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Thread Statistics | Show CCP posts - 7 post(s) |
Lloyd Roses
Artificial Memories Vertical.
649
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Posted - 2014.07.03 17:45:00 -
[61] - Quote
Manfred Sideous wrote:CHANGES
Hey all. We had a good run with our supers but sadly CFC caught up and now fights us on even footing, so I suggest it's time to finally fix those mechanics.
I'm pretty sure you're the only guy in your alliance who thinks that way. "I honestly thought I was in lowsec"
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Manfred Sideous
North Eastern Swat Pandemic Legion
471
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Posted - 2014.07.03 17:59:00 -
[62] - Quote
Lloyd Roses wrote:Manfred Sideous wrote:CHANGES
Hey all. We had a good run with our supers but sadly CFC caught up and now fights us on even footing, so I suggest it's time to finally fix those mechanics. I'm pretty sure you're the only guy in your alliance who thinks that way.
Not at all I want to go full on war with CFC ( or anyone that size ) and not stop. If you are under the impression I give a single F about losing space pixels then let me introduce myself , Hi I'm Manfred Sideous I am known for not giving a crap about losing ships. If a ship hull is the price of admission for an amazing fight then lets do this. Maybe its your ship maybe its mine that dies who cares.
@EveManny
https://twitter.com/EveManny |
Allison A'vani
North Eastern Swat Pandemic Legion
139
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Posted - 2014.07.03 23:34:00 -
[63] - Quote
Double Posted by accident |
Allison A'vani
North Eastern Swat Pandemic Legion
139
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Posted - 2014.07.03 23:36:00 -
[64] - Quote
Manfred Sideous wrote:Allison A'vani wrote:Looking back through this thread, I think you might be happier creating and leading a WH corp Manny. Just food for thought. I am quite happy where I am. I like nullsec warfare I like the idea of sovreignty and being able to take it from someone. I like epic battles with supercaps. I don't think anyone in this game has sat tackled and fighting with capitals than me. I love high intensity situations. Only nullsec can deliver that. Well unless you can tell me how to get a supercapital fleet into a wormhole. But in response to your condescending passive aggressive undertone go fetch yourself a book of shut the hell up with you're jumpfreighter ok , thanks great talk.
It was neither passive aggressive nor condescending, was a legitimate friendly remark based on what I derived from your posts thus far in the thread. You took it that way. The exact jump drive changes you posted about are essentially what is the status Quo in C6 WHs with out supers or titans. |
Frostys Virpio
The Mjolnir Bloc The Bloc
1137
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Posted - 2014.07.04 00:57:00 -
[65] - Quote
What if jump range were reduced by some but only on combat ships while the logistic part of jumping was left as it to not create even more of a clusterfuck of anger for anybody doing logistics? Could that reduce power projection at some point or would it only be a matter of "light more cynos/jump more often"? Bringing supplies to the other side of the map is kinda "required" to prevent complete burnout of logi people by now but but can we put something to prevent people from fighting on the other side of the map the same "x whatever unit of time" as they did on the first side? |
Galphii
Caldari Provisions Caldari State
237
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Posted - 2014.07.04 02:02:00 -
[66] - Quote
I've advocated something along these lines in the past, as have others. Allowing capital ships to use stargates, but still having them use their own jump drives (and use that fuel) is a sound plan. Instead of huge swaths of 'buffer' space against bridging, space will actually be used. Smaller alliances will be able to move into space abandoned by the larger alliances who can't maintain a proper defence on such a large area. Scouts will be able to see fleets coming instead of a neutral alt dropping a cyno being the first warning. Escorting convoys will be a thing again. Nullsec industry gets another boost. Hardcore pvper's start to appreciate having miners and industrialists in their midst. It's all good. X |
J A Aloysiusz
Precision Strike Brigade Easily Excited
36
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Posted - 2014.07.04 02:32:00 -
[67] - Quote
I'm against most of your proposed changes, but I will say that I agree that importation and exportation is far too easy with jump freighters. They are essentially impossible to kill in low and null sec.
