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Bullock Brawn
Brawny Inc
30
|
Posted - 2014.10.20 18:01:00 -
[1] - Quote
I made another thread about getting more advanced small group combat missions in High Sec (thank you for the responses), but on that same line of thought;
"What can be done to make Low Sec Mission Running an acceptable Risk option for otherwise High Sec Mission Runners like myself?
I don't think the issue is the ISK, I feel it's the balance with PVP-combat mixed in favors the ganker too much.
Here is my thoughts on what would get me to WANT to do them.
1) If there was better balance on the field.
With that I would suggest that NPC Aggro mechanics be altered to a more distributed alternative, meaning that all ships get equal aggro who are in the instance, or even a new ship on field gets immediate aggro. So if a PVP combat player wants to attack a mission runner(s) they have to fit for the additional shared DPS or adjust the timing between spawns, etc.. This would give the mission runner some spawn aggro options to help defend the attack and all ships (players) would have to deal with the environment. As is; The first ship gets aggro and the alts or new in field ships hardly take aggro if at all (rarely do they switch aggro). I know this is the case since I just bring my Noctis pilot in the field just after aggro due to her never taking aggro after the my RR Domi's are tanking. The current Aggro mechanics favor the Attacker hands down.
Any other ideas to help the game in this area?
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X Gallentius
Justified Chaos Spaceship Bebop
2609
|
Posted - 2014.10.20 18:44:00 -
[2] - Quote
Low sec missions are pretty easy to run already. There are many systems with Level 3 and 4 agents that have very low overall activity and you can ninja run missions in these systems. Levels 1 and 2 are as easy to run as they are in high sec.
Otherwise your premise is off. Nothing will make it more palatable for high sec mission runners to run low sec missions.
If you want to have some fun running missions, then run them in low sec. Trying to avoid the local pirates while making isk makes the game more interesting - and it's also easier than you think. Try it sometime. You won't make the highest isk/hour, but you'll have fun with your main while also making a bit of isk.
If you want certainty and "AFK", then run missions in high sec. High sec missions exist so your alt can make easy isk while you're off doing something else that is fun with your main (like avoiding the local pirates while running low sec missions).
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Corraidhin Farsaidh
Farsaidh's Freeborn
715
|
Posted - 2014.10.20 19:06:00 -
[3] - Quote
Missions where NPC Navy ships cyno/brdge a player into the losec pocket may be a good incentive. Players don't want to run the gauntlet on the way into losec but if they are hot-dropped in to the pocket this would a) get them used to the mechanisms involved and b) make the mission more palatable by giving them a headstart on pirates with a good chance to run their way out.
This does of course give losec players more targets to hunt. |

eliminator2
Moretsu pirates
16
|
Posted - 2014.10.20 20:10:00 -
[4] - Quote
Corraidhin Farsaidh wrote:Missions where NPC Navy ships cyno/brdge a player into the losec pocket may be a good incentive. Players don't want to run the gauntlet on the way into losec but if they are hot-dropped in to the pocket this would a) get them used to the mechanisms involved and b) make the mission more palatable by giving them a headstart on pirates with a good chance to run their way out.
This does of course give losec players more targets to hunt.
actually like this idea me been a mission hunter in low-sec myself but id rather them be bridged maybe about 5-10 (maybe closer) AU from mission? that way they bypass the gate camps but they dont get a big head start before poeple notice them.
iv seen a good mission runner been able to finnish mission just as iv landed into pocket so if there bridged in straight on mission gate/in mission that would be abit OP |

Bullock Brawn
Brawny Inc
30
|
Posted - 2014.10.20 20:30:00 -
[5] - Quote
Corraidhin Farsaidh wrote:Missions where NPC Navy ships cyno/brdge a player into the losec pocket may be a good incentive. Players don't want to run the gauntlet on the way into losec but if they are hot-dropped in to the pocket this would a) get them used to the mechanisms involved and b) make the mission more palatable by giving them a headstart on pirates with a good chance to run their way out.
This does of course give losec players more targets to hunt.
That's a great idea! Never thought of that. |

