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Author |
Thread Statistics | Show CCP posts - 34 post(s) |

Akrasjel Lanate
Naquatech Conglomerate Naquatech Syndicate
1746
|
Posted - 2015.03.21 20:38:35 -
[121] - Quote
Zappity wrote:I'm worried about highsec game play because of the comment that structure wrecks would only be looted by the owner. You absolutely need to ensure that highsec structures can be destroyed and looted. Otherwise you remove the only risk of the current system which is wardecs.
There is a lot of game play around people searching out unfuelled or at least undefended towers, deccing and destroying for the loot. It would be a shame for this to go away because it is one of the only significant risk elements of high sec industry.
Please make it so that:
1. Defences power down without fuel to make AFK and lack of planning have consequence. This could be done by having a shield/defence module which consumes fuel blocks. 2. Highsec structure wrecks can be looted by the legitimate aggressor (or anyone for a suspect flag). To bad all war are based around griefing.
Akrasjel Lanate
General Director(CEO) of Naquatech Conglomerate
Executor of Naquatech Syndicate
Citizen of Solitude
|

Sky Cloud Austrene
KISIN Enterprises
5
|
Posted - 2015.03.21 20:40:22 -
[122] - Quote
Nevyn Auscent wrote:Initial reply to the Dev blog/snippets from Fanfest.
Awesome concept work, would like to see a lot more fill in of the structure list in the medium size as well for small high sec corps to use, as currently most of them seem directed towards Null.
There is a reason for that. It being, that the current proposed structure changes will have a significant impact on nul & how nul works as well as implications towards sov.
But agree, there should be and probably will be, more stuff for high sec down the track.
|

Madd Adda
41
|
Posted - 2015.03.21 20:42:26 -
[123] - Quote
Tzar Sinak wrote:Please consider:
If the owner of containers that are injected into space (as a result of structure destruction) does not retrieve them WITHIN A PERIOD OF TIME, these containers should become scannable and hackable. This will provide additional and logical game play. The destroyed structure will become a beacon of possible loots to be had for explores as we travel from system to system.
then won't the containers be camped to hell because the owner would have to come back?
if anything, eject containers that warp to a random location in system. I guess they can be probed but make it so the owner has an actual chance to retrieve the assets rather than just walk right into an ambush. Otherwise it's another "eve favors the aggressors" moment.
Carebear extraordinaire
|

Rowells
ANZAC ALLIANCE Fidelas Constans
2149
|
Posted - 2015.03.21 20:49:02 -
[124] - Quote
So, are outposts on the way out? It seems like the new system is merging the functionality of the two current structure systems: POS and outposts. And in the blog it mentions no longer being able to plant new outposts.
Do you plan on removing them or letting them die out or what? |

Tzar Sinak
Mythic Heights
161
|
Posted - 2015.03.21 20:49:58 -
[125] - Quote
The owner is given a period of time to retrieve their assets as the dev blog states. During that time the containers are not scannable allowing the owner the opportunity to recover the goods in relative safety.
Now the converse is true. The owner knows what is in the containers and may choose not to recover them. The owner knows when the time elapses and the containers become scannable. The owner can choose to be the one laying the ambush!
To add another twist, allow the owner of a container that is hacked to obtain kill rights on the one taking the contents.
Hydrostatic Podcast First class listening of all things EVE
Check out the Youtube Channel and be sure to subscribe!
|

Poena Loveless
Merchants Trade Consortium The Last Chancers.
2
|
Posted - 2015.03.21 20:52:08 -
[126] - Quote
Peonza Chan wrote:Quote: E. Observatory arrays ... act as solar system wide D-scan blockers ...
I hope you are not considering to bring this into WHs I hope they aren't planning on bringing this to EVE period.
D-scan is vital for players finding each other.
While the overall direction you are going in is good, I think pretty much every suggestion for "Observatory arrays" so far is horrible.
Blocking star map filters (namely the data of contextual player activity they provide) and blocking D-scan is a really bad idea. In a game built around the vastness of (mostly empty) space, we need tools that encourage people to find each other and give us the tools and mechanics to do so.
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Lil' Brudder Too
Pistols for Pandas
114
|
Posted - 2015.03.21 20:52:24 -
[127] - Quote
How are the skills going to work, are we going to have to train up a whole lot of new expensive and time consuming skills now to do these new structures? Please say no.
Also, tower loots? Currently there is incentive to war-dec and kill towers to get their loots....seems like this will be gone if either of the main ideas means we can't get it.. |