In my opinion, null sec pvp blocs should be significantly more reliant on local industry, rather than just importing everything from jita. I won't speculate on the best way to achieve this. |
terri edelweis
Perkone Caldari State
0
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Posted - 2014.07.04 06:44:00 -
[68] - Quote
I like these ideas. With the exception that I would limit the changes to combat capitals. Leave JF as they are or nerf them only slightly. This would solve the logistical problems many have pointed out in this thread. |
mynnna
GoonWaffe Goonswarm Federation
3649
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Posted - 2014.07.04 07:02:00 -
[69] - Quote
Manfred Sideous wrote:mynnna wrote:There are literally no redeeming qualities to your post whatsoever, everything from "let's remove jump drives but not ACTUALLY remove them" to "let's give people a way to disable hub upgrades for a day at a time within a fifteen minute window, yeah THAT won't get abused in odd timezones at all with no recourse whatsoever" just screams "Let's make the game so awful and unfun that half of nullsec quits." **** needs changing, I'm happy to admit that, but goddamn am I glad you have no involvement in it. Manfred Sideous wrote:Some people like to build castles. Others just want to watch the world burn Least you admit it. I see you can throw stones well but in you're superior mind do you actually have any real ideas that bring us to a endstate of revitalizing nullsec and deals with the power projection problem? Or are you just a naysayer with insults?
Bits and pieces, more to some problems than others. But when I see a gangrenous limb I don't look to cut it off along with the other three limbs as well as the patient's head. Member of the Goonswarm Economic Warfare Cabal |
Tikitina
Imperial Academy Amarr Empire
136
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Posted - 2014.07.04 07:15:00 -
[70] - Quote
Frostys Virpio wrote:Retar Aveymone wrote: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. 7 minutes across the universe sure is kind of stupid for a ship like an archon when an interceptor need an hour.
I agree, the bigger the ship the longer it should take to get places. Supporting fleets outside your home base should require some logistical effort though.
We need more realistic logistics.
Ideas -Remove jump drives from caps/super caps -Add jump drivers to all sub cap combat ships, and still allow them to use gates, with a jump range of about what a dread has now, or less, with fuel usage comparable to current bridging usage by mass, or more -Maybe reduce all ships warp speed significantly and allow in system jumps -Allow subcaps to jump without cynos within a few AU of the destination star, to allow interdiction by probers in destination system -Ban freighters from being able to carry jump fuel -Give transports ships and special industrials the ability to carry fuel
Change jump fuel to be very in-expensive high volume so the challenge is not having enough isk to buy it... The challenge is getting enough shipped to where you need it.
Also, for your sub cap to move at greatest rate of speed, you need jump fuel, otherwise you need to warp gate to gate at a reduced speed.
This could be done to not affect miners too much by simple increasing rates mined
That in itself would do a lot to limit power projection since only smaller sized ship raiding forces would have the ability to get places quick.
This would also promote locals to keep fuel off the public markets so they don't end up fueling hostile raids.
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Rivr Luzade
Coreli Corporation Ineluctable.
607
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Posted - 2014.07.04 07:19:00 -
[71] - Quote
Tikitina wrote: That in itself would do a lot to limit power projection since only smaller sized ship raiding forces would have the ability to get places quick.
How's that? You'd just bridge or jump Alpha Maels 100 km away from a bubbled fleet and kill them. For instance. |
Tikitina
Imperial Academy Amarr Empire
136
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Posted - 2014.07.04 07:26:00 -
[72] - Quote
Rivr Luzade wrote:Tikitina wrote: That in itself would do a lot to limit power projection since only smaller sized ship raiding forces would have the ability to get places quick.
How's that? You'd just bridge or jump Alpha Maels 100 km away from a bubbled fleet and kill them. For instance.
Since we are talking primarily about the power projection of Cap Fleets...
I don't think your Alpha Maels will make up the difference.
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Rivr Luzade
Coreli Corporation Ineluctable.
607
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Posted - 2014.07.04 07:43:00 -
[73] - Quote
I am pretty sure that 250 Maels or Megas make a difference. ^^ |
Anthar Thebess
557
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Posted - 2014.07.04 08:43:00 -
[74] - Quote
1. Add new pockets of npc space having stations / create new gate connections that each SOV region have connection to NPC space
2. Make SuperCapitals different than normal capitals, make them burn more fuel ( titan is burning the same amount of fuel like a carrier, but is few dozen times bigger ) and force them to use additional structures to initiate regional, or even a constellation jump.
3. Make capital jump drives different and crossing regions can be allowed only on specific locations, what more important regional jump will use 90% of capital fuel ... so better have fuel track ready.
