
March rabbit
Mosquito squadron
1751
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Posted - 2016.04.25 05:33:26 -
[1] - Quote
Black Pedro wrote:I think everyone agrees that being able to bump someone indefinitely was a little broken Not quite "a little". Effect of warp disruptor without any timers, any aggro mechanics, etc...
Black Pedro wrote:, but there does need to be some way to hold these freighters down long enough to get a fleet there to overcome the insane amount of EHP they can have. Not agree
This is example of 'holding hand' for gankers. Anti-gankers can request the same: they want to be able to prevent the gank. Would you like game mechanics which would not allow gank to happen faster than AG fleet needs to gather and prepare? Sure not.
It is Ok in Eve Online to lose if you didn't prepare well.
The Mittani: "the inappropriate drunked joke"
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March rabbit
Mosquito squadron
1751
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Posted - 2016.04.25 08:32:37 -
[2] - Quote
Black Pedro wrote:... In one case, players are fighting an arbitrary and infallible NPC-enforced mechanic. In the other, the group is fighting other players. Not really this. Suicide ganking is 100% NPC-enforced mechanics. All its conditions are controlled by CONCORD and game mechanics. In simple words it is your DPS (ship, fit, skills, ammo - all provided by the game) against EHP of target (again - totally game mechanics) + CONCORD response time.
Black Pedro: If you are going to give players 100% reliable protection provided by NPCs It is not protection. It is punishing of attacker AFTER attack happened. Tell about protection to one-shotted capsule.
Black Pedro: there has to be a game mechanic whereby the players can get around it. It is already present. Neutral eyes, neutral OGBs, more people attacking at once, etc...
Black Pedro: In this case, if the faction police are going to make it impossible for a criminal fleet to loiter in space, there needs to be a way for that criminal fleet to tackle a target long enough to get there, or it is literally impossible for them to gank the target. Without the bumping/scram mechanic, criminals could not operate at all and only neutrals could gank a moving target.
You only 'criminal' for 15 minutes after initial attack. After it you are free. And thanks to security tags you can buy yourself legal status easily.
So again: all you need is already there.
Black Pedro: That isn't 'hand-holding', that is just enabling player-driven content from happening at all. Anti-gankers are fighting other players and have all the tools every player has at their disposal to force a fight. Criminals are free-to-shoot and can be scrammed.
Anti-gankers play the same game. They cannot attack gankers unless they -10 or already started attack. AG cannot 'force' anything. If you don't attack you cannot be countered. Gankers always do first turn.
Black Pedro: But I would be open to some mechanic that slows down a gank and allows more time for anti-ganking to respond. As long of course the criminals are actually given the ability to participate in a fair fight by removing the faction police. Maybe freighters should have something like the Rorqual is going to get that provides a few minutes of absolute protection for a freighter to give time for friends to arrive, but activating it then forfeits CONCORD and facpo protection.
And here i completely agree. More freedom for players and less hardcoded mechanics is always welcome.
The Mittani: "the inappropriate drunked joke"
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