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Darksaber64x
Ecchi co.
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Posted - 2006.10.10 05:25:00 -
[1]
...or at least mitigate it quite a bit.
Heres the problem:
When jumping into a new system, if there are bubbles placed everywhere and a million ships, you are basically dead.
Even if there are no bubbles, unless you're in a frigate, that interceptor IS going to lock and scram you before you warp.
It's boring for the camper, and extremely annoying/maddening to the, erm, campee.
Here the (possible) solution:
How about when jumping to a new system, instead of being put right next to the gate, you are placed about 1000-5000 km away from the gate in a random direction?
Unless you are EXTREMELY unlucky (or lucky, take yur pick), you won't see anyone else before getting a chance to warp to the next gate or a station, etc. This wouldn't really affect instas at the moment, since you're still coming to the other gate at pretty much the same angle.
The only downsides I see to this, is that some campers will be mad their main source of income will diminish, since they'll only be able to get ships that don't have instas while chugging that 15km to the next gate.
DOWNSIDES: There are a few downsides that I can think of.
First, it'd make a lot of interdictor pilots a lot less useful. It would (probably) be way too easy to infiltrate an enemies space. People warping their gangs around would be pretty messed up. Probably could fix this by just allowing everyone in the gang within 100km to gangwarp.
I personally think the ups outweigh the downs in my idea.
Any ideas about if this could work or things that would be horrible about it?
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Miss Overlord
Gallente 5th Front enterprises New Eve Order
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Posted - 2006.10.10 05:27:00 -
[2]
ummm ok heres an idea increase jump clones usage from 24 to 12 hours will allow more ppl to move around and reduce the need for choke points
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SonOTassadar
The Dead Parrot Shoppe Inc.
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Posted - 2006.10.10 05:30:00 -
[3]
Honestly, me being an anti-pirate, I wish they would make it easier for the low-sec gate campers. I'm not fond of snipers. It's a lose-lose situation. I want ransoming back. It'd make things more interesting; however, I also think it should be a bit more difficult for a pirate to get away, should the odds not be in his/her favour. ----- Griffin -- 100,000 ISK ECM - Multispectral Jammer Is -- 20,000 ISK Standar Missile Launcher Is -- 10,000 ISK War target sobbing over losing a fight in his T2 fitted Battleship -- priceless |

Ishquar Teh'Sainte
Euphoria Released Euphoria Unleashed
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Posted - 2006.10.10 05:30:00 -
[4]
Edited by: Ishquar Teh''Sainte on 10/10/2006 05:30:56 i like this idea - IF instas get removed 
on the other hand - travelling with a fleet will be then a PITA (either slowboating to the gate or the need of having two ceptors for slinghots)
Quote:
ummm ok heres an idea increase jump clones usage from 24 to 12 hours will allow more ppl to move around and reduce the need for choke points
uhm .. this would kill travel even more than 23/7 perma-gatecamps in ALL chokepoints (far from actual reality)  ___________________
-Skellibjalla- Life is a garden of perceptions. Pick your fruit.
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2006.10.10 06:53:00 -
[5]
Quote: When jumping into a new system, if there are bubbles placed everywhere and a million ships, you are basically dead.
Even if there are no bubbles, unless you're in a frigate, that interceptor IS going to lock and scram you before you warp.
It's boring for the camper, and extremely annoying/maddening to the, erm, campee.
Here the (possible) solution:
How about when jumping to a new system, instead of being put right next to the gate, you are placed about 1000-5000 km away from the gate in a random direction?
The thing is, there are multiple ways to get through chokepoints already. Forward intelligence, map use, small ships, cloaks, shooting your way through, and probably other ways I'm not thinking of. A lot of these tactics have to do with avoiding the worst camps obviously.
If you're not willing to do the work or make the tradeoffs involved in one or more of those methods, or just get unlucky and run into that well set-up gatecamp with tacklers, bubbles, and superior firepower, you should probably die or at least be forced to retreat back through the gate nine times out of ten. Why? Because once you're in, it's much harder to get you out since you can SS, scan, and log in system. So camps are the main way entities have to secure their space.
Aside from the fact that it's heavily in favor of the runner, the other thing I don't like about your idea is that it's basically a die roll. It doesn't reward player skill, preparation, effort, teamwork, or investment, nor penalize the opposite. I think ideally any new ways to run camps should involve more of those things and less dumb luck.
I'm not really enamored of gatecamps, but it seems to that drastically reducing their ability to secure space without changing other basic things about the game at the same time--for example instas or the ability to probe out all safe spots and even cloaked ships given enough effort--would be premature.
As far as people camping for profit goes, one idea I've heard so far addresses more than that, but also blobbing and ganking generally: make it so that the faster a ship is destroyed, the less likely that modules and cargo survive the explosion (Infinity Ziona).
I love that idea. It wouldn't drastically reduce the number of camps, but it would have some impact on camp behavior where its done for isk.
* * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

