Pech wrote:Just curious here... Since this predates my time in game (which is fairly long now), can any of your rally bitter vets (  ) describe this nerf ot carriers? You can't have cargo in the cargohold of a ship in a carrier's SMA.
Before, people would fill iterons up to the brim then load them into a carrier. You could fit like 3 iterons giving you something like 150km of space (I don't remember exactly what the best packing for maximum space was) being hauled around in your carrier's SMA. The nerf was that now you can't put things that have things in their cargohold into a carrier SMA.
This is, incidentally, why many way-oldschool carrier alts also have gallente industrial V: so they could pack their own carriers. |

Retar Aveymone
GoonWaffe Goonswarm Federation
514
|
Posted - 2014.07.07 21:24:00 -
[28] - Quote
Tara Read wrote: My analogy of Supers being Eve's ICBM was correct then. They seem to be more of a deterrent than anything else. If you could get seriously backing in PL for Manfreds ideas there would be some weight to it. Not that Manfred himself isn't weight enough behind them.
Not quite. They're absolutely necessary for grinding sov once resistance has been broken because you need to kill a staggering amount of EHP even when someone has fled to empire. Ask BNI just how much fun grinding sov, even unopposed, is without a supercap fleet. It's just another one of the "**** you" things about Dominiuon.
Mr Rive wrote: You just sound as if youre making excuses because you dont want the current meta to change. I don't really care about your opinion, youre wrong. It's clear its pointless tryingto reason with you.
It is pointless for you to try to "reason" with me when the extent of your reasoning is "i was somebody, once" while saying many wrong things, yes. When you're somebody again you probably won't make as many basic errors about how the game works. |

Retar Aveymone
GoonWaffe Goonswarm Federation
514
|
Posted - 2014.07.07 21:32:00 -
[29] - Quote
Marlona Sky wrote: Please link something where I have said the current sov system is fine. Or you could continue making up more stuff about me I suppose.
it's your post I quoted
the thing you said is true if and only if the current sov system stays the way it is. if the sov system is changed, the core assumption (that you must be there for one fight) goes out the window and your supposed fundamental truth goes out the window. the only way your post is at all correct is with Dominion sov (and even then, not really, because you don't really bother to think about effort or friction. that something is POSSIBLE doesn't mean that you can do it repeatedly without people telling you to go **** yourself and playing a different game). |