Corraidhin Farsaidh
Farsaidh's Freeborn
716
|
Posted - 2014.10.20 20:49:00 -
[6] - Quote
eliminator2 wrote:Corraidhin Farsaidh wrote:Missions where NPC Navy ships cyno/brdge a player into the losec pocket may be a good incentive. Players don't want to run the gauntlet on the way into losec but if they are hot-dropped in to the pocket this would a) get them used to the mechanisms involved and b) make the mission more palatable by giving them a headstart on pirates with a good chance to run their way out.
This does of course give losec players more targets to hunt. actually like this idea me been a mission hunter in low-sec myself but id rather them be bridged maybe about 5-10 (maybe closer) AU from mission? that way they bypass the gate camps but they dont get a big head start before poeple notice them. iv seen a good mission runner been able to finnish mission just as iv landed into pocket so if there bridged in straight on mission gate/in mission that would be abit OP
Range is spmething for SiSi but hopefully the bridged in idea would give people experience of losec/null tactics and make the idea of running into losec more palatable to those who otherwise wouldn't consider it. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
569
|
Posted - 2014.10.20 21:56:00 -
[7] - Quote
Bullock Brawn wrote:Corraidhin Farsaidh wrote:Missions where NPC Navy ships cyno/brdge a player into the losec pocket may be a good incentive. Players don't want to run the gauntlet on the way into losec but if they are hot-dropped in to the pocket this would a) get them used to the mechanisms involved and b) make the mission more palatable by giving them a headstart on pirates with a good chance to run their way out.
This does of course give losec players more targets to hunt. That's a great idea! Never thought of that. Except that in short order, the mission runner would have to deal with jump fatigue.  CCP Falcon's thoughts on suicide ganking. Reading Comprehension: a skill so important it deserves it's own skillbook. I want to create content, not become content. |

Abrazzar
Vardaugas Family
4948
|
Posted - 2014.10.20 22:02:00 -
[8] - Quote
Maybe a deployable that locks the acceleration gate close by once onlined but only has a small amount of hitpoints. So a enemy needs to pop the lock first before entering the mission area, allowing a perceptive mission runner to escape by effectively sacrificing the lock.
Or even simpler, a proximity sensor, that once deployed creates a audible ping to the owner when any other player enters the grid it is deployed in. Sovereignty and Population New Mining Mechanics |

Corraidhin Farsaidh
Farsaidh's Freeborn
716
|
Posted - 2014.10.20 22:51:00 -
[9] - Quote
Bronson Hughes wrote:Bullock Brawn wrote:Corraidhin Farsaidh wrote:Missions where NPC Navy ships cyno/brdge a player into the losec pocket may be a good incentive. Players don't want to run the gauntlet on the way into losec but if they are hot-dropped in to the pocket this would a) get them used to the mechanisms involved and b) make the mission more palatable by giving them a headstart on pirates with a good chance to run their way out.
This does of course give losec players more targets to hunt. That's a great idea! Never thought of that. Except that in short order, the mission runner would have to deal with jump fatigue. 
It would be in addition to normal missioning and a means to entice hisec folks to try losec...thrown in to the random mix much the same way as the burner missions
Once they have a taste for it they'll probably just run the losec missions anyway |

Donnachadh
United Allegiance of Undesirables
48
|
Posted - 2014.10.21 01:07:00 -
[10] - Quote
Another voice. My resistance to missions in low sec has never been about the risks once you are in the pocket, those are manageable for a player with an eye on local, dscan etc. although I have to admit that the warning beacon mentioned has some interest and promise as well.
My resistance to low sec missions is and always has been the potential for gate camps that a mission fit ship has virtually no chance of surviving. There was a small degree of help with the mobile depot but to be honest that is not really and option as the time to deploy, refit and then scoop the depot is valuable time needed to get into and out of the mission pocket. Docking in a station to re-fit has the same problems as the depot with the added problems of a possible station camp.
If CCP wants more players in low sec then like it or not low sec will need to become a whole lot more like high sec than it currently is. |