Tzar Sinak
Mythic Heights
161
|
Posted - 2015.03.21 20:55:29 -
[128] - Quote
Idea: There will be structures that can affect the ability to cloak and using D scan. Could these structures also improve the ability to scan with both combat and core probes? Say, improve strength, speed, resolution.
Conversely, the structure could be set to inhibit the ability for it and nearby structures to be discovered.
Since these structures can now be deployed anywhere within a system this could allow for forward staging bases for invasion, or stealth homes for explorers or sovereignty griefers etc.
Hydrostatic Podcast First class listening of all things EVE
Check out the Youtube Channel and be sure to subscribe!
|

Michal Jita
Lords Of The Universe
18
|
Posted - 2015.03.21 20:56:23 -
[129] - Quote
I love the changes, just one thing which is a concern, current POS mechanic being terrible and all that still offers good protection for small corporations in wormholes, they require a significant fleet and time commitment to attack especially in low class WHs. I just hope small corps in low class WHs will still be able to gain some relative safety against bigger opponents as last thing we want is for big fleets just search out all smaller opponents and use entosis mechanic to loot and get rid of everyone that can't field big conventional fleet.
Love the work, just don't forget of the little guys.... |

Tzar Sinak
Mythic Heights
161
|
Posted - 2015.03.21 21:01:07 -
[130] - Quote
Idea: Observatories observe... gates create the ability to travel between systems... couple them together.
When coupled together a system could be targeted for observation: Discover what is being manufactured, harvested, traded etc. This coupled system could be used as a form of recon to assess adversary capabilities, intentions and provide a means to determine what systems need to be actually visited to refine the intel.
Hydrostatic Podcast First class listening of all things EVE
Check out the Youtube Channel and be sure to subscribe!
|

Zappity
Stay Frosty. A Band Apart.
1889
|
Posted - 2015.03.21 21:01:26 -
[131] - Quote
Akrasjel Lanate wrote:Zappity wrote:I'm worried about highsec game play because of the comment that structure wrecks would only be looted by the owner. You absolutely need to ensure that highsec structures can be destroyed and looted. Otherwise you remove the only risk of the current system which is wardecs.
There is a lot of game play around people searching out unfuelled or at least undefended towers, deccing and destroying for the loot. It would be a shame for this to go away because it is one of the only significant risk elements of high sec industry.
Please make it so that:
1. Defences power down without fuel to make AFK and lack of planning have consequence. This could be done by having a shield/defence module which consumes fuel blocks. 2. Highsec structure wrecks can be looted by the legitimate aggressor (or anyone for a suspect flag). To bad all war are based around griefing. This is not true. I do it a lot, purely for profit. Searching out offline or undefended highsec towers, trying to figure out how capable the corp is of mounting a defence, waiting for the 24 hour period before being able to attack and anticipating the shields going back up before the countdown is complete, killing the structures and waiting for the drops, often in the context of war targets in local or surrounding systems (often from other corps). This is all great content.
It is not difficult to defend against this sort of thing. For target selection, towers fall into two categories: offline and online. If offline with anchored research, industrial, CHA, PHA, SMA etc then it is immediately war decced. If online, a large tower will rule it out for me because the grind is too much of a deterrent. A small or medium tower with ANY defences at all is also ruled out because there are easier targets out there.
This is not griefing. It introduces consequence for lack of planning, lack of foresight or laziness. It introduces excellent and profitable gameplay for whoever can be bothered to go out and find good prospects and is willing to risk their own assets in war decs.
Zappity's Adventures for a taste of lowsec.
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Nevyn Auscent
Broke Sauce
1964
|
Posted - 2015.03.21 21:08:32 -
[132] - Quote
Zappity wrote: This is not griefing. It introduces consequence for lack of planning, lack of foresight or laziness. It introduces excellent and profitable gameplay for whoever can be bothered to go out and find good prospects and is willing to risk their own assets in war decs.
It also does not remove risk if you can't loot it. As the 'stations' themselves are assets at significant risk and cost their victims. Your desired mechanics will just lead to the classic dec dodging continuing and people pulling down assets and staying docked for a week. The proposed mechanics are actually more likely to leave things in space for you to shoot at. |

Chi'Nane T'Kal
Interminatus Aeterna Anima
317
|
Posted - 2015.03.21 21:10:00 -
[133] - Quote
All I can say at this point: Finally! I've been waiting for POSes to be wrapped up into a single structure since I first read about them ;) |

