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MOOstradamus
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Posted - 2003.10.19 12:25:00 -
[1]
Soooooooo ... when is EVE getting this (if indeed it still is)
Although not an exploit in my books 'Grief Camping' of Jump-in points is misuse of current game mechanics, and as Sentry guns reign supreme (or will do again soon) at all Stargates they are asigned to shouldn't all aspects of regulated jumping be governed and protected by the same rules 
MOOrovingian "Following & supporting EVE (since Jan 2001) is like wiping your arse with sandpaper."
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Majin Buu
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Posted - 2003.10.19 13:45:00 -
[2]
gate to gate jumping will be the death of 0.0 system traveling
BoB KillBoard |

Terrorist Network
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Posted - 2003.10.19 14:16:00 -
[3]
I agree. It's already impossible to catch pirates, when this comes out, we might as well close the bounty list.
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MOOstradamus
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Posted - 2003.10.19 14:35:00 -
[4]
Edited by: MOOstradamus on 19/10/2003 14:37:01
Quote: gate to gate jumping will be the death of 0.0 system traveling
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Quote: I agree. It's already impossible to catch pirates, when this comes out, we might as well close the bounty list.
Please explain why as I thought 0.0 space didn't have Sentry guns guarding Stargates so setting traps there will still be perfectly feasible ...  MOOrovingian "Following & supporting EVE (since Jan 2001) is like wiping your arse with sandpaper."
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Johnson McCrae
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Posted - 2003.10.20 05:45:00 -
[5]
Their foolishly talking about camping gates, and the campers seeing an overwhelming force coming, so the campers jump.
What they DON'T see, is if the campers are camping a gate to the system the force is COMING from, the force can leave some behind at the gate in ambush, when they jump in on top of the campers. Campers that jump through the gate, get fubar'd by the ambushers.
This means the campers would have to warp away, to another gate or system body, stay and possibly get stomped, or jump and possibly get ambushed.
But only in 0.0 systems where there are no gate guns.
Should make things interesting. It ain't over till the fat lady falls on ya!
[ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for 747.3 damage.
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Luther Pendragon
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Posted - 2003.10.20 07:34:00 -
[6]
Maybe this will come when we get interbus  ____________________________________ Taggart wants YOU. Join TTi! *waves his hand in your face in the jedi way* |

Majin Buu
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Posted - 2003.10.20 16:56:00 -
[7]
Quote: Their foolishly talking about camping gates, and the campers seeing an overwhelming force coming, so the campers jump.
What they DON'T see, is if the campers are camping a gate to the system the force is COMING from, the force can leave some behind at the gate in ambush, when they jump in on top of the campers. Campers that jump through the gate, get fubar'd by the ambushers.
This means the campers would have to warp away, to another gate or system body, stay and possibly get stomped, or jump and possibly get ambushed.
But only in 0.0 systems where there are no gate guns.
Should make things interesting.
This is only if the attacking force has ALOT more ships than the camping force. The load time when jumping into a new system easily gives the camping forces a very big advantage. My corp has been caught out with this trick when about 10 hostile battleships camped a spawn point all with thhere drones out, we jumped in with about 14 battleships, 9 were lost even b4 they could load the screen up . If ccp makes system jumping gate to gate then it will only make this alot worse.
The only fair way of doing this is to have 5/6 spawn points in each system and rotate them every minute , giving a fair chance to both attacker and camper
BoB KillBoard |

Toulak
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Posted - 2003.10.20 22:17:00 -
[8]
Well they reckon that when they bring out gate to gate jumping, they'll have fixed the loading problems so that you'll only appear when you have fully loaded.
Thats what they have proposed anyway.. we shall see I suppose.
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Valkyrie Angel
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Posted - 2003.10.21 11:35:00 -
[9]
Actually a rotating jump in spawn point (with 5-6 preset spawns) would be just as bad as the current system, if not worse. Because the lag campers would just set up to guard all the jump in points, and the attacking force would be completely disrupted.
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Majin Buu
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Posted - 2003.10.21 12:03:00 -
[10]
Quote: Actually a rotating jump in spawn point (with 5-6 preset spawns) would be just as bad as the current system, if not worse. Because the lag campers would just set up to guard all the jump in points, and the attacking force would be completely disrupted.
camping all 5/6 spawn points would require a MASSIVE fleet(say 60 BS's) split upto into smaller groups(10 BS's) to cover the spawn points. This would require an equally larger fleet to attack the defending fleet, therefor when the attacking fleet jumps in they will have a considerable larger force than the 10 BS's camping the spawn point, giving them the advantage
BoB KillBoard |

