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Vigdis Thorisdottir
Imperial Academy Amarr Empire
42
|
Posted - 2011.12.05 17:43:00 -
[31] - Quote
Vimsy Vortis wrote:Demarcus wrote:Vimsy Vortis wrote:Did you know that not everybody in your fleet should aggress if you are expecting enemy assets to jump? If it is a neutral doing the RR you have no way of identifying it as an enemy asset until it is too late. The fact that it's a logistics ship that is fleet warping with your war targets might be a giveaway. I mean really, even if you have to use an in corp character with a covops ship it isn't difficult to find and look at people you're at war with.
What-¦s the matter, afraid you-¦ll have wasted all that time training up an RR alt? |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
137
|
Posted - 2011.12.05 17:46:00 -
[32] - Quote
I actually don't have an RR alt.
Everyone I know laughs at me because of it. |

Vigdis Thorisdottir
Imperial Academy Amarr Empire
42
|
Posted - 2011.12.05 17:55:00 -
[33] - Quote
Vimsy Vortis wrote:I actually don't have an RR alt.
Everyone I know laughs at me because of it.
My apolagies then. Rare these days to find a fellow capsuleer who prefers pvp the old fashioned way. |

Ranger 1
Ranger Corp
454
|
Posted - 2011.12.05 18:25:00 -
[34] - Quote
Vimsy Vortis wrote:Jaroslav Unwanted wrote:Vimsy Vortis wrote:The best strategy the carebear has is to whine on the forums and hope that CCP changes game mechanics. Shame they don't know enough about game mechanics to actually suggest things that benefit them. game mechanics.. hmm ok .. so lets start group A fighting group B both got aggresion timer and consequently they cant dock/jump whatever group C come along start repping group A the got aggression timer but no consequences / except you can shot at them which is quite pointless... So i really wont call it game mechanics more like bug... Anyway not that i care... If its not an alt army.. but a real people behind those RR ships... It required effort, willingness and time.. Other group have to get some friends too or pay mercenaries I'd just like to point out that shooting at RR ships isn't pointless even if you can't kill them, forcing them to dock or jump completely removes their ability to impact the outcome of a fight. Shooting them is only pointless if you think that them being present and RRing people you are shooting at has no effect on the fight. Sometimes that is actually the case, it is possible to have so much DPS present that the other side having RR is irrelevant and you can kill the other guy anyway.
But you see shooting them IS pointless, and you cannot stop them from affecting the combat for more than a few seconds.
If you shoot them and they jump through a gate, or dock, they only need be gone long enough to get back though the gate or get undocked again. They immediately pick up right where they left off.
No risk, no way to do more than make them pause for a few seconds.
Somehow, I don't think that is the role that CCP really intended for these ships to play in Empire warfare. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Jaroslav Unwanted
Brutor Tribe Minmatar Republic
93
|
Posted - 2011.12.05 18:30:00 -
[35] - Quote
Vimsy Vortis wrote: I'd just like to point out that shooting at RR ships isn't pointless even if you can't kill them, forcing them to dock or jump completely removes their ability to impact the outcome of a fight. Shooting them is only pointless if you think that them being present and RRing people you are shooting at has no effect on the fight.
Sometimes that is actually the case, it is possible to have so much DPS present that the other side having RR is irrelevant and you can kill the other guy anyway.
Well you shot them, they dock. Undock with torp raven warp to you and add a bit dps since you become valid target.. Thats for the trying..
In the end its all in the game. Get friend form up become an threat and most importantly have fun..
There is not a thing better for an "carebear" then utterly destroy the aggressors and their friends  And crying out because your opponent is stronger, better organized well become stronger thats the answer which works most of the time.
In real world there are plenty of stronger people. Socialism is great, but human nature does not allow it. You want to be recognized for your hard work thats why you do it. |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
137
|
Posted - 2011.12.05 19:21:00 -
[36] - Quote
Ranger 1 wrote:Vimsy Vortis wrote:Jaroslav Unwanted wrote:Vimsy Vortis wrote:The best strategy the carebear has is to whine on the forums and hope that CCP changes game mechanics. Shame they don't know enough about game mechanics to actually suggest things that benefit them. game mechanics.. hmm ok .. so lets start group A fighting group B both got aggresion timer and consequently they cant dock/jump whatever group C come along start repping group A the got aggression timer but no consequences / except you can shot at them which is quite pointless... So i really wont call it game mechanics more like bug... Anyway not that i care... If its not an alt army.. but a real people behind those RR ships... It required effort, willingness and time.. Other group have to get some friends too or pay mercenaries I'd just like to point out that shooting at RR ships isn't pointless even if you can't kill them, forcing them to dock or jump completely removes their ability to impact the outcome of a fight. Shooting them is only pointless if you think that them being present and RRing people you are shooting at has no effect on the fight. Sometimes that is actually the case, it is possible to have so much DPS present that the other side having RR is irrelevant and you can kill the other guy anyway. But you see shooting them IS pointless, and you cannot stop them from affecting the combat for more than a few seconds. If you shoot them and they jump through a gate, or dock, they only need be gone long enough to get back though the gate or get undocked again. They immediately pick up right where they left off. No risk, no way to do more than make them pause for a few seconds. Somehow, I don't think that is the role that CCP really intended for these ships to play in Empire warfare.
I'm going to make a guess and say that you don't actually have any experience with logistics in empire at all. Because literally all you have to do to destroy a logistics ship that has jumped through a gate is have a T1 frigate sitting on the other side. And if you had the DPS to force a logistics ship to dock in the first instance you'll be able to force it to dock again before it can do anything.
The gentleman with the poor english skills seems to know quite alot more about empire logistics than you, it's much more likely that the logistics pilot will undock in a machariel or vindicator and start raping faces than to undock in a logistics ship and start repping again.
Also typically in any given war in empire only one side will be fielding logistics or one side will have vastly superior logistics to the other and they won't have to dock or jump their logistics to begin with so the whole issue of logistics and docking timers is not even an issue. The exception being when highsec merc corps are fighting eachother and both sides are just groups of armor battleships and guardians that can barely kill eachother. |