Hopelesshobo
Tactical Nuclear Penguin's
339
|
Posted - 2014.10.21 01:13:00 -
[11] - Quote
Abrazzar wrote: Or even simpler, a proximity sensor, that once deployed creates a audible ping to the owner when any other player enters the grid it is deployed in.
Easier, use Dscan. Even a cloaky has to uncloak to take the gate.
With the jump changes in Phoebe, we should see less hot dropping on people, so scouting your way around will do alot more then currently. Granted you can't cyno people inside a deadspace pocket, but it still takes time to move assets to gank someone. So you can either make friends with the pirates, or just learn to deal with the locals. Lowering the average to make you look better since 2012. |

Donnachadh
United Allegiance of Undesirables
48
|
Posted - 2014.10.21 02:15:00 -
[12] - Quote
Hopelesshobo wrote:Easier, use Dscan. Even a cloaky has to uncloak to take the gate.
Not an argument just wondering what gate you are talking about?
If it is the jump gates into and out of the system then a cloaky will not be visible on d-scan for more than a few seconds at most.
If it is the acceleration gates into many of the mission pockets those can be activated by a cloaked ship if you are careful. You are not force de-cloaked until you reach 2,000 meters but you can activate the gate at 2500. Even if you are de-cloaked by the gate by time you can re-cloak ther is nothing to stop you so you may be visible for maybe 5 to 10 seconds tops.
When landing from the acceleration gate it is all about the layout of the mission pocket. If there is nothing within 2,000 meters of the landing point then you will not be de-cloaked. |

Arthur Aihaken
X A X
3872
|
Posted - 2014.10.21 04:17:00 -
[13] - Quote
Bullock Brawn wrote:"What can be done to make Low Sec Mission Running an acceptable Risk option for otherwise High Sec Mission Runners like myself? Move them to high-sec. I am currently away, traveling through time and will be returning last week. |

Lugh Crow-Slave
Guardians of the Morrigan
170
|
Posted - 2014.10.21 08:28:00 -
[14] - Quote
Abrazzar wrote:Maybe a deployable that locks the acceleration gate close by once onlined but only has a small amount of hitpoints. So a enemy needs to pop the lock first before entering the mission area, allowing a perceptive mission runner to escape by effectively sacrificing the lock.
Or even simpler, a proximity sensor, that once deployed creates a audible ping to the owner when any other player enters the grid it is deployed in.
so either a deploy able that makes anyone using D-scan uncatchable or a deploy able that makes D-scan unnecessary |

Corraidhin Farsaidh
Farsaidh's Freeborn
717
|
Posted - 2014.10.21 09:05:00 -
[15] - Quote
You'll never persuade those who do not want the risk of losec to venture there in any way. I suggested a means to jump people in (or near ) to pockets as a means to entice those few % who would be intrigued by the chance. After all a few % from hisec is a relatively high % additional losec players.
I'd be against deployables assisting with this as I believe to operate in losec/null you need to learn the tools available whether they be D-Scan, scouts or diplomacy with the locals.; That would be my point in introducing these missions, grab those teetering on the edge of moving down in sec area and give them a slight bump on the way to learning how to survive in different regions. |

Sigras
Conglomo
962
|
Posted - 2014.10.21 09:32:00 -
[16] - Quote
My issue with low sec missions is ISK or at least risk to reward.
If I can run missions in high sec and make X ISK/hour, or I can run missions in low sec and get X * 1.10 ISK/hour (10 percent more) but have to deal with a 60% increase in chance of losing my ship why would I ever do it? The math just doesnt work out; my ROI would be ridiculous.
My suggestion would be to get low sec level 4 missions to be more like PvP where you face a few high damage high ISK value pirates in PvP fits so fitting a more PvP esque fit is viable. Something like where the rats would warp off if not warp disrupted and otherwise acted like intelligent humans instead of mindless drones.
Level 5s I would change to be group missions exclusively with two or more neut towers so you couldnt possibly complete the mission solo, but on the flip side, the reward would be immense, on the order of 4-5x the reward of a level 4. |