4. Limit JF usage , at the cost of increasing null -> low wormhole chance.
5. Remove titan bridges , or at least make them less desirable * for example people jumping to the systems get : - spread ~ 5 AU from cyno - AND have 1-2 minute session that don't allow them to do nothing ( "Excessive EM radiation from titans bridge requires all ship systems to reboot")
6. Make cynos mas dependent , so you cannot bridge a whole 255 man battleship fleet to one ibis cyno ship, or even better make cyno unstable after using 1/4 of its "transit" mass. It can go into unstable mode , not allowing any one else to bridge , and at the same time locking titans ability to bridge any one more until cyno will die , or ends its cycle.
7. Make holding sov more absorbing. - you have to fight incursions, if you will not , you will loose SOV in those systems after 2 days, and in order to get it back you have to achieve some few day objective - local rats assaulting player operations , why not let them shoot poses , do mini incursions to take back their systems ( please don't tell me that SOV should be only about PVP - check in game map "rats killed 24h", most of the nullsec players are farmers. And this 5-10% population mostly focused on pvp will have much more targets this way , as players will have to defend their poses, fight those incursions , or uprising)
8. Make sov status depended on your activity. The more rats you kill , the higher sec status (-1.0 -> 0.0 ) , so less spawns, and worst type. If system is idle it have its status lowering slowly ( 0.0 -> -1.0 ) and at -0.9 you get a local npc pirate uprising , if you will not fight it within 3 days after sov drops to -1.0 , they are victorious and all sov infrastructure is going off-line ( rats will hit those structures , so eventually they will kill TCU and ihub.
9. Force TCU location on 5 AU from any object , not on pos, stations etc.
There are many ways , but this require work , and CCP don't want to put any work in nullsec , and player base is shrinking. Support Needed : Jump Fuel Consumption |
Drak d'Amral
Pandora Developments Boese Onkels
6
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Posted - 2014.07.04 09:25:00 -
[75] - Quote
i like your point about make unused system more expensiv, and i like the idea that when a system is more away from a homesystem of a alliance it will be more expensive for the sov
Quote:7. Make holding sov more absorbing. - you have to fight incursions, if you will not , you will loose SOV in those systems after 2 days, and in order to get it back you have to achieve some few day objective - local rats assaulting player operations , why not let them shoot poses , do mini incursions to take back their systems ( please don't tell me that SOV should be only about PVP - check in game map "rats killed 24h", most of the nullsec players are farmers. And this 5-10% population mostly focused on pvp will have much more targets this way , as players will have to defend their poses, fight those incursions , or uprising)
8. Make sov status depended on your activity. The more rats you kill , the higher sec status (-1.0 -> 0.0 ) , so less spawns, and worst type. If system is idle it have its status lowering slowly ( 0.0 -> -1.0 ) and at -0.9 you get a local npc pirate uprising , if you will not fight it within 3 days after sov drops to -1.0 , they are victorious and all sov infrastructure is going off-line ( rats will hit those structures , so eventually they will kill TCU and ihub.
i like i like, it would make 0.0 more dynamic |
Valleria Darkmoon
Convicts and Savages Shadow Cartel
273
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Posted - 2014.07.04 10:30:00 -
[76] - Quote
Manfred Sideous wrote: Jumprdrives limited jumprange to adjacent system only. (lightyear distance is irrelevant) I think you could probably do with allowing jumps within the constellation (I don't want to say region because they can vary in size pretty wildly), you're still talking about short range here if you do that but it seems to me that jump drives would only be useful for skipping through a gate camp if you're going to allow all capitals to jump through star gates. Additionally a system at the center of a constellation would get a lot more bang for the buck for using a jump bridge than one on a pipe system.
I haven't been playing since the beginning but I have been playing long enough to remember when people kept an up-to-date list of Titan pilots because it was still worth your time to do so. I believe when I started that number was 6. I also remember raids on sovereign space being a common thing. At one point I lived in Dekelin and we had systems within 5 jumps of the station in 3JN that were red systems despite technically being owned by us (or at least surrounded by us, my memory on this isn't perfect but there was an NPC station there). Content from them was daily at least.
