
Sahasranama Artrald
Avatar Innovations
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Posted - 2015.03.26 13:46:11 -
[1] - Quote
Quote:i am posting merely to register my opposition to Entosis links working on large structures (aka POS-replacements). I also oppose no AI for guns. I oppose the Prime Time mechanic in all it's forms and uses, even on structures.
I do have to agree to an extent with this. When reading the proposed changes to sovereign mechanics, there were a lot of aspects I liked and there were some that were bizarre, and I don't mean just because it is a different system.
I think I understand where the desire is coming from to have less or remove structure grinds, but as much as structure grinds are boring and mind numbing and the vast majority of people would probably be happy to find an alternative, I am not sure the alternative is to flip the coin entirely. The grind acts as a deterrent and as the previous poster said, this dictates somewht the risk of investment. Do you build a station? Well there are some significant deterrents to take it off you and a random gang of inties are not going to reinforce an outpost while you are not online. Basically, It takes an organised fleet to take space.
When I read the entosis mechanics, it seems as though that has flipped entirely on its head. I have grave reservations about small gangs of inties being able to come and reinforce outposts and in this new world, XL Structures, in less time than it takes to eat my dinner. TS conversations are talking about small gangs running around great swathes of space reinforcing every structure they can find - why? Well not necessarily to take the space, but just to be a **** to everyone living in the area.
When you add in the prime time vulnerability, this causes even more issues. What the hell is prime time for my alliance? I play with people from at least 13 different time zones that I have so far counted, and the time zones all vastly different. We have managed to break it down to roughly two stretches of time that would be "EU prime" and "US prime", but choosing one over the other means effectively removing every single player in the alliance in the wrong TZ to be discluded from that activity, making them feel like crap for not assisting, or being kicked because they can't, and then on top of that, causing those that do play in that time zone to be on defence of their space, against small roaming gangs who can reinforce structures by throwing a feather at it, every single day they come to play.
I mean am I missing the concept entirely? Is the posts about the changes worded so badly I have completely confused how this is supposed to work? The description of the mechanic above I just wrote - had I heard that as I suggestion I would have laughed at the person. I just don't understand how this kind of structure mechanic is supposed to make living in null more interesting . Although scratch that, if you are in the roaming gang it might be more interesting, but to the people living in null, well they can go %$#@ themselves yes?
I am one of those people who loves the industry side of things. I will admit I am not a huge PvP person. I know living in null is a good place to PvP but you simply can't live there without good logistic and industry support, and the changes in the last 12 months seem to keep making my job much more difficult with seemingly no increased benefits. The jump changes made moving needed materials from high much harder, which would be fine if the materials were obtainable in null - but the moon goo simply isnt available everywhere, and even when you control several systems you are always missing 70% of the types of goo. Mineral shortages such as Mexallon living in drone space, not to mention trit means more importing is necessary, but you have not given the tools to help alleviate those issues - rather just taken them away and once again said go ^%$# to building in null.
Now don't get me wrong, I like the idea of some of these structures immensely, but what I see as an indy support, is more isk being placed in structures, more building needed to make and provide them, more fuel, more mineral requirements and still shafted on being able to provide it all. I am also seeing a greatly increased risk for assets with once again no benefit.
Right now I am managing 7 POS towers for reactions and moon goo and shortly this is going to increase to about 25. I see no assistance in this regard, just more costs and more risks. It seems the structures are going to be even more vulnerable which means I should pull back into more tightly protected areas - except doing that means even further restricting resources making building even more difficult.
Basically and TLDR, I see a lot of proposed changes and ideas and so far, all it says to me is more headaches, more difficulty, less protection, less resources, more cost and in the end, little to no benefits to me whatsoever. I have to say, I like the ideas, I like people discussing the issues, but god damn fix the industry side of null before trying make great sweeping changes to how everything works or you won't have the good fights you want in null because no one with half a brain cell is going to want to actually go to the effort of building the ships you want to blow up. |