Ranger 1
Ranger Corp
454
|
Posted - 2011.12.05 19:37:00 -
[37] - Quote
Vimsy Vortis wrote:Ranger 1 wrote:Vimsy Vortis wrote:Jaroslav Unwanted wrote:Vimsy Vortis wrote:The best strategy the carebear has is to whine on the forums and hope that CCP changes game mechanics. Shame they don't know enough about game mechanics to actually suggest things that benefit them. game mechanics.. hmm ok .. so lets start group A fighting group B both got aggresion timer and consequently they cant dock/jump whatever group C come along start repping group A the got aggression timer but no consequences / except you can shot at them which is quite pointless... So i really wont call it game mechanics more like bug... Anyway not that i care... If its not an alt army.. but a real people behind those RR ships... It required effort, willingness and time.. Other group have to get some friends too or pay mercenaries I'd just like to point out that shooting at RR ships isn't pointless even if you can't kill them, forcing them to dock or jump completely removes their ability to impact the outcome of a fight. Shooting them is only pointless if you think that them being present and RRing people you are shooting at has no effect on the fight. Sometimes that is actually the case, it is possible to have so much DPS present that the other side having RR is irrelevant and you can kill the other guy anyway. But you see shooting them IS pointless, and you cannot stop them from affecting the combat for more than a few seconds. If you shoot them and they jump through a gate, or dock, they only need be gone long enough to get back though the gate or get undocked again. They immediately pick up right where they left off. No risk, no way to do more than make them pause for a few seconds. Somehow, I don't think that is the role that CCP really intended for these ships to play in Empire warfare. I'm going to make a guess and say that you don't actually have any experience with logistics in empire at all. Because literally all you have to do to destroy a logistics ship that has jumped through a gate is have a T1 frigate sitting on the other side. And if you had the DPS to force a logistics ship to dock in the first instance you'll be able to force it to dock again before it can do anything. The gentleman with the poor english skills seems to know quite alot more about empire logistics than you, it's much more likely that the logistics pilot will undock in a machariel or vindicator and start raping faces than to undock in a logistics ship and start repping again. Also typically in any given war in empire only one side will be fielding logistics or one side will have vastly superior logistics to the other and they won't have to dock or jump their logistics to begin with so the whole issue of logistics and docking timers is not even an issue. The exception being when highsec merc corps are fighting eachother and both sides are just groups of armor battleships and guardians that can barely kill eachother.
In any of the scenario's listed, whether occuring in Empire (which merely magnifies the issue) or in Null, currently assisting a ship in combat does not cause an aggression timer.
This is the basic mechanic that is in question, not the details of the docking games you prefer.
That being:
Is it a good idea to consider helping ships that have an aggression timer an aggressive act in and of itself, and therefore worthy of a timer.
I'm not taking either side in the argument. I'm merely pointing out the central issue.
Leaving things as they are allows for a bit sneakier game play, which is in itself not a bad thing.
Changing aggression rules to include assisting ships that have an aggression timer will make "boosting" ships play by the same rules as the rest of the ships engaged in a combat... which would not necessariy be a bad thing either.
As I said before, it's a tricky call.
Edit: In hindsight, I suppose I am taking a side actually. I feel that combat would be a more likely event in Empire if both sides had to commit all of their forces (both combat and "boosting") at least for the duration of an aggression timer. And it would cause some tactics in Null to be rethought as well. I'm not a big fan of ships contributing to a fight without taking the same risks as everyone else. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
140
|
Posted - 2011.12.05 21:31:00 -
[38] - Quote
You don't want boosting to be considered an act of aggression, that might not cause problems in nullsec but the problems it would cause in highsec are immense. Just being in fleet with someone would allow you to make the Fleet, Wing and squad commands as well as the fleet booster turn red just by taking a cargo container or shooting at someone, I could go and canflip a mining op and when someone comes to shoot at me the fleet boosting orca would turn red. Or in an incursion fleet I could take a cargo container and the logistics would not only cease to rep me, but also cease to rep the entire command chain.
That kind of thing would be great for griefing, but I don't think that's what you were after.
As someone who lives in highsec, is constantly at war and having been on both sides of the war equation I think your last point is completely wrong and backwards. In highsec you have no space, territory or POS towers that you need to defend so you only fight people you are at war with when you want to fight them or they catch you with your pants down doing something stupid. Making people who are already extremely risk averse more vulnerable to loss won't make them fight more, it will make them less willing to dedicate assets to a fight. People who declare wars will just mitigate the risk by bringing even more logistics and the defenders who are usually poor in isk and inexperience will be even more reluctant to field their own approximate assets.
EDIT: Actually we need to do the booster thing I support it 100% there is a particular person I can use this to kill over and over |