Abrazzar
Vardaugas Family
4952
|
Posted - 2014.10.21 10:13:00 -
[17] - Quote
Lugh Crow-Slave wrote:so either a deploy able that makes anyone using D-scan uncatchable or a deploy able that makes D-scan unnecessary Because clicking on d-scan every three seconds is such a fun gameplay element. Sovereignty and Population New Mining Mechanics |

Ix Method
Brutor Tribe Minmatar Republic
189
|
Posted - 2014.10.21 10:14:00 -
[18] - Quote
Corraidhin Farsaidh wrote:Missions where NPC Navy ships cyno/brdge a player into the losec pocket may be a good incentive. Players don't want to run the gauntlet on the way into losec but if they are hot-dropped in to the pocket this would a) get them used to the mechanisms involved and b) make the mission more palatable by giving them a headstart on pirates with a good chance to run their way out.
This does of course give losec players more targets to hunt. This is actually not bad although you do wonder how many people it would encourage given they'd have to run the gauntlet back home afterwards.
If you combined this with all lowsec missions spawning 1 jump away - none spawning in the same system as the agent, nor further than 1j - you might create an environment where people feel relatively confident while still being unable to just dock at the first sign of trouble. Travelling at the speed of love. |

Corraidhin Farsaidh
Farsaidh's Freeborn
718
|
Posted - 2014.10.21 10:25:00 -
[19] - Quote
Running the gauntlet is part of the fun :D It would also be the real challenge of the mission i.e. learn to use d-scan effectively, learn to fly back safely, learn to find safer routes, learn to use the mobile depot etc etc
ed: I actually like the idea of Empire Privateer as a career path, you run such Empire missons into losec/nullsec for the empire forces and in return get better LP or better access to empire resources (such as the player built stargates...). In the lore sense this would be indicative of the Empires realsing they are in trouble with regards to capsuleers and trying to make sure they have their fair share on side. |