Any changes made will not address the core issue which is that those in control of null must like it the way it is. If they didn't it is literally within their power to change it. Only a massive divide in the major coalitions can shake things up at this stage and failing that about the only other thing I can think of is merging our server with the Chinese one. The Mittani wouldn't have to try to find stories to write about then. The only other thing to do would be to add a few more regions in different areas of null sec which are vastly more lucrative than any currently in existence and let greed work its magic. If the two existing super coalitions could survive that intact then we would just have to wait out their lifespans before we will see any excitement ever again.
If it really is true that the richer you get the more you're afraid to lose any of it then this is going to get a whole lot worse before it gets better. I have seen people with enough cash to afford a personal Titan who won't go on a duo roam with me in a pair of T1 cruisers and an empty clone. My largest ship is an Archon and I keep just enough to replace it should it be lost (EVE golden rule and all that). Any suggestion which has any hope of shaking things up will be vetoed by coalitions with the most invested. We may simply have to wait for the rich coalitions to get bored enough to stop playing to the point where their sov lapses and hope beyond hope there is a possibility of reviving the game's numbers later on. Reality has an almost infinite capacity to resist oversimplification. |
Alavaria Fera
GoonWaffe
6210
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Posted - 2014.07.04 11:33:00 -
[77] - Quote
Valleria Darkmoon wrote:We may simply have to wait for the rich coalitions to get bored enough to stop playing to the point where their sov lapses and hope beyond hope there is a possibility of reviving the game's numbers later on. I certainly didn't expect an "eve is dying" argument here.
Why not suggest some measures aimed at just making the people who run things really miserable so they all burn out. Then other people can come in and, well, burn out too... but at least you'll have many different alliances all burning out. Seems to be the logic behind some of the power projection based suggestions here. ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |
Elusive Panda
Gendry's Leech Nerfed Alliance Go Away
44
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Posted - 2014.07.04 13:50:00 -
[78] - Quote
+1 (except the NPC trader thingy... find a better way to fix that).
To everyone saying that implementing those idea would make logistics impossible to keep things running on the current scale, that's the whole point of the changes proposed.
We're not looking for a solution that would do nothing, they HAVE TO make sustaining such incredibly large empire ~impossible or very tedious. The current status quo is the worst thing to happen in EVE in a long time. 2 coalitions with infinite income, agreeing to not attack each other, 2 smaller coaliton who are permitted to exist to generate "gud fights" for the line members. It's artificial, I love good fights like anybody else, but if it's ONLY fighting for the sake of fighting all the time, we're losing the sense of purpose here.
Maybe we could take a look at how WH corp lives and the mechanics in which they live in? I'm not saying turn all space to WH mechanics, but maybe we can learn something about it, there is no "supreme overlord" of WH space, everything happens on a much smaller scale. These corp do not have access to a JF and yet, they still manage to exist, don't they?
You could argue with me that they have much less jumps to do to reach empire space and resupply compared to the furthest 0.0 regions and that's true, maybe player buildable (and destructable) stargate would be the answer? Imagine, you live in Period Basis with your own little alliance who control the region and then you build a smuggler like stargate that links to querious and another one from there to Khanid. So in a very respectable number of jumps, you could be in low-sec empire space and then make your way to a trade hub.
You would need to patrol the supply pipe(s) and escort transport ship (Deep space transport with more cargo than they currently have could be nice here, mini-freighter designed for... deep space, you know?). Moving large fleets could still be possible throught this new player made network of long range gate, but would be much more localized, static, predictable and counterable. |
Speedkermit Damo
Demonic Retribution
293
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Posted - 2014.07.04 14:38:00 -
[79] - Quote
Tchulen wrote:Dhaq wrote:Tchulen wrote:Here's a question for you: If everyone who's sick of sov nullsec joined Provi or HERO, would it be enough bodies to threaten CFC or N3/PL? What about if this happened and Provi and HERO joined together?. For a lot of people I think the problem is having to be part of a mega entity, more so than who those entities are. So everyone joining Provi or HERO would just be more of the same. Yes, and that is a problem. Whilst one can argue (and I have) that this is a natural progression and that if you want to play in the big leagues you have to either grow into it or join one of the teams already in it, I can agree that it would be better if there was room for the smaller players. So, there are a number of potential avenues to consider, some of which are: 1) Expand Sov Space - This is my favorite. If there was new space with significantly larger distances between stars that spread out from the outer boundaries of current Sov space it might alleviate the issue. The closer you are to Empire the easier it is to travel. The further out you go the less impact your jump drive has. Then shift nearly all the good moons further out making that the desirable space. It would massively increase the time for a fleet to get from one side of the map to the other. It would also mean that a lot of the space closer to Empire would be freed up as the current 2 massive coalitions took the more profitable space further out meaning that there would (hopefully) be space for smaller entities to take due to the distance issues making the big coalitions let go of the less profitable space. It would also mean that the better space you have the more pain in the backside it is to get to highsec and back. This is all off the top of my head so there are probably holes in it. 2) Reduce current sov holding through mechanics changes - This is rather intrusive and would likely garner complaint from the two main power blocs. Lots of potentials for this have been suggested on this forum and most have been soundly shot down. 3) Remove or massively reduce jump capability to enlarge the EVE galaxy by increasing travel times by a large factor - I'm pretty sure this isn't going to happen as it has WAY to many people against it, understandably. It sure is a thorny subject though.