Russell Casey
One Ton Reverberation Project
117
|
Posted - 2011.12.05 22:29:00 -
[39] - Quote
Fight in a belt or at a planet. Nowhere to dock/jump. |

Ranger 1
Ranger Corp
466
|
Posted - 2011.12.05 22:34:00 -
[40] - Quote
Vimsy Vortis wrote:You don't want boosting to be considered an act of aggression, that might not cause problems in nullsec but the problems it would cause in highsec are immense. Just being in fleet with someone would allow you to make the Fleet, Wing and squad commands as well as the fleet booster turn red just by taking a cargo container or shooting at someone, I could go and canflip a mining op and when someone comes to shoot at me the fleet boosting orca would turn red. Or in an incursion fleet I could take a cargo container and the logistics would not only cease to rep me, but also cease to rep the entire command chain.
That kind of thing would be great for griefing, but I don't think that's what you were after.
As someone who lives in highsec, is constantly at war and having been on both sides of the war equation I think your last point is completely wrong and backwards. In highsec you have no space, territory or POS towers that you need to defend so you only fight people you are at war with when you want to fight them or they catch you with your pants down doing something stupid. Making people who are already extremely risk averse more vulnerable to loss won't make them fight more, it will make them less willing to dedicate assets to a fight. People who declare wars will just mitigate the risk by bringing even more logistics and the defenders who are usually poor in isk and inexperience will be even more reluctant to field their own approximate assets.
EDIT: Actually we need to do the booster thing I support it 100% there is a particular person I can use this to kill over and over
The only change being discussed it whether an aggression timer should apply. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |
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Ranger 1
Ranger Corp
466
|
Posted - 2011.12.05 22:36:00 -
[41] - Quote
Russell Casey wrote:Fight in a belt or at a planet. Nowhere to dock/jump.
Somehow I don't think the folks using neutral reppers will agree to that. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Rellik B00n
Interstellar Brotherhood of Gravediggers The 0rphanage
47
|
Posted - 2011.12.05 22:45:00 -
[42] - Quote
Lori Dyth wrote:
Same goes for neutral SB'ing Blackbirds camping on undock ( im looking at you Orphanage ), if **** gets real, off they fly wit not a care in the world.
firstly I used to just let my SB blackbird blow up quite often, i mean who gives a crap its a blackbrid right? 
secondly I agree, RR should count as proper agro. IF post = alt AND subject is positive for goons THEN assume goon alt post. |