Complacency's Bane
Caldari
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Posted - 2006.10.10 07:16:00 -
[6]
Level 4 missions in high-security space should be removed.
My proposal is that weapons will not function against any targets at all in high-security space, player or NPC.
Wait - that'll cause more problems then it solves? IMPOSSIBLE! It fixes one problem that you wont even get consensus on being a problem - there can be no possible ways that it would fail in practice.
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Himoane
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Posted - 2006.10.10 07:23:00 -
[7]
Add button: "Override Jump-safety Syystem" Puts you closer and on a random side of the target... Ofcourse the repairs on the system is gonna cost you, but hey, better broke than dead
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Rod Blaine
Evolution Band of Brothers
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Posted - 2006.10.10 07:40:00 -
[8]
Quite a terrible 'solution' tbh.
Let me ask, how am I supposed to stop you from travelling or moving your goods without being able to stop you at gates ?
You *do* understand that the possibility to stop people from moving is highly important in eve gameplay right ? I mean, it's rather obvious that winning a war without that ability is highly improbable isn't it ? Or that piracy is even possible, eerh...
So no, you did not think this one through.
Old blog |

RichThugster
Gallente Revelations Inc.
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Posted - 2006.10.10 07:42:00 -
[9]
how about instead of this we remove the option to activate an offensive module at a gate.... or the rules change so anyone travelling through low sec/0.0 are immune to all offensive modules, since they dont want any risk in low sec/0.0...... better still lets remove all offensive modules.
there we go, what a game that would be.
If you dont want to get killed by gate camps A)dont go there B)scout it C)get a bigger blob to dislodge the gatecamp D)dont like it? go play mindsweeper
Originally by: KIATolon
I just got owned
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Jim McGregor
Caldari
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Posted - 2006.10.10 07:48:00 -
[10]
Why do you want to stop gate camping? If anything, it should be made easier. There are tons of people that play the game to get good pvp, and since its currently not even worth chasing somebody around the system, the fights take place at the gates.
What Eve needs is for people to find eachother much easier in the solar systems. Warping directly to whatever you see on the scanner is a start.
--- Eve Wiki | Eve Tribune | Eve Pirate |

Hickock
Caldari
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Posted - 2006.10.10 08:39:00 -
[11]
Gatecamps (especially with bubbles) are bad because:
they provide little pvp experience for lone or small gang travellers as they are often blobs;
they discourage people from leaving empire because they are usually at chokepoints to 0.0 space;
I know that people will be told to:
use the map but it is often more harm than use (can give a false sense of security) because of the time delay;
use the scanner but the camp is usually on the other side of the choke point from empire and so it is not an option;
use an alt scout but even if you have one available the speed at which you are popped and podded means the alt wakes up in empire clone vat the wrong side of the chokepoint and so ads little or nothing to intelligence;
[u]go through in a fleet be serious this isn't about big corps or alliances but lone adventurers (before any reminds me this is a MMOG let me say don't make the logical error of equating mmog with working in groups, mmog just means were playing the game at the same time - some of the time solo. MMOG does not mean that players are compelled to work in groups).
If we didn't have gatecamps (or they were less deadly) or choke points we would have more people operating in 0.0 and more opportunities for pvp at stations, belts, complexes.
Absurdity, n.: A statement or belief manifestly inconsistent with one's own opinion.
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Rod Blaine
Evolution Band of Brothers
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Posted - 2006.10.10 08:47:00 -
[12]
Edited by: Rod Blaine on 10/10/2006 08:49:55 If there'd be no option to stop people at gates we'd have no way of stopping anyone from going anywhere in 0.0. It also means only npc'ers and miners can ever die.
And anyway, I fly from empire to 0.0 all the time, often without intel, and yet I've yet to die to a camp, ever, in three years.
Everpresent instakill gatecamps all over low sec are nothing but a myth
Old blog |