Akrasjel Lanate
Naquatech Conglomerate Naquatech Syndicate
1746
|
Posted - 2015.03.21 21:10:39 -
[134] - Quote
Zappity wrote:Akrasjel Lanate wrote:Zappity wrote:I'm worried about highsec game play because of the comment that structure wrecks would only be looted by the owner. You absolutely need to ensure that highsec structures can be destroyed and looted. Otherwise you remove the only risk of the current system which is wardecs.
There is a lot of game play around people searching out unfuelled or at least undefended towers, deccing and destroying for the loot. It would be a shame for this to go away because it is one of the only significant risk elements of high sec industry.
Please make it so that:
1. Defences power down without fuel to make AFK and lack of planning have consequence. This could be done by having a shield/defence module which consumes fuel blocks. 2. Highsec structure wrecks can be looted by the legitimate aggressor (or anyone for a suspect flag). To bad all war are based around griefing. This is not true. I do it a lot, purely for profit. Searching out offline or undefended highsec towers, trying to figure out how capable the corp is of mounting a defence, waiting for the 24 hour period before being able to attack and anticipating the shields going back up before the countdown is complete, killing the structures and waiting for the drops, often in the context of war targets in local or surrounding systems (often from other corps). This is all great content. It is not difficult to defend against this sort of thing. For target selection, towers fall into two categories: offline and online. If offline with anchored research, industrial, CHA, PHA, SMA etc then it is immediately war decced. If online, a large tower will rule it out for me because the grind is too much of a deterrent. A small or medium tower with ANY defences at all is also ruled out because there are easier targets out there. This is not griefing. It introduces consequence for lack of planning, lack of foresight or laziness. It introduces excellent and profitable gameplay for whoever can be bothered to go out and find good prospects and is willing to risk their own assets in war decs.
"structure wrecks would only be looted by the owner" Thats for the biggest structures from what i understand the XL ones, maby also few X sized... how will that be related to high sec... nothing 100% sure
Akrasjel Lanate
General Director(CEO) of Naquatech Conglomerate
Executor of Naquatech Syndicate
Citizen of Solitude
|

w1ndstrike
Strange Energy The Bastion
17
|
Posted - 2015.03.21 21:13:22 -
[135] - Quote
I think the biggest issue that will need to be addressed with these changes is how you handle the assets in outposts of players who are not currently subscribed. those of us who are subscribed will have some kind of heads up that its time to start moving anything non-essential, but unsubbed accounts have no such warning.
with the number of people who regularly take breaks from the game for longer periods of time, only to return and be very active (have done so myself) it is imperative that CCP find some way to "clean slate" the outposts for that pool of potentially returning players.
the best option I've seen floated so far is simply to have all assets owned by unsubscribed accounts and corporations where a member has not logged in for at least 2 months moved in a one-time deal to the nearest interbus station in a 0.6 highsec or higher (0.6 avoids most highsec islands in lowsec).
the only reason a single specific station is not suggessted despite it being easier to code is that this move would produce content for haulers and other services if/when those players return.
is it slightly heavy-handed? yes, but it is also the easiest way to avoid damaging player perceptions for those returning to the game after this system goes live.
all that being said, I look forward to new structures with interest, as it looks like making single star system a true home is within reach, instead of needing 3 or 4 for a complete service set.
if what is shown on the slides is correct, it also means that the wormhole crew will be getting a MASSIVE quality of life buff with what looks like offices and docking on smaller structures, and personal-use structures. which I cannot support enough (even though I don't live in J-space, those dudes deserve better support services for the risks they choose to take daily) |

Noriko Mai
2103
|
Posted - 2015.03.21 21:18:03 -
[136] - Quote
I would like to see mooring being some kind of structure extension that can be build up to X times to extend slots. If a parking lot of a super market is full, we build a bigger/second parking lot, not a second super market.
"Meh.." - Albert Einstein
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Malcanis
Vanishing Point. The Initiative.
16176
|
Posted - 2015.03.21 21:25:07 -
[137] - Quote
Fantastic blog, inspiring ideas.
Let's do this.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Phig Neutron
Rubicon Cubism
80
|
Posted - 2015.03.21 21:30:29 -
[138] - Quote
These ideas are all excellent. I would especially like to be able to have more than one "outpost" per system, potentially even from rival groups. It would also be good to make outposts destructable -- I remember there was a lot of outpost-building several years ago, but I don't think it happens much any more because the universe is pretty well saturated. I wonder if the devs intend to replace ALL outposts with this new system, even NPC outposts in highsec.
My only worry is that this removes the possibility of having things in "permanent storage". I have stuff all over the galaxy and it's always a treat to find something that I left behind years ago. I also quit the game for a few years and then came back. It wouldn't have been nice to find all my ships were exploded in my absence.
Here's my proposed solution: allow us to land our ships, and store our items, on moons or planets. That would be "permanent storage" but have no services or utilities. If you want to buy and sell, reprocess or manufacture, you'd have to put your assets at risk by flying them to a structure in space. |