Tippia
Sunshine and Lollipops
1933
|
Posted - 2011.12.05 22:54:00 -
[43] - Quote
Yes. Remote-supporting a ship in combat should transfer the timers of the supported ships to the supporter.
If you want to be a party in the fight, then be a party in the fight, with everything it entails. Support ships should have to de-aggress just like everyone else involved. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
If not, contact Miss DSA to shed your wardecs. |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
140
|
Posted - 2011.12.05 23:13:00 -
[44] - Quote
Ranger 1 wrote:The only change being discussed it whether an aggression timer should apply. If providing fleet bonuses should count as remote assistance a fleet member stealing a cargo container or shooting someone will give the fleet booster (and probably all associated wing and squad commanders) an aggression countdown. I just want you to know what that means for people in highsec.
Also fights don't happen at planets because fleets don't sit at planets because there is no reason to be at a planet. If people sat their fleets at planets other people would drop their fleets on them. Fighting happens at gates and stations because people travel from stations to gates to other gates or stations and is only possible to fight people at the places that they are at. |

Alara IonStorm
RvB - BLUE Republic
556
|
Posted - 2011.12.05 23:15:00 -
[45] - Quote
Vimsy Vortis wrote: Also fights don't happen at planets because fleets don't sit at planets because there is no reason to be at a planet. If people sat their fleets at planets people would drop their fleets on them. Fighting happens at gates and stations because people travel from stations to gates to other stations and you can only fight people at the places that they are at.
Starbases.
|

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
140
|
Posted - 2011.12.05 23:55:00 -
[46] - Quote
What about them? |

Russell Casey
One Ton Reverberation Project
117
|
Posted - 2011.12.06 00:00:00 -
[47] - Quote
Vimsy Vortis wrote:
Also fights don't happen at planets because fleets don't sit at planets because there is no reason to be at a planet. If people sat their fleets at planets other people would drop their fleets on them. Fighting happens at gates and stations because people travel from stations to gates to other gates or stations and is only possible to fight people at the places that they are at.
Fights happen at stations so people can dock up when things aren't going their way. But if you shoot at someone, you have to wait a little bit before docking, which neutral support doesn't have to do. They can pop in and out as needed, that's the complaint, that there's no time to shoot the logi before it docks. And with docking timers removed the logi doesn't even have to stay docked for half a minute, they get the damage repaired and hop right back out to start all over. |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
140
|
Posted - 2011.12.06 00:03:00 -
[48] - Quote
Amazing, a lucid response from someone who understands what is actually going on. |

DarkAegix
Acetech Systems
470
|
Posted - 2011.12.06 00:04:00 -
[49] - Quote
I propose that all neutral reppers immediately self-destruct and subtract 100mil SP from the RR pilot. |

Alara IonStorm
RvB - BLUE Republic
556
|
Posted - 2011.12.06 00:07:00 -
[50] - Quote
Vimsy Vortis wrote:What about them? Fights happen at them. Lots of fights. Lots of the biggest fights in EVE really. Ton of Logi too.
You left that part out of your Fights only happen at Gates and stations Speech.
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Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
140
|
Posted - 2011.12.06 00:20:00 -
[51] - Quote
You must live in a strange part of highsec where the POS towers aren't set up with literally dozens of ECM and neut batteries. |

Alara IonStorm
RvB - BLUE Republic
556
|
Posted - 2011.12.06 00:27:00 -
[52] - Quote
Vimsy Vortis wrote:You must live in a strange part of highsec where the POS towers aren't set up with literally dozens of ECM and neut batteries. Who is talking High Sec POS's. The thread is about RR Mechanics. |

NickyYo
StarHug Brotherhood of Starbridge
25
|
Posted - 2011.12.06 00:29:00 -
[53] - Quote
Lori Dyth wrote:I still dont get why this has not been fixed already?
If Mr A and Mr B are fighting at a gate/undock and Mr A is winning, If i come along and RR Mr B in my logi then i'm choosing sides.
Ergo, if im choosing to be Mr B's friend, it makes sense that i am now Mr A's enemy, yet i can insta dock/jump at the first sign of danger and be pretty much godly.
Same goes for neutral SB'ing Blackbirds camping on undock ( im looking at you Orphanage ), if **** gets real, off they fly wit not a care in the world.
Come on CCP, this fix is well overdue now, transfer agression timers to all RR/SB neuts please?.......
Your just upset that you can't use your logistic alts in fights? Try putting your *** logistic alts in same corp? problem solved. |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
140
|
Posted - 2011.12.06 00:42:00 -
[54] - Quote
Alara IonStorm wrote:Vimsy Vortis wrote:You must live in a strange part of highsec where the POS towers aren't set up with literally dozens of ECM and neut batteries. Who is talking High Sec POS's. The thread is about RR Mechanics. I am talking about highsec because that is the type of space that is relevant to me and talking about mechanics changes without thinking about how they will affect different parts of space is cretinous. |

