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Scialt
Universal Sanitation Corporation
51
|
Posted - 2017.03.10 14:30:19 -
[1] - Quote
Mr Epeen wrote:Orakkus wrote:So, does everyone have their own idea about how to make low-sec good, I don't know about everyone, but I do. Get rid of it. All you need is lawful space and lawless space. No need for some in between space that makes no one happy. Mr Epeen 
I disagree in the sense that I enjoy having a bubble-less PVP space that low-sec provides.
I particularly enjoy it combined with FW mechanics (regardless of if I'm flying a FW toon or not). |

Scialt
Universal Sanitation Corporation
51
|
Posted - 2017.03.10 15:04:54 -
[2] - Quote
Arthur Aihaken wrote:Jenn aSide wrote:High Sec is the problem and you can't get high sec people to understand that no matter what you do. Recent history is proof. Low-sec is the problem, and trying to deflect the issues with low-sec by blaming high-sec and null-sec is just a cop-out. As I've previously stated, I have no problems with L4s and Incursions being relocated to low-sec - provided CONCORD comes along for the ride in ALL low-sec systems. Otherwise it's totally a deal breaker.
Concord in low-sec makes low-sec into hi-sec. Essentially you wouldn't be relocating anything to low-sec, you'd be getting rid of low-sec. That's not an answer.
I'm not for moving lvl4's to low-sec. I understand the thought process, but the fact is that when people are looking for a safe play-style, they'll migrate to the next safest thing, not follow that thing that you move. I'm not going to run lvl 4's in low sec... my mission running BS's would be scanned down and killed by hunting packs with fast tackle in no time. Even fitting for PvP won't work as if I get dropped on during a large wave in a mission I'm at such a huge disadvantage death is likely anyway. The best result of a change like this would probably drive more people to "safe null" locations... well protected renter space or perhaps providence.
I AM for moving incursions exclusively to low-sec (just like FW is). It's fleet based PVE where you're grouped up anyway. I can't see a reason why they couldn't handle low-sec just fine... and making them low-sec only will probably in a small way help numbers operating in low-sec.
In the end my personal view of the various parts of eve is as follows. I know many disagree... but this is my opionion.
1. High sec is fairly low risk PVE Space with limited PVP. 2. Low sec is high risk PVE and non-blobbish/small gang PVP. 3. Null sec is Fleet/blob based PVP with set battle lines and high reward PVE based on keeping control of space (risk based on how well controlled the space is) 4. WH space is small gang PvP (weighted heavily toward stealth/ambushes due to lack of local) and high risk/high reward PVE. "Controlling space" is based simply on controlling a particular wormhole, not a region (as that doesn't really apply with the dynamic nature of wormholes)
I'm mainly against changing the nature of these spaces. I don't want Low sec to become low risk. I also don't want it to become blobbish with the PvP. |

Scialt
Universal Sanitation Corporation
54
|
Posted - 2017.03.16 18:22:32 -
[3] - Quote
Torin Corax wrote:Cade Windstalker wrote:
snip...
The problem with Low isn't that the rewards are bad, though they could use a bit of tweaking, it's that the perceived risk is very high and the tools for risk mitigation are pretty skant compared to High and Null. The problem then is if you actually decrease risk in Low then you'll get complaints, and any change simply in perceived risk as opposed to actual risk will just as likely fool the Low dwellers as anyone who might pop in to create content.
Agreed. However, what would you define as reducing risk as opposed to reducing perceived risk? Myself, I'd consider any use of "defensive" NPC's, be it improved gate guns, police, Concord Light etc. to be unacceptable as this is attempting to make Low sec safer by direct manipulation of the base mechanics that define it. Perceived risk is trickier, that's entirely subjective, and largely dependent on the knowledge of the individual. That's why I tend towards manipulating the PvE content itself to allow for a different approach to participation. If low sec PvE was geared towards more "survivable" ships, preferably PvP fit ships, then it could serve to act as an encouragement to bring "fresh Blood" into low as well as reward those who spend a fair bit of their time in low sec already. More people spending more time in low sec= more possibility of random PvP for those that want it. How successful it is depends on skill and luck, much as it does now.
The issue is that PvP is not lucrative for most (maybe for you experts... but for me it's a sink).
I do enjoy FW space in low-sec for PvP action... but I don't make isk in Low... I jump to Null or to High for that. And when I'm in "isk making" mode in null I run from combat rather than looking for it.
Maybe I'm doing it wrong. |

