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Thread Statistics | Show CCP posts - 2 post(s) |

Nevyn Auscent
Broke Sauce
1997
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Posted - 2015.04.04 04:07:33 -
[1] - Quote
Damnit Goons! Making me like your post! :P Sounds like CCP have this one looking like a potential concept then, though we'll have to see how the Meta actually plays out and I still have huge concerns over the density issue that you simply can't have a substantial number of people living in the same system in Null (Unless you are miners). |

Nevyn Auscent
Broke Sauce
1998
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Posted - 2015.04.04 21:53:14 -
[2] - Quote
baltec1 wrote: See structures for a fix to this. (hint: mission agents in sov space)
Seen it, don't like mission agents as a fix, because it creates no competition for space, since mission agents scale infinitely (Well, till you hit Tidi anyway, so 700 people or so at once operating from a single system since they spread out into neighbours a little if we take Osmon as a guide.) Also it encourages solo play.
Yes, I have the same opinion on highsec missions and would rather see vastly greater numbers of 'system missions' which are like anomalies and have multiple objectives for a fleet to work together on, but if you do them solo you only have to complete one primary objective for the thing to despawn. Payouts per internal objective rather than the entire site to encourage co-operation since you don't lose cash by sharing (Possibly small multiplier even for completing multiple primary objectives which would be super hard/impossible to do solo due to distance, timers, whatever). Pay out LP based on who owns the space and who has stations.
Not sure how that would translate well into Null space in terms of LP to avoid too much of an isk faucet, but being able to pick and chose which corp you get agents for doesn't sound like a particularly good plan either, that just sounds like 'we want to farm the best LP corp'. But failing a new form of PvE site, I guess randomly allocated agents would work. |

Nevyn Auscent
Broke Sauce
1998
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Posted - 2015.04.04 22:49:54 -
[3] - Quote
Cade Windstalker wrote: The vast majority of PvE content in Null currently is completeable by a solo ship and it's my understanding that this is the way the majority of null players do it because it maximizes their ISK income. Additional PvE content would be great, but seems outside the scope of the sov rework.
Just because it's possible for players to clump up around a single agent doesn't necessarily mean that it will happen, and if it does then their occupancy metrics in other systems will suffer and their space will be easier to take.
Also your original concern is somewhat moot since if you're fully utilizing a system's site spawns then you shouldn't have a problem hitting your occupancy metrics. There's no requirement that just the people using a system defend it so there's no requirement that a ton of people be packed into every system, and if we ever hit the point where every system in Player Controlled Null is being fully utilized I'll send the Game Design team a cake in congratulations on doing the impossible.
Just because the ratting index is crazy easy to get to V solo doesn't mean that occupancy is suitable for defending nodes against 30 minute raids. If you have to put out calls to five systems away to form up 20 or 30 people then you aren't going to be able to effectively defend space, and large alliances (I.E. Goons as a classic example) are going to still need vast swathes of land in order to provide for their members. If the potential occupancy is instead on level of a high sec lvl 4 system, so lets say..... 100 simultaneously. Then not only can you adjust the index so you can't max it solo but V actually means a large number of people working together, but you also have alliances only holding small areas since they don't need 1000 systems for their members.
While it seems unrelated this plays directly into the Entosis link, and into there being room in null for smaller alliances who don't join the big coalitions, since especially those smaller alliances need to be able to pack tightly. |

Nevyn Auscent
Broke Sauce
1998
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Posted - 2015.04.04 23:31:48 -
[4] - Quote
Point is not to require it, but to make it possible in a reasonable way. Agents aren't the best solution, but a random agent prevents LP farming of only the most valuable LP's, and means it can be done without introducing a new form of PvE, much as a form of PvE which enabled cooperation without forcing it or reducing profits would be great for all areas of space. |

Nevyn Auscent
Broke Sauce
2016
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Posted - 2015.04.08 10:09:18 -
[5] - Quote
Aya Nova wrote: The barrier of entry is already there due to the minimum skill requirement to use. The benefit to gameplay is it makes things slightly less predictable and adds a slight difference between those who just meet minimum requirements and those who choose to train further.
It's one of the core mechanics of how items work in EVE, and almost every single item/ship can be improved in some way if one trains beyond the minimum requirements.
On this module, a range bonus is useful, without becoming mandatory, in the way that a cycle time reduction bonus would be.
It also is a stealth doubling of range for the T1 module, which lets trollceptors and similar fits actually kite while using it as well, so yea nah. |