King Fu Hostile
Imperial Collective Unsettled.
174
|
Posted - 2014.10.21 11:05:00 -
[20] - Quote
Bullock Brawn wrote:
1) If there was better balance on the field.
With that I would suggest that NPC Aggro mechanics be altered to a more distributed alternative, meaning that all ships get equal aggro who are in the instance, or even a new ship on field gets immediate aggro. So if a PVP combat player wants to attack a mission runner(s) they have to fit for the additional shared DPS or adjust the timing between spawns, etc.. This would give the mission runner some spawn aggro options to help defend the attack and all ships (players) would have to deal with the environment. As is; The first ship gets aggro and the alts or new in field ships hardly take aggro if at all (rarely do they switch aggro). I know this is the case since I just bring my Noctis pilot in the field just after aggro due to her never taking aggro after the my RR Domi's are tanking. The current Aggro mechanics favor the Attacker hands down.
Stop talking about mechanics you have no clue of. NPC aggro already works like this.
Your RR Domis use cap transfer and RR, which are activities that pull NPC aggro. They don't consider your Noctis a threat in comparison to RR Domis.
Try warping in a T2 cruiser and point one of your Domis!
Furthermore, the balance in all gated deadspace complexes and missions is already tipped 99.9% in favour of the person inside the plex. It's almost impossible to catch a PVEr who is alert behind the gates due to the time it takes to activate, jump, land, burn and lock the target.
If you are pointed by rats, use MJD.
Never stay on the landing point of gates.
Unless the attacker has cloaked tackle already inside your deadspace (impossible in the case of missions), you will not be caught unless you are careless and make mistakes.
Quote:Great Ideas Added below by others. 1) Gate Warning Deployable to help warn of impending doom 2) Gate Lock Deployable (destructable) that locks gate for a timer and dies on expiration (can be killed) 3) Cyno in to low sec by HS Navy NPC ship allowing Mission runner to bypass gate camps.
Adding that perhaps a Mission Gate Key provided at mission acceptance (can be bought on market) allows access to gate, requiring the intruder do some homework to carry tags or keys.
1) Why would you need a gate warning, when you can use D-scan? It allows you to see attackers before they even get your location (probes), and before they reach the gate. And then check if they actually are on the gate, or just trespassing.
2) The gate already acts as a protective timer, see above
3) The best way to deal with the few camped systems is to live in your lowsec mission area (this has additional benefits such as getting to know the locals and you know, maybe make friends with them). Another option is to keep mission-running gear in lowsec, and use a ceptor or covops to travel there safely. And when you move the missioning ship into the area, use a travel fit and avoid the few camped systems and use any of the hundred clear hi-low gates. Or pay for Black Frog/Push etc to move your stuff there.
Or buy locally, build on location, use wormholes.... really this is EVE, only your skills and cunning set your limits.
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King Fu Hostile
Imperial Collective Unsettled.
178
|
Posted - 2014.10.21 11:10:23 -
[21] - Quote
Abrazzar wrote:Lugh Crow-Slave wrote:so either a deploy able that makes anyone using D-scan uncatchable or a deploy able that makes D-scan unnecessary Because clicking on d-scan every three seconds is such a fun gameplay element.
While D-scan certainly isn't perfect, you'll quickly get used to it and it becomes an automatic action, you don't even notice clicking it, it's a natural part of your observatory senses. It's a very powerful tool.
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Corraidhin Farsaidh
Farsaidh's Freeborn
720
|
Posted - 2014.10.21 11:15:20 -
[22] - Quote
King Fu Hostile wrote:
3) The best way to deal with the few camped systems is to live in your lowsec mission area (this has additional benefits such as getting to know the locals and you know, maybe make friends with them). Another option is to keep mission-running gear in lowsec, and use a ceptor or covops to travel there safely. And when you move the missioning ship into the area, use a travel fit and avoid the few camped systems and use any of the hundred clear hi-low gates. Or pay for Black Frog/Push etc to move your stuff there.
Or buy locally, build on location, use wormholes.... really this is EVE, only your skills and cunning set your limits.
Certainly this is the best way if you intend to live at least part time in losec but my idea is to encourage those who don't want to live in losec to venture there more often. Higher player throughput means more fun for everyone involved. Totally agree that no new mechanics beyond the cyno/bridge in would be required though. Otherwise the incoming new player would completely miss the lessons to learn with regards to survival. Once learnt its more likely they will choose to operate in losec more often. As I said it'll only draw a few % in but that few will make a big difference relatively to the activity in losec. |

Gaan Cathal
Angry Mustellid The Periphery
8
|
Posted - 2014.10.21 11:26:03 -
[23] - Quote
The issue with lowsec missions is that they're the same missions as highsec, and the way that content is done. To get any actual efficiency out of missions you use reasonably pimped out faction battleships, fit with specific damage types and resist lines. These things are anathema to PVP (well, not so much the faction BS, but they're not something one routinely deploys for a solo activity). Lowsec missions don't need to be made arbitrarily even safer for highsec missionrunners to do. The only reason to get those people into lowsec is to interact with the lowsec environment, the only way to do so is to insulate them from that environment. It just won't work.
What lowsec missions need is an actual overhaul to make them lowsec content. If I could get a reasonable isk return on doing them in a not-so-pimp-I'd-get-trolled-off-my-own-kb-for-loosing-it ship with an omnitank and the requisite point, prop mod etc for pvp capability then I actually might. I might even engage the guys that come try to kill me. If they bring a gang, I have a corp on comms I can call in for backup. Suddenly escalation to small gang content! \o/ If they overblob us we loose, if we bring in twice as many logi as them we win - same as any lowsec pvp content.
Frankly, they'd be better without gates, but if they must have them then there'd be an argument for class-restricting them like FW plexes.
TL:DR - Lowsec missions should be lowsec-oriented content, not highsec content in the wrong system.
Abrazzar wrote: Because clicking on d-scan every three seconds is such a fun gameplay element.
Honest to god a tickbox in the dscan interface that autoscanned every 5s would be such a quality of life improvement for almost every playstyle it's not funny. |