Alara IonStorm
RvB - BLUE Republic
556
|
Posted - 2011.12.06 00:59:00 -
[55] - Quote
Vimsy Vortis wrote: I am talking about highsec because that is the type of space that is relevant to me and talking about mechanics changes without thinking about how they will affect different parts of space is cretinous.
Yet you ignore other area's of space that would give you the answer to your question.
How Cretinous of you. |

Ranger 1
Ranger Corp
466
|
Posted - 2011.12.06 01:30:00 -
[56] - Quote
Quote:If providing fleet bonuses should count as remote assistance a fleet member stealing a cargo container or shooting someone will give the fleet booster (and probably all associated wing and squad commanders) an aggression countdown. I just want you to know what that means for people in highsec.
Absolutely.
In fact, that's an excellent suggestion. If a fleet booster has his command link modules activated (thereby assisting his fleet during a situation where aggression is involved) I would have no problem with him getting an aggression timer. They would need to shut them down for the timer to start cycling down if his fleet members were still engaged.
The same would go for other forms of remote assistance such as remote sensor boosting, remote ECCM, remote tracking, remote repping, etc. If the module is activated and the recipient of it is involved in an act of aggression, you are culpable as well. If this happens "during" the period you are remotely assisting the modules deactivate and you get a pop up as you do now (although you need to be able to disable this precaution if you wish).
Also you really should be careful about distinguishing between an aggression timer and a GCC in your arguments. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
140
|
Posted - 2011.12.06 01:53:00 -
[57] - Quote
Ranger 1 wrote:Quote:If providing fleet bonuses should count as remote assistance a fleet member stealing a cargo container or shooting someone will give the fleet booster (and probably all associated wing and squad commanders) an aggression countdown. I just want you to know what that means for people in highsec. Absolutely. In fact, that's an excellent suggestion. If a fleet booster has his command link modules activated (thereby assisting his fleet during a situation where aggression is involved) I would have no problem with him getting an aggression timer. They would need to shut them down for the timer to start cycling down if his fleet members were still engaged. The same would go for other forms of remote assistance such as remote sensor boosting, remote ECCM, remote tracking, remote repping, etc. If the module is activated and the recipient of it is involved in an act of aggression, you are culpable as well. If this happens "during" the period you are remotely assisting the modules deactivate and you get a pop up as you do now (although you need to be able to disable this precaution if you wish). Also you really should be careful about distinguishing between an aggression timer and a GCC in your arguments. At no point am I talking about GCC. I am mostly alking about the aggression countdowns that allow people in highsec who aren't at war with eachother to shoot eachother, the same type of countdown that makes it possible to shoot at people who steal from containers or remotely assist war targets.
I think that optimally anyone passively providing fleet bonuses through leadership skills should get one of these aggression countdowns and anyone actively providing bonuses via gang links should get one of these in addition to the docking/jumping timer like you said. The regular aggression timer for passive boosts might not affect nullsec or wormholes, but in highsec it allows you to at least force the person providing leadership bonuses off the field in the event that they are neutral and in lowsec it allows you to attack them without going GCC and being shot at by gate guns for 15 minutes. |

Vyl Vit
Cambio Enterprises
115
|
Posted - 2011.12.06 04:04:00 -
[58] - Quote
Hear! Hear!
To her it doesn't matter much.-á It's chasms have been leapt, and she leans upon the skepticism of her chosen fate. |