FT Diomedes
The Graduates Forged of Fire
896
|
Posted - 2015.03.21 21:32:05 -
[139] - Quote
Poena Loveless wrote:Peonza Chan wrote:Quote: E. Observatory arrays ... act as solar system wide D-scan blockers ...
I hope you are not considering to bring this into WHs I hope they aren't planning on bringing this to EVE period. D-scan is vital for players finding each other. While the overall direction you are going in is good, I think pretty much every suggestion for "Observatory arrays" so far is horrible. Blocking star map filters (namely the data of contextual player activity they provide) and blocking D-scan is a really bad idea. In a game built around the vastness of (mostly empty) space, we need tools that encourage people to find each other and give us the tools and mechanics to do so.
The tools and mechanics to find other players are already in game. They are called spaceships. Checking Dotlan or the in game map to look for ratting activity, cynosural fields, etc. needs to die in a fire. Make people get out in space and be active to get intelligence. Same goes for local chat.
The Greatest Ship Ever. Credit to Shahfluffers.
|

Phig Neutron
Rubicon Cubism
80
|
Posted - 2015.03.21 21:32:38 -
[140] - Quote
sorry, duplicate |

Beta Vixen
United Conflict Space Command Gentlemen's.Club
0
|
Posted - 2015.03.21 21:33:21 -
[141] - Quote
Finally. It's been a LONG wait.
Still, I see many details that need to be hashed out, possibly in play testing.
in no particular order:
a. weapons and AI using them are vital to larger structures -- as others point out, being present to defend a structure 24/7 kills game play. With Entosis taking only minutes to, at most, a few hours to make something vulnerable, continuous defense would be required. In my experience [I've been in EVE since very near the beginning], that'll kill motivation to build up anything because it's too easy for the aggressors to succeed.
b. consider making the nub of structures upgradable in size. Start at MDepot size and functionality, add upgrades to increase size and change functionality.
c. there is no reason that the smallest size need have any weapons capability, nor AI -- let those functions be added as the structure grows, and quite possibly in increments.
d. deathstars have a purpose and use. 8 weapons is nothing to a deathstar -- some easily have 30 or more online all at once.
e. deathstars are why we have dreads. let's not kill the dreads for lack of something to do.
f. AI should target any ship trying to use entosis first ... basic defense principle.
g. starbase gunners are important and useful -- however, the number of weapons/modules each can control needs to be doubled to make them more in line with ships.
h. outposts do not currently have weapons -- i'm for adding them. Maybe we change the mechanic so that entosis can't be used until all weapons have been disabled -- thus creating another reason to keep dreads and carriers around [since carriers could rep the weapons if they seize military control of the space].
whoops -- all that time allows atm -- I'll be back with more later.
|

Unamed Vyvorant
Maple Leafs Nation Dark Pride Alliance
0
|
Posted - 2015.03.21 21:38:47 -
[142] - Quote
DONT KILL POSes/ |

Tara'Quoya Rax
Atlantis Asteria
5
|
Posted - 2015.03.21 21:46:36 -
[143] - Quote
Quote:H. Advertisement Centers
Structures mainly aimed toward propaganda spreading.
Service module possibilities: ...show how big your e-peen is...
Rigs possibilities: Anything affecting whatGÇÖs above.
uhu  |

Circumstantial Evidence
176
|
Posted - 2015.03.21 21:48:01 -
[144] - Quote
Mind blown. Several years of thought have coalesced into the most comprehensive overhaul of structure mechanics, since structures were introduced. Many details remain to be worked out. I can pick out individual pieces I might use, but the scale and scope is so vast, I can't get this all in my head with just one read-through. |