Scialt
Universal Sanitation Corporation
57
|
Posted - 2017.03.17 13:11:12 -
[4] - Quote
MoonDragn wrote:Another solution would be to remove local in all low and null sectors. I don't see any reason why anyone should be able to automatically see who is in the system. How is that happening anyway? There is a magic sensor that tells everyone automatically who is in the system?
I can see how it would work in Hi-sec if the government monitors the traffic and broadcast it as a public service, but that should not happen in low and null sec.
I don't think that would drive more people to low sec.
I think it would probably drive more people from null and low sec into high sec.
If we want to eliminate local as a mechanic in anything other than high sec, that's fine. But I think people have a really odd conception of how the players would react to it. If people wanted that style of play they'd be in wormholes already. |

Scialt
Universal Sanitation Corporation
63
|
Posted - 2017.03.22 16:15:45 -
[5] - Quote
Salvos Rhoska wrote:Lan Wang wrote:Salvos Rhoska wrote:Lan Wang wrote:if anything traveling around 800 hostile systems is reason enough to allow capitals and cynos
Explain. Do you feel you would be unable to survive in LS without cynos/caps? this is the thing, you have 800 systems that you keep harping on about, i dont find spending 3 hours every fleet traveling by gates in armour battleships for a 30minute fight engaging gameplay, and i doubt a majority of lowsec residents would either. eliminate small entities from lowsec who survive in remote lowsec systems away from large pirate corps by crippling freighter logistics and forcing loaded freighters to take gates through pirate infested chokepoints...because you know the large pirate corps will hellcamp every chokepoint to gank freighters with immunity, because i certainly will. i would survive but id be burned out after 3 days because traveling by gates in anything bigger than a cruiser is worse than mining, i could also unsub like all my alts i pay irl money for and gate camp tama 24/7 with immunity. 1) LS is 800 systems, stretched all the way around HS. At its deepest, its like 10 gatejumps wide. 2) As long as its sub-caps and non-cynos, both HS and NS can break through gatecamps from either end. Freighters can arrange escort and/or fly safer. There are no bubbles in LS, so really its not that hard. 3) People travel through gates in slower ships than cruisers all the time. BCs, BS. If you dont like it, fly something faster.
You don't really address the points he raised about it making gameplay in lowsec more annoying for many and that it would hurt lowsec logistics quite a bit by forcing them to go through lowsec chokepoints just like those traveling from null would.
Your idea would definitely present more targets to lowsec gatecampers. But does that really help lowsec residents overall? Does it draw more people to lowsec? I'm not so sure. |

Scialt
Universal Sanitation Corporation
63
|
Posted - 2017.03.22 16:52:01 -
[6] - Quote
Salvos Rhoska wrote:Scialt wrote:Your idea would definitely present more targets to lowsec gatecampers. But does that really help lowsec residents overall? Does it draw more people to lowsec? I'm not so sure. 1) HS-NS material transport has no option than to travel through LS, unless they use WHs. They MUST pass through LS. 2) Will it draw more people to LS? HELL YES. 3) Pirates/alt corps galore to get a piece of the cake. NS entities galore to escort their shipments. Mercs galore to offer their services. 4) LS PI/PvE Corps may suffer attrition, but tbh, nobody will bother them much, as the HS-NS transitioning ships are FAR more lucrative.
1. Not technically true. There are high-sec to null transitions (like Dital to Providence).
2. Why? I mean the people pirating are already there. Null and wormhole corps are already hot-dropping in null. It might focus the pirates on certain systems but I'm not sure why this would increase the number.
3. Gah... I'd hate to be forced to escort trade runs. I can't imagine many who'd like that sort of job. It might end up happening if the change were made but it doesn't seem like a positive development... having to protective fleet-blob your freighters to scare away pirates.
4. Gatecamps in my experience shoot everyone who's not allied. Don't think they'll let a missioning battleship pass and only gank freighters.
Again... the only group that this would seem to be a positive for is gatecampers. Everyone else... from low-sec indy/PI groups to low-sec missioners to FW participants who look for solo PvP instead of camping gates would all seem to not like this idea... because dealing with more gatecamps pretty much hurts all of their play styles. |

