
The M'hael
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Posted - 2006.09.07 00:20:00 -
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Originally by: Zorok Well actually the real issue is the fact that the majority of the community in Eve won't go near 0.0 and with good reason. Gate camps are prevalent throughout 0.0 as well as low-sec systems. I'm only saying that if CCP wishes more people to go into 0.0 they need a real solution. To say that gate camps belong in the game you may as well give up on the idea of most people venturing out into 0.0. At the gate camp I encountered personally, my ship was destroyed within two fast volleys of a destroyer. There was nothing I could have done. The first hit brought me into structure with only 20%. They had bigger ships at the camp to deal with anything larger. There was nothing a solo pilot can do. Let's face it, most of the players solo or not are not going to take the risk of going into low sec/ 0.0 due to these reasons. Anyone who says that gate camps are a feauture may as well tell CCP they don't want the population dispursed throughout 0.0 because things will stay the same unless something in the game changes. I'm only to help facilitate CCPs goal. i haven't heard anyone propose any suggestions- only complaints about my proposal.
The problem with eliminating gatecamps is that you become near invincible while travelling. Even someone with instas can be plugged on the far side of a jumpgate, but if nobody's allowed to camp a gate, there's no more risk. You can't kill someone in warp, you can't get them midjump between star systems, and if you eliminate gatecamps, all you do is move the camps to stations until such time as enough people screaming "nerf the stationcamps!!!!111" push the devs over the edge.
The fact is that while gatecamping may suck when you're on the receiving end, it makes sense in a universe with Eve's characteristics. The gates are the one vulnerable place you have...of course that's where pirates would hang out!
Another example of the logic is, in the Mageworlds universe (book series by Debra Doyle & James D. Macdonald), pirates/privateers camp the commonly used hyperspace entry/exit points, because 1: You can't touch 'em in hyperspace, so they're only vulnerable while on run-to-jump or deceleration from jump, and 2: because while any smart Captain who wants to avoid them can plot a new jump route, most use the old tried and true routes so they don't risk dumping themselves in the middle of a star by an inadvertant calculation error. The only reason it's profitable to be so lazy is that pirates have to cover a large area, as even slight variations in timing can spit you out of hyper hundreds of km from another ship.
You want to make gatecamps harder; that's finełthey are a bit overpowered, even if logical. Make multiple jumpgates between systems, so you have four or five choices to go from one side to the other, with fewer choices the farther from empire you go. Or use the existing system, and have an increased variation in arrival dispersion (though that will play hell with jumping entire fleets to deal with a gatecamp) so that pirates have to cover more space to keep it locked down. But you can't make it a 100% victory for the gaterunner, any more than you can allow campers 100% supremacy (80% is a good number...they are the 'defenders' in a way, and have surprise on their side after all :p)
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