Retar Aveymone
GoonWaffe Goonswarm Federation
514
|
Posted - 2014.07.07 22:01:00 -
[30] - Quote
Basically the idea that you can just nerf specific things and solve power projection is a fantasy. It's garbage and while you can slap on individual bandaids to prolong the time people will suffer through the current model the best you can do is manage the symptoms.
The complaints about power projection really add up to complaints about one thing and its side effects: bipolar eve. Bipolar eve is the creation of tons of factors that make it so that the only viable way to survive is to be able to count on about half the universe being blue to you if things really go down. That is the child of tons of factors, most poorly understood by the Marlonas of the world. Manny - though I disagree with him a lot on the changes you need to make - gets that you need really fundamental changes that rework core aspects of the game.
The main driving forces behind bipolar eve are:
1) Survival. It is possible for any war to become a galactic war. Just being bigger than your neighbor doesn't mean you can beat them, because your neighbor can beg admission to a coalition and suddenly call in a lot more support. This support can come from anywhere. Many people focus too much on rapid movement - that PL can be anywhere on the map in 10 minutes. That's a thing, yes, but not a big one. If PL takes two days to deploy, they still can deploy and suddenly shift the tide. As a result, even if you have resisted joining a coalition, any war you get into can rapidly escalate to one with a coalition on the other side and you simply must be friendly with their enemy to survive. Most stupid responses to bipolar eve just tell people to have less blues. Idiots who follow this advice end up like TEST. You may not like coalitions, but you'll learn to live with them or you'll learn to live in highsec in the current system. There are countless things that feed into this. That you can cyno capitals from one end of the map to another, and fight on two fronts at once. That modern doctrines use small ships (HACs, T3s, etc) that can often be imported much more easily than battleship fleets. That alliances are rich enough to stock markets themselves and not rely on motivating their members to do it. That alliances can import battleships en masse anyway when they're not using small ships. Jump clones. Podding. Dominion sov. All of these feed into it and you can't just hit one and expect the problem to go away.
2) Lack of serious inhibitions in controlling space. It is trivial to have bills automatically paid and maintain sov over an entire region without any serious effort. As a result there's nothing that really disincentivizes sprawling as far as you can. Keeping sov only requires effort when you face an attack. With pos warfare, you'd have to fuel a tower in each system you wanted to keep - but having only a single tower meant it was easy for a surprise attack to overwhelm you as your attacker got up more POS by surprise because you were lazy about the region. Now, any attacker hitting some renter system that no goon has been to in a year faces nearly the same obstacles as if they choose to invade Deklein itself. Sprawl does not strain an organization. Many people try to say that cost should go up exponentially. That's just not workable: cost does not balance things well in EVE, especially in 0.0 where the old guard will always be richer than the upstarts. Plus, you just evade the exponential costs through one of many obvious and unpatchable ways around it. Maintaining an empire needs to cost effort. We can always find more isk. We can't always find more people to run towers, in space we don't live in.
3) Dominion Sov: Nobody likes this. The fundamental problems with it however are generally not comprehensively understood: people see individual things wrong with it but rarely assemble them into a coherent whole because Dominion Sov is bad both for the attacker AND the defender, something people often miss.
Why dominion sov is bad for the attacker is generally understood: that all your progress resets entirely if you lose a single fight, fights are based on gigantic bricks of EHP, and that when facing an enemy who has given up you still have to grind every bit of that EHP anyway.
What's less often focused on is how bad it is for the defender. If you can't win a fight there's nothing you can do to fight a guerilla war, to strain your attacker and force him to decide its not worth the effort. A gaggle of supercaps that you can't scratch smashes your ihub and station into paste and then moves on. As a result once you're done, you're done: you've got no hope so just make sure you're not the last one holding the bag. You can't try to spam towers, you can't try to retake systems through relentlessly trying to get up towers of your own, and you can't convince your people that if you retreat and hold in a different system anything will change. The ground you fight on in every system is exactly the same. There's no fortress systems where you can tower every moon. There's no systems with so many moons that it's a matter of will and money more than actual fights. Everything is the same so once you've lost, you've got no hope.
Dominion sov, by reducing everything to timer fights over EHP, screws everyone.
4) Supercaps. Death to supercaps. It is one of the great things about B-R that now that there is rough supercap parity, everyone can finally agree on death to supercaps in theory without it being nearly as political. Supercaps make it essentially impossible for anyone to field any supercaps or capitals without being able to batphone 51% of the galaxy's supercaps. Their speed and their invulnerability to anything but more supercaps make them utter death to new alliances in EVE. Nobody can build a capital fleet or a supercap fleet without being on good terms with their local supercap lords - and with Dominion sov, you need those. |
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Retar Aveymone
GoonWaffe Goonswarm Federation
517
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Posted - 2014.07.07 22:08:00 -
[31] - Quote
Manfred Sideous wrote: I think supers and capitals are cool and exciting. They make cool headlines and we need them for the hitpoints of structures. The problem has always has been power projection. Hell we have so many of the things because its easy as hell for 1 guy to move the minerals to build one to nullsec in a single day.
We shouldn't, though. Grinding EHP sucks. Grinding EHP is also the only way to take sov right now. Those can't go together when the only thing that lets you grind EHP without suicide involves 300b+ in supercaps and a batphone to your friendly neighborhood CFC/PL/N3 supercap FC who will show up to save your bacon if your unfriendly neighborhood PL/N3/CFC supercap FC shows up to blow you up for giggles.
They are cool and exciting because they're the only thing left where losses are significant - back in the day wiping a dread fleet was a horrific disaster, while today we could have the HED turkey shoot and have the CFC show up next week with a brand new dreadfleet. But you risk mudflation by just saying well now supercaps must be a thing because we must have a more expensive thing.
And we have so many of the things because for years you needed supercaps to be anyone. Moving minerals to 0.0 might be an easy day's work, but getting them compressed, and getting them uncompressed and into the tower...not so much (you're looking at 50 round trip freighter runs on the 0.0 side - you can outsource the highsec ones if you can afford to risk your build station being overloaded when they arrive). People would have built nearly as many if they were five times as hard to build because you simply had to have them to be anyone in the AOE/Tracking titan era. Now, less so, but you're building as fast as you can con people into flying them and so are we because we can'r risk the other side getting a definitive supercap edge. |