Xorv
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Posted - 2006.10.10 09:37:00 -
[13]
Edited by: Xorv on 10/10/2006 09:39:14 I would do the following:
1) When you jump through a gate it send you or your gang to a random spot in deep space on the other side, not next to the gate. Why? No more jumping blindly into situation where you have near 0 chance of survival, or requireing disposible suicide scouts to avoid.
2) Create a new hacking modual that allows a ship to lock down a gate from use by outgoing ships. Would show up on the gate info and/or a scan as being locked. Why? So Pilots can still control territory by holdign choke points. However, it's no longer free ganks, anyone with the presence of mind to use a scanner can choose to make other travel arangements or get a gang together to attempt to break the camp.
3) Remove Local's ability to display all pilots in a system. Only those that speak in local get displayed, anyone keeping "radio silence" remains off local. Why? so we can have fights in locations other than gates without everyone safespotting the second someone appears in local.
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Big Al
Free Manure Ask Me How
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Posted - 2006.10.10 10:47:00 -
[14]
Edited by: Big Al on 10/10/2006 10:48:08 All that's really needed are a few more entries into 0.0.
You shouldn't be able to lock down multiple regions camping a couple gates.
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LaCoHa
Caldari Deep Space Navy Caldari Deep Space Industral
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Posted - 2006.10.10 10:57:00 -
[15]
Edited by: LaCoHa on 10/10/2006 10:57:53
Originally by: Big Al Edited by: Big Al on 10/10/2006 10:48:08 All that's really needed are a few more entries into 0.0.
You shouldn't be able to lock down multiple regions camping a couple gates.
I agree. Double the amount of entry points to 0.0. This would make it 'easier' to get out there, while not totally gimping an alliance/corps ability to control that area.
-that said, choke points are a must, it would just be nice to see them a little bit tougher to totally control.
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Tas Devil
JUDGE DREAD Inc. Forces of Freedom
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Posted - 2006.10.10 11:05:00 -
[16]
I give you a 1/10 for laughts .... Tas
The best Laugh ever ... Credit goes to Killer8 for this ! This includes bad language... so beware |

Tas Devil
JUDGE DREAD Inc. Forces of Freedom
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Posted - 2006.10.10 11:13:00 -
[17]
Originally by: Hickock
[u]use an alt scout but even if you have one available the speed at which you are popped and podded means the alt wakes up in empire clone vat the wrong side of the chokepoint and so ads little or nothing to intelligence;
That serves the purpose of the alt... it gets blown you know the gate is hot... you don't cross with your main... what do you want to do, get all the names of the bad guys, a picture of each of their ships and the name of their granny to make up your mind about whether to go or not ?
Also if its a gate you cross regularly, place your alt's clone in the empire system before the 0.0 gate you want to cross and that allows you to alt check the gate regularly without hassle... Tas
The best Laugh ever ... Credit goes to Killer8 for this ! This includes bad language... so beware |

Jenny Spitfire
Caldari
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Posted - 2006.10.10 11:17:00 -
[18]
Please do not fix what is not broken. --------- Cruelty is God's way of showing kindness and God is kind. Vagabond pilots want http://oldforums.eveonline.com/?a=topic&threadID=405915 |

LaCoHa
Caldari Deep Space Navy Caldari Deep Space Industral
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Posted - 2006.10.10 11:38:00 -
[19]
Originally by: Jenny Spitfire Please do not fix what is not broken.
Let's be honest.. nothing ever gets fixed around here. 
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x racer
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Posted - 2006.10.10 12:09:00 -
[20]
The OP either is either being totally sarcastic or has little knowledge of gate camping.
Very few people gate camp to make isk. Most gate camps are to shut down an enemys supply line or access to an area.
There are allready multiple tools provided by CCP to avoid gatecamps, so many that NPC corp members in shuttles must be spies or scouts.
I know that alot of people feel they should be able to fly anywhere at any time with little or no risk.
Well, ya cant.
x
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