Ranger 1
Ranger Corp
469
|
Posted - 2011.12.06 07:44:00 -
[59] - Quote
Vimsy Vortis wrote:Ranger 1 wrote:Quote:If providing fleet bonuses should count as remote assistance a fleet member stealing a cargo container or shooting someone will give the fleet booster (and probably all associated wing and squad commanders) an aggression countdown. I just want you to know what that means for people in highsec. Absolutely. In fact, that's an excellent suggestion. If a fleet booster has his command link modules activated (thereby assisting his fleet during a situation where aggression is involved) I would have no problem with him getting an aggression timer. They would need to shut them down for the timer to start cycling down if his fleet members were still engaged. The same would go for other forms of remote assistance such as remote sensor boosting, remote ECCM, remote tracking, remote repping, etc. If the module is activated and the recipient of it is involved in an act of aggression, you are culpable as well. If this happens "during" the period you are remotely assisting the modules deactivate and you get a pop up as you do now (although you need to be able to disable this precaution if you wish). Also you really should be careful about distinguishing between an aggression timer and a GCC in your arguments. At no point am I talking about GCC. I am mostly alking about the aggression countdowns that allow people in highsec who aren't at war with eachother to shoot eachother, the same type of countdown that makes it possible to shoot at people who steal from containers or remotely assist war targets. I think that optimally anyone passively providing fleet bonuses through leadership skills should get one of these aggression countdowns and anyone actively providing bonuses via gang links should get one of these in addition to the docking/jumping timer like you said. The regular aggression timer for passive boosts might not affect nullsec or wormholes, but in highsec it allows you to at least force the person providing leadership bonuses off the field in the event that they are neutral and in lowsec it allows you to attack them without going GCC and being shot at by gate guns for 15 minutes.
An Aggression Flag is active for 15 minutes, and currently affects targets that assist people that have aggression flags (allowing their opponents to fire on the "helper" as well in most cases). This is, for the most part, fine as it is.
An Aggression Timer lasts for roughly 60 seconds, it prevents you from docking or jumping through a gate during this time, and currently does NOT affect people assisting combatants. At the moment it only affects people using "offensive modules" (weapons, ECM, Scrams, Webs).
We are discussing the later, not the former (which for the most part is working fine). The terminology Aggression Flag and Aggression timer are frequently used interchangeably even in the Wiki (mostly because an Aggression Flag has the 15 minute timer component) and this understandably causes a great deal of confusion.
So again, just for clarity, the only point in the aggression system that is being discussed as needing a change is that the 60 second aggression timer, that currently keeps an active combatant from jumping or docking but does not have the same effect on someone assisting a combatant with a module like a remote repairer.
The main thrust of the argument is that although these "assisting" modules can have a huge impact on a fight (no matter where it takes place) they have the advantage of being able to disengage by docking or jumping through a gate instantly whenever they wish, with no 60 second timer to hinder them as it does all other participants in the battle.
Due to the nature of High Sec where there are large numbers of neutrals in the area of a combat most of the time, this becomes particularly powerful. The normal tactic for dealing with this ability in Null Sec, where you know any reds or neutrals in the area are likely to be combatants, you keep a portion of your forces from firing so that they can pursue and catch the remote reppers on the other side of a gate (although there still is no counter if the combat is at a station that will allow them to dock). However in High Sec, since you have no way of knowing if any neutrals in the area are going to be assisting your adversaries at some point in the fight, you have little to base this tactical decision on.
It boils down to whether a person using assisting modules to participate in a battle should be considered a combatant (or aggressor if you will) and have the 60 second aggression timer applied to them as well as the others involved. If it did apply to them as well, it would force them to make the same tactical decisions about when to deactivate their modules and withdraw as the other participants in the battle. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

flank steak
Dark Nova Syndicate
126
|
Posted - 2011.12.06 07:55:00 -
[60] - Quote
Vimsy Vortis wrote: Also fights don't happen at planets because fleets don't sit at planets because there is no reason to be at a planet. If people sat their fleets at planets other people would drop their fleets on them. Fighting happens at gates and stations because people travel from stations to gates to other gates or stations and is only possible to fight people at the places that they are at.
Are we playing the same EVE? Could you make it any more obvious that you probably have a gaurdian alt for each hair on your fat wrinkly neck?
Fleets wait at planets and belts to avoid these BROKEN mechanics you are so valiantly defending. Until this is fixed RR has absolutely 0 consequence for repairing someone who is engaged in a hostile act.
if a man robs a bank and as he is escaping with his getaway driver and they get arrested, how much sense does it make that the robber goes to jail but the driver is free to go home and rail his wife?
Maybe you should start investing your alts SP into falcons, because your argument is invalid.
EDIT: and for someone b!tching a whole lot about people being off topic, your argument about fleet boosts sure sound stupid, good luck finding them at their safes. |
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