Retar Aveymone
GoonWaffe Goonswarm Federation
517
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Posted - 2014.07.07 22:19:00 -
[32] - Quote
Mr Rive wrote: If it were just supers that were the problem, nerfing them would be the solution. Supers still need to be nerfed - make them twice as good as a dread and cost 5 times the price, but its not the only thing that needs fixing.
It's not. I posted above what I consider the core problems to be, I just was reiterating my super point (because it got compressed due to the character limit) that supers in their current state are really bad for the game.
It's also not good enough to just make them super-dreads though, given how different they are from dreads - mostly ewar immunity and no siege mode makes them too good to just be sort of a t2 dread. |

Retar Aveymone
GoonWaffe Goonswarm Federation
517
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Posted - 2014.07.07 22:27:00 -
[33] - Quote
Tara Read wrote:Ironically the highest posts objecting to Manfreds ideas are members of the CFC. Which really should come at no surprise. TEST may have died but for all their blathering at least they broke away and did things away from the HBC. ... When BL logged your members raged including Blarf. How dare we deny your 1000 people content? You don't get it do you? There's too many fish in this ever shrinking blue sea.
TEST died because they're morons. They got the full backing of the N3 coalition despite their idioticy - they just had to cede an entire region to get it. They just lost anyway because they were irredeemable morons. You've got to love that every offensive N3 managed while Goonswarm was cocking up the initial phases of the war ground to a halt without us lifting a finger because TEST didn't notice the altcorp we had in their alliance despite months of SBUs vanishing, and that was just one of the many hilarious TEST cockups. As to the second thing, I don't know what nonsense you're referring to but it assuredly didn't happen.
More to the point, your entire post is emblematic of the biggest mistake people make discussing the survival issue. EVE's gameplay forces coalitions. You cannot solve it by whining about hostile coalition lords: they're coalition lords because that's the only way to win. People who won't play the game get thrown out by people who will. You can't solve the problem by bitching about the bad people who are winning the current game because if you take them out they'll just be replaced by new people willing to play the game as it is instead of how you want it to be. Evolution is a ***** when it's selecting for something you don't want. |

Retar Aveymone
GoonWaffe Goonswarm Federation
523
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Posted - 2014.07.08 03:02:00 -
[34] - Quote
Myxx wrote: If you're looking for security for your freighters... you will not find it in changes like these. Honestly, thats perfectly fine. There was a time in EVE where escorting freighters ten or even thirty jumps into nullsec was a common thing.
I doubt it. Even if it was, it was never a smart thing and it died out quickly.
Myxx wrote: I'm not even going to mince words, but your alliance in specific, Mynna, has played a large role in promoting the stagnation. Not the only alliance by far, but it is a large one. It would be nice if you took a step back and could try to divorce your own desire for profit for you and your alliance, to one that is actually able to look at how best to better the game going forward.
Of course we have. Playing to win given the current game promotes stagnation, and what we do that the collection of nobodies in your corp history does not is win.
Give us a way to win that does not promote stagnation and we will make chaos reign while continuing to win. |

Retar Aveymone
GoonWaffe Goonswarm Federation
533
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Posted - 2014.07.08 19:50:00 -
[35] - Quote
Cyaron wars wrote:Please, keep yourself away from claiming your alliance achieved everything on it's own :) We all know that you are nothing, always were nothing and always will remain big nothing without your precious pile of warm bodies. GSF was a parasitic alliance, still is a parasitic alliance and will always remain as such. Linking Sov map and claiming your alliance did it all right on it's own makes you look like a poor deluded guy :) i guess we'll have to console ourselves with our entire half of the galaxy while we cry ourselves to sleep in our titans that cyaron wars feels that our unparalleled dominance was not sufficiently honourable for his well-regarded seal of approval
god this solid dysprosium hanky to wipe away the tears is completely ineffective why did we think making dysprosium hankys was a good idea |