afkalt
Republic Military School Minmatar Republic
403
|
Posted - 2014.10.21 11:59:35 -
[24] - Quote
Gaan Cathal wrote:TL:DR - Lowsec missions should be lowsec-oriented content, not highsec content in the wrong system.
Problem nailed right there.
Perhaps something along the lines of burners (i.e. frigate sized) just not as stupid as burners in terms of fit required.
And in terms of risk reward, actually who cares if they're a bit too rewarding or "too easy" - it'll bring traffic out of high in that case. After a while, people will realise that actually it's not some mad deathtrap and *gasp* keep coming back for other things.
I'd trade potential inflation to see a potentially significant increase in low/nosec travelling guests/residents. |

Moraguth
Ranger Corp
116
|
Posted - 2014.10.21 12:15:57 -
[25] - Quote
The least gimmicky, and most effective solution I've seen is the aggro mechanics based one. And to be fair, letting me grab all the aggro on my main with a huge Paladin tank, and then having an alt come in pretty much risk free to shoot all the small stuff, probably doesn't make much sense anyway. In a pvp situation, the pirates would melt my alt in a drake super fast and then worry about the Paladin.... I have faith the mission rats would act the same way if given a choice.
Have NPCs aggro the newest ship to enter an area always. Or, to be less strict (and more fun), have NPCs aggro people on the field that closest resemble their own ship class first (BS to BS, cruiser to cruiser, frig to frig, etc)... and then work their way up from there. Or some mix of both of those.
I got a Feature Added!
Stop calling an Abaddon "abba-dawn". It is "uh-bad-in"
dictionary.com/abaddon
|

Bullock Brawn
Brawny Inc
31
|
Posted - 2014.10.21 12:40:00 -
[26] - Quote
King Fu Hostile wrote:
Stop talking about mechanics you have no clue of. NPC aggro already works like this.
You my friend are the completely wrong.
You are trying to tell a 3 year mission runner what the aggro mechanics are on missions. That's all I pretty much do playing this game is mission run. I fit all my ships based on aggro mechanics.
The fact is NPC logic is completely flawed and YES, I have run missions in every type of ship HAC's, T3's, Frigates, etc and the primary Toon will ALWAYS get the most aggro, and NPC's will switch targets, but rarely. I can easily have a tank in the mission to start the aggro and he pretty much gets all or most of it.
I don't always run with Domi's, I'll use solo Gila's, Drakes (Why do you call them tanks), etc...
I've run level 5's and my 2nd, 3rd and 4rth toon do not get neuted for the most part unless the primary tank dies. That's how you do them, is kill the neuts with your alts or bring in a logi and repair your other combat toons. Why is this? The NPC's are dirt dumb and can't think.
There are situations where aggro changes for sure, but so rarely, it's easy to come in and effect the mission runner without taking aggro.
CASE In Point = Back in the Ninja Salvager days, I was doing a Smash the Supplier and a little frigate ninja came in steeling all my tags. He was there for 10 minutes or more just cruising around looting. I didn't warp out cause I wanted to see if he'd get killed by the heavy aggro... nope never happened, because he never aggro'd the NPC's, he just had his merry time. |