The "little guy" that everyone keeps referring to has access to NPC nullsec. The problem is that there's not a lot of npc null, not enough anyway and what there is has become quite crowded. Which is why I advocate expanding NPC nullsec space at the expense of sov-nullsec.
If CCP wants more players in nullsec, then we need more NPC nullsec space. Don't Panic.
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GodsWork
Realm of God
0
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Posted - 2014.07.04 15:05:00 -
[80] - Quote
Hey mate look at this see what you think. This will not only solve the sov problem but also eventually disolve mega alliances or coalitions
https://forums.eveonline.com/default.aspx?g=posts&t=356422&find=unread |
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Elusive Panda
Gendry's Leech Nerfed Alliance Go Away
44
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Posted - 2014.07.04 15:53:00 -
[81] - Quote
I really don't think putting rules on the size of alliances/corp will solve anything, these entities exist outside the game, the only thing this will create is a multiplication of assets holding "alt" alliances controlled by the same people. |
Gospadin
School of Applied Knowledge Caldari State
163
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Posted - 2014.07.04 18:35:00 -
[82] - Quote
Power projection is an issue for sure, and definitely something they should think about, however, to me the real problem is the lack of any real link between how many players use an area, and the ease/difficulty of defending it.
What if jumps in excess of 2LY could only be done in the pilot's own SOV, and there is a mass limit on non-SOV bridges? If you want to deploy outside your own SOV you can, it just takes extra logistics effort. This would mean assistance by coalition partners outside the SOV-holding alliance would be more difficult.
Similar to how wormholes have mass limits, I also think it'd help if there was a distance:mass ratio on bridging and/or jumping, along with a game-imposed rate throttle. Maybe ships transit a jump to a specific cyno at a rate of one per 2 seconds or something, so it takes 10 minutes for a full fleet to land. More cynos, more chance for disruption, more midpoints to defend/attack, etc.
It might also be interesting to re-think ammo sizing. To me, a battle that lasts 20 hours (granted, only 2 hours of in-game time) should require some amount of logistics, and the disruption of the logistics should be able to swing the outcome. Maybe you make a remote rep booster charge of some kind that's relatively small and cheap, but that can run out eventually.
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mynnna
GoonWaffe Goonswarm Federation
3649
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Posted - 2014.07.04 21:41:00 -
[83] - Quote
Anthar Thebess wrote:1. Add new pockets of npc space having stations / create new gate connections that each SOV region have connection to NPC space This isn't a half bad idea though it'd definitely need more NPC space pockets to make it work. There are a lot of areas in eve that are incredibly isolated like that. Gate connections like you're talking about though, to NPC space or even back to lowsec, could be interesting. One thing they'd do for residents in deep nullsec is open up new options for logistics. In manny's scenario any sort of commerce to and from empire, if you live in deep null like that, is either "get ****ed", "blue up everyone closer to empire than you and still have to slog freighters 30+ jumps", or "hope you can find convenient wormholes." Those gate connections would offer a fourth option - a rapid transitway that'd take you right to your doorstep, or at least a lot closer... but that very same thing makes them predictable routes and thus dangerous to use.
The fact that you have to be in a massive coalition now doesn't mean that the opposite is optimal, ideal or desirable. If sov nullsec is meant as a place to carve out and build your own nation then, well, nations can be large or small and the mechanics should recognize and support this.