Retar Aveymone
GoonWaffe Goonswarm Federation
533
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Posted - 2014.07.08 19:58:00 -
[36] - Quote
Ejderdisi wrote:Small alliance logistical operations : You can not jump your freighter as easily. You have to announce your passage to alliance so no one else use it for that hour. IT means to all SPIES too. Good luck. Ah due to restriction you can not even bring in your escort fleet with you.. But as long as you are safe that there are no one in next JB system and you believe in your alliance mates and scouts, you can try to make a run for it.
Anyone moving a freighter in nullsec is doing it to move freighter-sized assets: alliance assets. Alliance assets warrant titan bridging. This is just another "nobody without titans is allowed to play in 0.0" idea because nobody takes jbs with a freighter unless all the titans are asleep and they're deep in their own space. Even if you're just going to the other system and back (like moving mins) you'd use a JF because it's faster for the m3 usually. |

Retar Aveymone
GoonWaffe Goonswarm Federation
534
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Posted - 2014.07.09 01:09:00 -
[37] - Quote
Manfred Sideous wrote:I'd like to ask does anyone think its reasonable that a single player with a jumpfreighter can just jump back and forth from nullsec to empire and buy literally anything from empire and bring it back. Does that seem like a immersive experience? I mean where do you live that Joe the Lorry driver goes off and supplies you and all your mates with what you need to live and survive from a single point. It's better than NPCs. At least the jump freighter is going back and forth, and for things like fuel it's going back and forth a lot (and each time risking the wrath of CODE or miniluv).
However you've mostly got the cause and effect backwards. People import because 0.0 is terrible for industry. Crius is changing this and it's possible that in the future industry in 0.0 will be effective enough you can start tampering down the effectiveness of the logistical links to empire. But you can't kill the links, then fix local industry: you'll just wind up with a dead 0.0. Once there's a contingent of nullsec industrialists campaigining to kill jump freighters to get rid of those pesky importers the situation might be at a point where it's discussable.
However you still have to get around the problem that T2 REQUIRES the ability to shuffle great amounts of fuel out to 0.0, and then raws back, as moon minerals are regional. You can't sever those links without breaking the whole process for everyone. And those links, as unimmersive as you think they are, provide infinitely more gameplay than npc stations that trade you hafnium for technetium. |

Retar Aveymone
GoonWaffe Goonswarm Federation
536
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Posted - 2014.07.09 16:47:00 -
[38] - Quote
Marlona Sky wrote: I'm pretty sure every line member can't afford a few hundred carriers and a few hundred dreads to accomplish what they can do today with just one of each.
Such a change Wentworth III suggest would have a real impact. So please, stop the fear mongering.
Once again, you really just haven't thought this through. Pony-express style deployments require only additional isk, and any restriction that can be lifted with only isk is yet another barrier to entry to nullsec and should be trashed immediately.
You need to start thinking things through: your post starts off obviously factually wrong (pony-express setups don't require a few hundred per character), then on the basis of that obviously wrong comment you try to dismiss one of the people who has repeatedly contributed intelligent responses to this thread as "fear mongering" which is just a dumb insult. |

Retar Aveymone
GoonWaffe Goonswarm Federation
536
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Posted - 2014.07.09 16:48:00 -
[39] - Quote
Kagura Nikon wrote: The exact same can be used to circunvent ANYTHING you can think regarding power projection.
Nope. |

Retar Aveymone
GoonWaffe Goonswarm Federation
536
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Posted - 2014.07.09 17:35:00 -
[40] - Quote
Kagura Nikon wrote: And I am just trying to proposed a dampener on the power projection, not a wall. Because even a dampener is better than nothing as long as it cannot be easily circunvented by larger groups but not by smaller groups.
you're not reading
what querns is telling you is that your plan fails your own test (though it is more "can be circumvented trivially by the rich but not the poor" which is more problematic) |
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Retar Aveymone
GoonWaffe Goonswarm Federation
536
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Posted - 2014.07.09 18:44:00 -
[41] - Quote
Kagura Nikon wrote: And yet.. that is the only possibility. Because we all agree what we have now is bad. And CCP will NEVER remove jumps because of low sec.
it's not the only possibility, and your argument "this is bad, ergo we must do something" is wrong: you've given no evidence that something will be better (and are basically sticking your fingers in your ears when told that and leaving those points entirely unrebutted) |