Vanillo Vaille
Tactical Manufacturing Group
1
|
Posted - 2015.03.21 21:55:47 -
[145] - Quote
Beta Vixen wrote:Finally. It's been a LONG wait.
Still, I see many details that need to be hashed out, possibly in play testing.
in no particular order:
a. weapons and AI using them are vital to larger structures -- as others point out, being present to defend a structure 24/7 kills game play. With Entosis taking only minutes to, at most, a few hours to make something vulnerable, continuous defense would be required. In my experience [I've been in EVE since very near the beginning], that'll kill motivation to build up anything because it's too easy for the aggressors to succeed.
b. consider making the nub of structures upgradable in size. Start at MDepot size and functionality, add upgrades to increase size and change functionality.
c. there is no reason that the smallest size need have any weapons capability, nor AI -- let those functions be added as the structure grows, and quite possibly in increments.
d. deathstars have a purpose and use. 8 weapons is nothing to a deathstar -- some easily have 30 or more online all at once.
e. deathstars are why we have dreads. let's not kill the dreads for lack of something to do.
f. AI should target any ship trying to use entosis first ... basic defense principle.
g. starbase gunners are important and useful -- however, the number of weapons/modules each can control needs to be doubled to make them more in line with ships.
h. outposts do not currently have weapons -- i'm for adding them. Maybe we change the mechanic so that entosis can't be used until all weapons have been disabled -- thus creating another reason to keep dreads and carriers around [since carriers could rep the weapons if they seize military control of the space].
whoops -- all that time allows atm -- I'll be back with more later.
What if one of the service slot modules allowed for AI targeting at a very small fuel cost?
And, expanding on that, what about a sentry platform structure built to house weapons and EWAR but not take up much physical space, and could also be fitted with AI targeting service modules? That way, you can choose the amount of defenses you want if you feel 8 weapons isn't enough, and the trade off is more fuel required, similar to using a large POS tower today for more guns. |