Elusive Panda wrote:Maybe we could take a look at how WH corp lives and the mechanics in which they live in? I'm not saying turn all space to WH mechanics, but maybe we can learn something about it, there is no "supreme overlord" of WH space, everything happens on a much smaller scale. These corp do not have access to a JF and yet, they still manage to exist, don't they? What they do have are usually short connections back to Empire, a population constrained by mechanics (limiting how much logistics has to happen in the first place) and the ability to influence if not outright control the ability to get into their system at all. And if player build stargates weren't already meant, from what's been said, to go to new space, maybe you'd have an idea. Anthar's suggestion would have a similar effect, though.
Speedkermit Damo wrote: The "little guy" that everyone keeps referring to has access to NPC nullsec. The problem is that there's not a lot of npc null, not enough anyway and what there is has become quite crowded. Which is why I advocate expanding NPC nullsec space at the expense of sov-nullsec.
If CCP wants more players in nullsec, then we need more NPC nullsec space.
The problem with NPC nullsec is that it's increasingly becoming "worse lowsec but with bubbles and bombs". More of it could be interesting (see first quote in the chain) but it could do with some love as well. Member of the Goonswarm Economic Warfare Cabal |
Anthar Thebess
558
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Posted - 2014.07.04 22:45:00 -
[84] - Quote
mynnna wrote: To credit, though, it's spawned some decent discussion.
But no one from CCP responded. We can write whatever we want , but CCP will again do nothing. Industry changes - yes they bring something new.
But what player asked ? About reworking industry or changing sov/capitals. Support Needed : Jump Fuel Consumption |
mynnna
GoonWaffe Goonswarm Federation
3650
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Posted - 2014.07.04 23:15:00 -
[85] - Quote
So two points there. First, the fact that you don't care about industry doesn't mean that it's not something that a lot of other players do care about. And second, it's rather intimately tied to some of the points I was making about 'things being overlooked' with regards to (for example) locally based industry. So, it might be a couple degrees removed, but the industry revamp (in my mind, at least) is part of a step towards overhauling nullsec and sov. ;P Member of the Goonswarm Economic Warfare Cabal |
Sugar Kyle
Calamitous-Intent Feign Disorder
630
|
Posted - 2014.07.05 01:52:00 -
[86] - Quote
Freighters were added with Cold War (along with Dreadnoughts). That brings them in on June 29th 2005.
Carriers came with Red Moon Rising in December of 2005. Also Supers and Titans although the first Titan was not built until until September of 2006.
The Rorqual was introduced in in the Revelations II midpoint release around August/September of 2007.
Jump freighters came in Trinity which was December of 2007.
This dev blog from Trinity 1.1 comments on cargo expanded dreadnoughts as a cargo transport.
Just to help out with the historic accuracy of rose tinted glasses.
Low Sec Lifestyle - A Blog |
Manfred Sideous
North Eastern Swat Pandemic Legion
490
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Posted - 2014.07.05 02:19:00 -
[87] - Quote
mynnna wrote:e: My reaction to Manny's set of suggestions the other day was about as vitriolically over the top as I feel his power projection changes are. The real problem I've got with it isn't so much what I feel are the bad ideas (NPC trader, hubs hackable in the way he describes, over the top projection nerf) nor the good ones (I like the notion of tying the other indices into sov more though not quite so much in the way he's describing) but in what it fails to really address or even apparently think about. Some of it got touched on above - ****ing over people living in deep null with no alternatives, no thought to upsides of living there. Some just aren't touched on at all - what's the carrying capacity of a system for player income, how does that as well as value of alliance income sources drive the meta (hint: extensively, at least in my opinion), is production based entirely on locally sourced materials really that feasible (up for debate), etc. So I guess you could summarize that all as "some good, some bad, but mostly just feels half assed." To credit, though, it's spawned some decent discussion.
Hi hello let me tell you about Eve online. Its a sandbox game with a incredibly steep learning curve. Everything in Eve is hard but then again if you wanted easy there are plethora of choices to choose from ( wow , wildstar , old republic etc etc etc etc etc infinite) . If you are here in Eve online its because you respect a challenge. You think dedicating thousands of hours of your existence as human to making spreadsheets , erecting pixel structures then spending months on end of your free time to destroy others. Perhaps you travel to one of the most remote countries on the planet or are a politician representing other players spending inordinate amounts of time on this game. It's pretty clear that by playing Eve Online you like a challenge. If you live in nullsec you are dependant on your friends to help you survive there. Therefore I would deduce you probably like the idea of teamplay.