Retar Aveymone
GoonWaffe Goonswarm Federation
536
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Posted - 2014.07.09 18:45:00 -
[42] - Quote
Marlona Sky wrote:It is hilarious to see those who want nothing to change run in this thread and start banging the fear mongering drum.
everyone supposedly "fear mongering" is discussing the things in this thread intelligently and is generally proposing things against their self-interest
you, one presumes because you're unable to join in to a conversation at this level, are reduced to...well, the above |

Retar Aveymone
GoonWaffe Goonswarm Federation
539
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Posted - 2014.07.10 16:19:00 -
[43] - Quote
Teckos Pech wrote: I think part of what Manny is getting at, and he can comment if I'm wrong, is that part of his goal is to make current logistics alot less important. That is instead of making a Jita run to buy 500 cruiser hulls and move them out to null, you'd source those cruiser hulls out in null itself. Now logistics would entail moving the hulls from your production yards to where you need them, which in theory could be shorter distance. Maybe.
Note in Manny's initial set of posts he talks about mining ops in null. This has two benefits:
1. Logistics in its current form could change and be reduced dramatically. 2. These guys out running around in mining ships, freighters, industrials and so forth make for juicy targets.
The latter will hopefully draw in hostile gangs, which in turn would provide an opportunity for a defense fleet. In other words, more opportunity for small to medium sized engagements.
The fundamental distinction, I think, between Manny one the one side and Mynnna and myself, among others, on the other is how you get to this point. I think we all agree that we'd like 0.0 to be more self-sufficient and less dependent on the pipeline to empire.
However, Manny tends to approach this by saying "sever the pipeline, then people will be forced to adapt and produce locally". I think we argue that people need to be incentivized to produce locally, and then they simply won't need that logistical backbone anymore and you can start slowly nerfing it. I think that our approach is better because I think there's already too little incentive to try to break into null, so you can't force behaviors by making it harder. Instead you've got to do things like the Crius industry buffs that make people start to reorganize how they make things and create more local 0.0 mining and industry.
The regionality of certain resources poses an unavoidable problem to really killing the logistical links. Manny solves that through essentially writing it out of the game - alchemy, NPC, whatever, the end result is that the interregion trade is effectively killed off. I disagree with that, I think that the interlocking economy is neat and that properly buffed 0.0 industry will make it far more expensive to import finished products than build locally, so you'll only use importing for regional trade.
A much better solution for Manny's "no jumps allowed" thing than alchemy or npcs, incidentally, would be a JF variant that could only hold fuel or only hold moongoo that retained long-jump capability. I don't like that idea, but it's much better than just axing trade entirely. |

Retar Aveymone
GoonWaffe Goonswarm Federation
539
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Posted - 2014.07.10 16:23:00 -
[44] - Quote
Kagura Nikon wrote:Querns wrote:It is adorable, seeing all the attempts to artificially limit the size of an organization. I can say its adorable seeing the attempts to justify a situation that benefits only some in disregard for the problem we are trying to solve. As I said, I understand that fear is part of human nature and people want to band together to compensate for their sense of lack of security. But this game must be fun, and super large blocks are NOT fun. If they cannot be constrained, or gently pushed towards splitting, then there is nothign to do here. And in here I mean in whole eve online 0.0 future. Be happy to sit in your tomb of boredom. But other people are more capable of putting the welfare of the game they like ahead of their own fear of having to face difficulties in game
I have not seen anyone with well-thought out ideas - even ones I disagree with entirely - need to resort to things like the above. I have, however, seen people with poorly thought out ideas resort to the above when a hole is poked in their idea.
If you want to be able to discuss a subject like this you need to be able to realize when someone else is right and you need to come up with a new idea. You keep arguing that your ideas are the only workable ones besides the status quo. They're not, and they're not very good ideas. They have gigantic problems that people keep pointing out and you simply petulantly say that those people must be bad people. Even if that's true, guess what: we're in this game, and we will continue to be bad people and just evade your change in the exact way we tell you we're going to do so. If we tell you that your idea is trivial to evade and people will see an advantage in doing so, then that means if it was implemented we would trivially evade it and stomp the crap out of anyone silly enough to not evade it. Anytime your idea relies on us playing poorly it will not work. |
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