Mara Rinn
Cosmic Goo Convertor
5767
|
Posted - 2015.03.21 22:01:56 -
[146] - Quote
Querns wrote:These upgrades are very expensive and are part of outposts, which seem to be being phased out in the new system. Will these upgrades be refunded?
One (obvious?) solution is to remove the upgrades from the outposts and leave the respective service module collection in the corp hangar of the corporation most responsible for the existing structure. This means you will have some "downtime" but at least you have the ability to migrate your paid-for upgrades to the new system.
Day 0 Advice for New Players
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Daichi Yamato
Xero Security and Technologies
2355
|
Posted - 2015.03.21 22:04:42 -
[147] - Quote
Akrasjel Lanate wrote: To bad all war are based around griefing.
Too bad you're wrong
Nevyn Auscent wrote:Zappity wrote: This is not griefing. It introduces consequence for lack of planning, lack of foresight or laziness. It introduces excellent and profitable gameplay for whoever can be bothered to go out and find good prospects and is willing to risk their own assets in war decs.
It also does not remove risk if you can't loot it. As the 'stations' themselves are assets at significant risk and cost their victims. Your desired mechanics will just lead to the classic dec dodging continuing and people pulling down assets and staying docked for a week. The proposed mechanics are actually more likely to leave things in space for you to shoot at.
So you're saying we shouldnt let them unanchor certain assets within 24 hrs of a war dec.
I agree.
Beta Vixen wrote:Finally. It's been a LONG wait.
Still, I see many details that need to be hashed out, possibly in play testing.
in no particular order:
a. weapons and AI using them are vital to larger structures -- as others point out, being present to defend a structure 24/7 kills game play. With Entosis taking only minutes to, at most, a few hours to make something vulnerable, continuous defense would be required. In my experience [I've been in EVE since very near the beginning], that'll kill motivation to build up anything because it's too easy for the aggressors to succeed.
b. consider making the nub of structures upgradable in size. Start at MDepot size and functionality, add upgrades to increase size and change functionality.
c. there is no reason that the smallest size need have any weapons capability, nor AI -- let those functions be added as the structure grows, and quite possibly in increments.
d. deathstars have a purpose and use. 8 weapons is nothing to a deathstar -- some easily have 30 or more online all at once.
e. deathstars are why we have dreads. let's not kill the dreads for lack of something to do.
f. AI should target any ship trying to use entosis first ... basic defense principle.
g. starbase gunners are important and useful -- however, the number of weapons/modules each can control needs to be doubled to make them more in line with ships.
h. outposts do not currently have weapons -- i'm for adding them. Maybe we change the mechanic so that entosis can't be used until all weapons have been disabled -- thus creating another reason to keep dreads and carriers around [since carriers could rep the weapons if they seize military control of the space].
whoops -- all that time allows atm -- I'll be back with more later.
a - you mean for the 4 hr period of your choosing...
d+e+f - Not so much under the proposed future sov system and unintelligent AI targeting is a good reason to have players online during the vulnerability period. Inactive groups with unguarded assets SHOULD lose their stuff easily. Thats the entire point.
g - there is no ship that can control 10x capital guns. But at least with these you can add weapon upgrades to your station guns which would likely make forming 'death stars' still possible, with perhaps even sebo's for mids, and that also provide services. who knows.
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided" "So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time"
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Enn DeeKay
GalOre Industries HELM Alliance
5
|
Posted - 2015.03.21 22:07:15 -
[148] - Quote
Outstanding stuff for the new concepts regarding structures, clearly a lot of consideration is going into this aspect of gameplay! Awesome!
I have not seen anything regarding abandoned structures however, and I think that some development and thought should go into this aspect of structure management and interaction.
Some ideas to consider:
(1) Corporations and alliances that have abandoned structures and are inactive or disbanded corporations (accounts expired, etc.) should be recoverable without a war dec by any other player, corporation, or alliance. Asset recovery operations should be part of exploring space, etc.
(2) A skill could be developed for the purpose of "Structure Takeover."
(3) Recovery of structure components should be possible in missions, anomalies, cosmic signatures. Given the right salvage skill level (or perhaps an additional skill book) to allow for the possibility of salvaging structure components from the aforementioned sites when they have structures in place. This would include all structure types and salvaging these structures could include the possibility to obtain structure BPCs.
Benefits include: moons and other locations where abandoned structures are anchored are able to be easily liberated and the assets returned to active use. Adds the possibility to camp abandoned structures and interfere with asset recovery operations.
Thanks for considering these ideas.
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Mara Rinn
Cosmic Goo Convertor
5767
|
Posted - 2015.03.21 22:08:16 -
[149] - Quote
Beta Vixen wrote:d. deathstars have a purpose and use. 8 weapons is nothing to a deathstar -- some easily have 30 or more online all at once.
Perhaps what will replace death stars and **** stars will be a collection of structures with all their fittings tailored to maximum DPS and frustration. Perhaps there will be a structure module/rig which can modify Entosis time, improve ECM strength, improve weapon output, etc.
I would love to see the ability for a "member of the public" given certain rights be able to take control of the structures weapons, just like they were flying a spaceship. Now rather than 1 POS with 30 weapons of which 1 player can only control 5, you'll have 4 structures with 8 weapons, which a player can control one group of 8 (by assuming gunnery control of a structure/weapon platform).
Remember, part of the new system is the removal of anchoring restrictions.
If we could have "starbase gunners for hire" it would be easier to maintain effective defence of this infrastructure.
Day 0 Advice for New Players
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Justa Hunni
State War Academy Caldari State
7
|
Posted - 2015.03.21 22:09:45 -
[150] - Quote
Vol Arm'OOO wrote:It seems to me that there is not enough room for asshatry. Either you are moored to the structure or docked - either way you are 100% safe unless the structure is destroyed - which for larger structures is likely to be rare and for the smaller pos like structures will still take a considerable fleet. There should be room for people to make dumb decisions and for activities such as bumping from forcefields - the game design should not promote near perfect safety.
Also the pos redesign seems lacking - Right now - there is some thought put into pos design, e.g. guns on the bottom or top or balanced all around? This leads to strategic decisions as to how to attack pos - for instance you can attck from the top and be out of range of the guns on the bottom, etc.... Now the Pos is just being turned into just another red + to shoot. So all of the strategic decisions are being removed with nothing new added - seems to be just a needless dumbing down.
Finally structure management should not be too perfect - there should be room for corp theft.
Also personal housing - needs to be limited in both numbers that can be anchored and the locations where they can be placed. It is already difficult enough to find folk in a system - if there is unlimited housing which can be placed anywhere - it will be impossible to locate folk.
OK so you want to be able to jerk people around and you are concerned about "needless dumbing down" (usually code for "I had it tough so now all new people should have it tough too"). Oh, you also want the UI to allow you to capitalize on someone making a mistake by leaving corp management complex. Then to just finish you want to make it easy to find people since, you know, it's HARD finding people now . . . . /s
CCP stick to your guns, should be no reason you have to perfectly ensure that your ship is totally covered by a forcefield. Instread of bumping (which is a **** mechanism to begin with) you might actually have to destroy the station first! As for finding someone, I think it would be more interesting forcing someone to scan down your POS rather than simply flying to all the moons to see if it's there. Increases the warning and risk to anyone hunting you. |
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