Bullock Brawn
Brawny Inc
31
|
Posted - 2014.10.21 12:40:14 -
[27] - Quote
King Fu Hostile wrote:
Stop talking about mechanics you have no clue of. NPC aggro already works like this.
You my friend are the completely wrong.
You are trying to tell a 3 year mission runner what the aggro mechanics are on missions. That's all I pretty much do playing this game is mission run. I fit all my ships based on aggro mechanics.
The fact is NPC logic is completely flawed and YES, I have run missions in every type of ship HAC's, T3's, Frigates, etc and the primary Toon will ALWAYS get the most aggro, and NPC's will switch targets, but rarely. I can easily have a tank in the mission to start the aggro and he pretty much gets all or most of it.
I don't always run with Domi's, I'll use solo Gila's, Drakes (Why do you call them tanks), etc...
I've run level 5's and my 2nd, 3rd and 4rth toon do not get neuted for the most part unless the primary tank dies. That's how you do them, is kill the neuts with your alts or bring in a logi and repair your other combat toons. Why is this? The NPC's are dirt dumb and can't think.
There are situations where aggro changes for sure, but so rarely, it's easy to come in and effect the mission runner without taking aggro.
CASE In Point = Back in the Ninja Salvager days, I was doing a Smash the Supplier and a little frigate ninja came in steeling all my tags. He was there for 10 minutes or more just cruising around looting. I didn't warp out cause I wanted to see if he'd get killed by the heavy aggro... nope never happened, because he never aggro'd the NPC's, he just had his merry time.
That's why the Aggro Mechanic doesn't work in Low or Null, is that it would be very rare a ship on field that wasn't attacking an NPC (which the Ganker would not) would have to deal with the room Aggro (like my Noctis Pilot). |

Ix Method
Brutor Tribe Minmatar Republic
189
|
Posted - 2014.10.21 12:50:00 -
[28] - Quote
Bullock Brawn wrote:You are trying to tell a 3 year mission runner what the aggro mechanics are on missions. That's all I pretty much do playing this game is mission run. The number for the National Self Harm Helpline is 0800 622 6000. You're in my thoughts.
afkalt wrote:Gaan Cathal wrote:TL:DR - Lowsec missions should be lowsec-oriented content, not highsec content in the wrong system. Problem nailed right there. Perhaps something along the lines of burners (i.e. frigate sized) just not as stupid as burners in terms of fit required. This is of course bang on the banana but after years of vague mutterings about randomised NPCs and tools to create new, exciting missions we're still saving the damsel.
Hopefully the burner concept will be extended to Low/Null, Cruiser NPCs requiring HACs seems tailor-made for such places but expecting a wholesale revamp of the missions system feels like wishful thinking.
Travelling at the speed of love. |

Ix Method
Brutor Tribe Minmatar Republic
190
|
Posted - 2014.10.21 12:50:13 -
[29] - Quote
Bullock Brawn wrote:You are trying to tell a 3 year mission runner what the aggro mechanics are on missions. That's all I pretty much do playing this game is mission run. The number for the National Self Harm Helpline is 0800 622 6000. You're in my thoughts.
afkalt wrote:Gaan Cathal wrote:TL:DR - Lowsec missions should be lowsec-oriented content, not highsec content in the wrong system. Problem nailed right there. Perhaps something along the lines of burners (i.e. frigate sized) just not as stupid as burners in terms of fit required. This is of course bang on the banana but after years of vague mutterings about randomised NPCs and tools to create new, exciting missions we're still saving the damsel.
Hopefully the burner concept will be extended in Low/Null, Cruiser NPCs requiring HACs seems tailor-made for such places but expecting a wholesale revamp of the missions system feels like wishful thinking.
Travelling at the speed of love.
|

afkalt
Republic Military School Minmatar Republic
403
|
Posted - 2014.10.21 13:10:43 -
[30] - Quote
The trouble with existing burners is they still require a fit about as well suited for PvP as your typical missionbear raven. They are pure pve content.
You'd need a hybrid style for low - now Fozzie has said that it's too hard to them like "real" PvP - undoubtedly true but this is missing a trick. They dont need to be, they simply need to be a bit of a longer fight, a bit tougher and be completable with something fit for PvP.
People will doubtless say this is too easy and they will be farmed - and you know what? They're probably right, save for the fact these should be low/null only - if it gets people out there experiencing it in suitable ships I'm all for it. It doesnt matter if the NPCs are weak and easy - they're just a vessel to get players out there and experience other players with a ship that actually has a snowballs chance in hell of taking the fight. |
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