Nevyn Auscent
Broke Sauce
2020
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Posted - 2015.04.09 01:15:16 -
[6] - Quote
Nolak Ataru wrote:How is it off topic to point out what the new FOTM would be after this change goes into play, and to reply to the incorrect points you attempted to bring up? I will wager you 500m that Boot Domis and Pantheons will be FOTM for Entosis Sov. You did notice you can't RR someone using the Entosis, you seem to have missed that small issue in your theories. And so people will field BS's and Capitals in Entosis Sov, that's a 'bad' thing having people field full fleets? And here I thought most people were complaining that no-one will field anything of value. |

Nevyn Auscent
Broke Sauce
2020
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Posted - 2015.04.09 09:13:36 -
[7] - Quote
And? If you want to push that much into a system/constellation you should win, and obviously you care about that location. You are trying to argue that superior numbers of heavy fleets shouldn't win.
The point of the Entosis link is that you don't have to escalate that high just to structure grind, not that you can't. |

Nevyn Auscent
Broke Sauce
2029
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Posted - 2015.04.12 22:23:57 -
[8] - Quote
Rain6637 wrote:This is assuming fights are worth instigating in the first place. Cherry picking moons and sticking with EHP / timer mechanics of POSes is a more lucrative activity. Tried and true, even.
About alpha fleets. Doesn't it seem odd that Entosis links will incur restrictions similar to siege/triage/bastion? I still don't get that part. You'll still have ships performing siege-like behavior. How can you dislike siege dreads and then say you like the idea of Entosis? Entosis is almost literally sieging in a Revelation without having to deal with ammo reloads.
I thought that part was pretty clear, that Entosis is about to force more siege-like gameplay, except you get to move around on grid. The components of siege are there. 5 minute increments of time, everyone has to wait around, and you too can siege in your subcap, just fit an Entosis link!
? Try looking at HIC's, that's actually the behaviour the entosis link best copies, not Siege. |

Nevyn Auscent
Broke Sauce
2029
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Posted - 2015.04.13 02:46:09 -
[9] - Quote
The point is you only have to bring the number of pilots required to beat the defenders, and that caps aren't required for Sov warfare. By removing the HP grind there is no longer a need to have 200 pilots to take an undefended system in a reasonable time. (Your 3-4 dreads for 10 minutes is so so far off the mark for HP grinds for full sov in a single system). Instead you now have your 200 man fleet looking for actual people to shoot, not shooting structures. More people interaction = more real content.
Timers already exist in Sov currently, and NEED to stay to avoid stuff being burnt just because people aren't online 24/7 because EVE is a game, not life. So timers aren't significantly being changed. |

Nevyn Auscent
Broke Sauce
2049
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Posted - 2015.04.16 11:28:02 -
[10] - Quote
Mayhaw Morgan wrote:What happens when more than 2 entities are contesting space? Like, what if a Goon wanted to run up/down a timer using an NPC corp alt to protect a Goon control point? The NPC Alt counts as an attacker, so runs the attackers timer. That's already been answered in the Dev blog. Only the owning alliance can run a defensive timer/link. Anyone else counts as an attacker, so yes, NPC Corp members can also break someone elses Sov. They still can't actually take it for themselves once it's in freeport mode of course, but they can run the first round of timers and force it into freeport (assuming Outpost). |
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Nevyn Auscent
Broke Sauce
2062
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Posted - 2015.04.20 19:21:09 -
[11] - Quote
Veskrashen wrote:One question that still needs to be answered:
When does the interruption of an existing link occur?
In other words, bad guys are on a structure with an active Entosis Link, and the capture timer is ticking down. Our hero lands on grid, locks up the structure, and activates his own link. When is capture progress halted?
1) Progress halts once the second EL is activated? 2) Progress halts once the first cycle completes and the second EL is "synchronized"?
If 2, then you'll have a minimum of 2 minutes to murder any counter-links on grid before they halt your capture progress. If 1, however, you're in a situation where it's completely viable to suicide an endless stream of T1 crap onto grid, simply to interrupt the enemy's ability to capture the node.
Some clarity on this would be good, as the different modes have very different implications. All links have a warmup cycle. So one would assume this is taken as given to not interrupt capture till it completes. It's not explicitly spelt out though, sure.
Also if you can continually flood the field in T1 crap, they don't have effective control of the field, even if they aren't losing anything you are still capable of fielding ships on grid to oppose them.
Also remember, the 'Window' is not a hard window. As soon as there is any time on the timer, it remains open 24/7 until that time is removed. So as long as they can stay on grid running their own link, they can continue to capture the structure once they have killed your 50,000 rifters with 20 mil modules each. |
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