Hmmm Teamplay and challenging.
So I am not sure how balancing nullsec industry and changing things so people aren't reliant on empire to survive is so hard. I mean if they do need to go to empire there are these things called wormholes . I have seen alliances be damn near self sufficient before like ASCN and Prime Orbital in the very bottom of nullsec. Perhaps you change ores they give more trit or whatever you need to balance it out better.
CCP has had this expansion on the books for ever called Colonization. Its the crap they have been sperging about for the last year thats coming. Well Colonization has been a thing in the backlog for many many years. I heard about it back in 07. Anyway Colonization is space cutoff from the rest of the game that you then go out and build gates and stations and pretty much everything. I mean so thats where CCP is headed anyway. So why can't nullsec become self-reliant.
I tell you what you or anyone give me some non bullshit non platitude talk on how we fix power projection ( not some abortion of a idea bandaid like tope usage ) and fix sov so its more inclusive as in ( Its not the major blocks holding 90% of it) then. Because so far all I hear is (TEARS Logistic too hard we cant handle doing things a new way or changing things to fix a major problem that has degenerated the state of nullsec into a coldwar standoff).
I've been hearing bullshit excuses and platitudes and committees talk about this and that for years and nullsec just keep sliding further. This where a intervention needs to happen and say "Hey I know you are hooked on being able to jingle up a jumpfreighter and have anything you want from Jita in 30 minutes or less and unlimited power projection on top of it,. However you are killing yourself its time to stop". Things don't have to get hard they just need to be different because as innocent as it is to be able to go get what you need when you need it scaling is bad because groups of players abuse that to such a point that it is sucking the life out of nullsec. So much that you are either with party A or party B or you are a renter.
@EveManny
https://twitter.com/EveManny |
Manfred Sideous
North Eastern Swat Pandemic Legion
490
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Posted - 2014.07.05 02:33:00 -
[88] - Quote
I have heard so many ideas over the years to nerf power projection.
Increase tope usage ( doesn't hurt the big guys just the small guy ) decrease jump range ( cool no problem few more cyno accounts few more cyno beacons ) Spool up timers ( Ops start earlier ) NPC Islands ( great more small groups the big blocks can hellcamp when they get butthurt) Constellation Cyno Jammers ( yeah totally helping the small guy out . I can just see it now ) If I could be bothered to look up and catalog all the other ideas over the years I am sure it can be explained how they can be gamed by players or only hurt or hamper small groups.
Power Projection and Monolithic life sucking coalitions hogging up 90% of all sov doesn't change until we either add so much space that there is enough left over for the little guy or we make it so you can't just move around from one side of the game to the other at will.
Look I know you like fossil fuel but ...... @EveManny
https://twitter.com/EveManny |
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CCP Fozzie
C C P C C P Alliance
10733
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Posted - 2014.07.05 02:41:00 -
[89] - Quote
Anthar Thebess wrote:mynnna wrote: To credit, though, it's spawned some decent discussion.
But no one from CCP responded.
Just because we're not posting in every thread doesn't mean we're not reading.
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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Vincent Athena
V.I.C.E.
2818
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Posted - 2014.07.05 03:36:00 -
[90] - Quote
"Projecting power" requires having three assets in position: 1) The ships 2) The pilots 3) The players
Lets see how the players would respond if we start limiting the ability to move any of these assets.
If we nerf moving ships, by making bridging or jumping harder, then large alliances will preposition ships about their territory. This will require more ships, which means the average ship size will take a down tick. Many may think this is a move in the right direction; having supercarriers instead of Titans, carriers in place of supers, etc. But when null was battlecruiser blobs, people still said it was a problem that people blobbed.
Power would now be projected by players using jump clones to access their ships at the remote location.
Result: We still have huge blobs. We still have the ability for large alliances to project power over vast distances.
So we got to make it harder for the pilots to be projected by nerfing jump clones. But if we do that, players will get themselves into position by logging into a character that has been prepositioned.
So to stop power projection we need to: 1) Stop the ability for ships to be moved rapidly by getting rid of bridges and jump drives, 2) Stop the ability for pilots to be moved rapidly by getting rid of jump clones, 3) Stop the ability for players to be moved rapidly by limiting all players to one character and one account.
Anything less, and power can still be projected. Maybe with a little less convenience than now, but still quite effectively. http://vincentoneve.wordpress.com/ |
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