Astaroth
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Posted - 2003.10.21 12:14:00 -
[11]
another thing is that with gate to gate jumping is that campers would be able to intercept ppl going in both directions instead of just one simply by camping at one stargate...
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Cruise
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Posted - 2003.10.21 12:15:00 -
[12]
I believe one of the reasons they decided to actually go gate-to-gate (which was reportedly planned from the start, only didn't get implemented correctly) was to provide a chance for both the camper and the traveller to get away.
If someone were to jump in, they'd be adjacent to a gate back into the system they've come from, with the opportunity to jump back in case things turn hostile.
With the campers they can chase their prey through the gate, and we have cat-and-mouse situations.
If they DO fix the problem with appearing in sys before your own screen loads, it should help emmensely with both sides being able to take the PvP to a more even footing.
The real problem I see is jump gate leap-frog tactics that will have the gate campers frustrated and back in the forums complaining til they're blue in the face: Guy jumps in to a sys, someone's waiting on the other side and gets a hostile lock. First jumper jumps back, hostile guy follows. First jumper goes back the other way, hostile guy does the same. First jumper now has the lead, kicks on autowarp and is gone. Hostile guy curses up a storm, goes back to camping in hope that someone's stupid enough to stop.
Even worse, the camper takes a shot or two at the person jumping in, the guy escapes and now the camper can't jump after him, because of the timer lockout on the gate for hostile action taken.
I can see the GTG change as an answer to the problems faced with a single static jump-in point, but I can't see it as THE answer at this time.
------------------------------------------- Catapultam habeo. Nisi pecuniam omnem mihi dabis ad capul tuum saxum immane mittam.
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Athan
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Posted - 2003.10.21 13:42:00 -
[13]
Quote: If someone were to jump in, they'd be adjacent to a gate back into the system they've come from, with the opportunity to jump back in case things turn hostile.
With the campers they can chase their prey through the gate, and we have cat-and-mouse situations.
Oh joy. I remember in the beta of Jumpgate (didn't play past that so don't know if it ever changed), you'd get people just repeatedly jumping from one side to the other to avoid being shot at.
Trust me, this is not something you want to happen to EvE.
I'd go with the '5-6 jumpin points' suggestion. Except I'd actually say "totally random planet/moon in the system". The idea of rotating once every minute has merit though, makes it slightly easier to keep a fleet together.
Of course the problem then is you canNOT keep people out of a system, and we're back to moaning about how hard it is to track down and kill someone if they even use half a brain cell, and thus warp away/use bookmarks/dock/jump too quickly for you to get a lock on them, let alone warpjam and web them, let alone actually kill them.
-Ath --
http://big.wayland.dk/Lottery.asp - The BIG Lottery |

Majin Buu
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Posted - 2003.10.22 15:25:00 -
[14]
a random spawn spot would work nicly for everyone, as an attacking force would have to regroup first b4 they attack, giving the defending force time to organise themselves, or run if they dont want to fight.
This would easily be incoporated into eve RP aswell as theres got to be a small directional difference from the jump gate to the system u are going, and over such a huge distance this could effect where u appear i n the next system
BoB KillBoard |

Johnson McCrae
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Posted - 2003.10.22 19:49:00 -
[15]
As this will mostly apply to 0.0 space (with no gate guns), the people poping in wont be the primary target for campers, its the people heading the other way.
And campers wont play leap frog if their wise, cause they may jump into a hostile force waiting for them to do just that. It ain't over till the fat lady falls on ya!
[ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for 747.3 damage.
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Majin Buu
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Posted - 2003.10.23 13:03:00 -
[16]
gate to gate jumping is a bad idea as ive just realized... how are u going to get all those ships all spawning within gate jumping distance?
BoB KillBoard |

Sargenta
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Posted - 2003.10.23 13:35:00 -
[17]
Couple of questions...
Would this mean that gate camping would then have to include both sides of a gate?
Also, about the possibility of folks jumping back and forth to avoid fire...geesh, imagine what that could do to server performance. Stuck char petitions ++.
Still think that spawn in points should include a midly random distance added to any coordinate of the original spawn in location.
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Dianabolic
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Posted - 2003.10.23 16:56:00 -
[18]
I think GTG jumping, coupled with new netcode (thus getting rid of the invulnerability timer) will solve 99% of the moaning from the pirates AND those that hunt them.
The only people that would leave are those in their unescorted industrials in 0.0. They shouldn't be unescorted.
If the above 2 improvements (no invul and GTG jumping) are good things, imo.
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Johnson McCrae
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Posted - 2003.10.24 02:12:00 -
[19]
Dianabolic,
WHAT invuln timer? Jumping has none, only warping and undocking.
I have sat at jump in points and targeted (and not been told I cant) people 1 second after they BOOM in. So there IS no timer, and SHOULD be until the GTG is put in. It ain't over till the fat lady falls on ya!
[ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for 747.3 damage.
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