Scialt
Universal Sanitation Corporation
63
|
Posted - 2017.03.22 17:29:29 -
[7] - Quote
Salvos Rhoska wrote:Scialt wrote:Salvos Rhoska wrote:Scialt wrote:Your idea would definitely present more targets to lowsec gatecampers. But does that really help lowsec residents overall? Does it draw more people to lowsec? I'm not so sure. 1) HS-NS material transport has no option than to travel through LS, unless they use WHs. They MUST pass through LS. 2) Will it draw more people to LS? HELL YES. 3) Pirates/alt corps galore to get a piece of the cake. NS entities galore to escort their shipments. Mercs galore to offer their services. 4) LS PI/PvE Corps may suffer attrition, but tbh, nobody will bother them much, as the HS-NS transitioning ships are FAR more lucrative. 1. Not technically true. There are high-sec to null transitions (like Dital to Providence). 2. Why? I mean the people pirating are already there. Null and wormhole corps are already hot-dropping in null. It might focus the pirates on certain systems but I'm not sure why this would increase the number. 3. Gah... I'd hate to be forced to escort trade runs. I can't imagine many who'd like that sort of job. It might end up happening if the change were made but it doesn't seem like a positive development... having to protective fleet-blob your freighters to scare away pirates. 4. Gatecamps in my experience shoot everyone who's not allied. Don't think they'll let a missioning battleship pass and only gank freighters. Again... the only group that this would seem to be a positive for is gatecampers. Everyone else... from low-sec indy/PI groups to low-sec missioners to FW participants who look for solo PvP instead of camping gates would all seem to not like this idea... because dealing with more gatecamps pretty much hurts all of their play styles. 1) Touche. So be it. This change doesnt affect that link at all though. 2) Primarily, it removes the overwhelming cap force of NS from LS. WH corps cant hotdrop through a WH. It will sure as hell increase pirate numbers in LS, cos they dont have to deal with cynos/caps, just sub-cap combat. 3) Why/how would you be "forced" to escort trade runs? Ofc you will demand payment for your service, or not do it. 4) Gatecamps already do that. But post-change, they will also have to fight escort fleets with far more lucrative cargo seeking to clear the gate. I agree that it would be constant fights for gate control, but since its sub-caps, even a smaller LS Corp can bide its time to secure transit of its own materials. 5) Lets be real, gatecamps are what LS is all about. The gates are conflict drivers (currently bypassed by cynos, or wiped out by cap drops). 6) I dont believe local pve will be all that impaired, and they can bide their time and make deals etc. The HS-NS transiting enormous wealth is far more interesting.
For me... lowsec is all about FW. Gatecamps are something that take away from that. What increasing the number of gatecamps does is make it more annoying for everyone who's not in the gatecamps. While in part that's null groups transporting goods (which is what you're shooting for) it's also... everyone else in lowsec. That's PVE players, indy groups, and FW players. Gatecamps are almost never target specific... they blow up the loan rifter or venture that they can catch just as much as they do a freighter. They make travelling more difficult for everyone.
I engage in PvP in FW... in plexes. It's small group or solo, which is what I prefer. Gatecamps for me are a hassle I have to work around (and I generally can). Making them more frequent is a disincentive for me to deal with lowsec as a player who currently spends about half his time there without engaging in trade runs or gatecamps.
It feels like the main impact of what you're suggesting is to change lowsec into a zone where the primary action is moving supplies and protecting them vs gatecampers pirating them. It would seriously put breaks on industrial/PVE/FW operations due to the larger number of gatecamps that would pop up (due to their being more targets). It might increase traffic through lowsec, but would lower the actual RESIDENCY. Small lowsec industrial corps would be better suited in Null as part of larger alliances who can provide escorts for freighters and better minerals for manufacture. FW (and those preying of FW plexers) might get more solo/small gang pvp in wormholes rather than in low sec due to gatecamps making moving around FW space more difficult. PVE types might have too much trouble getting through gatecamps in their mission fit ships and instead run lvl 4's in HS or anomalies in null.
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Scialt
Universal Sanitation Corporation
63
|
Posted - 2017.03.22 17:33:40 -
[8] - Quote
Frostys Virpio wrote:Scialt wrote:
3. Gah... I'd hate to be forced to escort trade runs. I can't imagine many who'd like that sort of job. It might end up happening if the change were made but it doesn't seem like a positive development... having to protective fleet-blob your freighters to scare away pirates.
Will be fun to defend a cargo ship from a suicide alpha strike like Tornados or brute force DPS like Talos. It's like High-Sec ganking except you collect insurance to reduce your cost.
I don't think that's how it will work for most larger null-sec entities. Rather I imagine they'd conscript blob fleets to escort a large number of freighters from null to high. 200+ ship fleets scaring away the gatecampers as opposed to actually generating much in the way of combat.
When combat happened I imagine it would be another null-sec entity learning of the plans and bringing their own blob.
You have to remember the biggest advantage that large alliances often have is numbers. It's silly to think they wouldn't use that when dealing with a change like this. |

Scialt
Universal Sanitation Corporation
65
|
Posted - 2017.03.22 19:05:03 -
[9] - Quote
Salvos Rhoska wrote: "Gatecamps are almost never target specific... they blow up the loan rifter or venture that they can catch just as much as they do a freighter. They make travelling more difficult for everyone."
This already happens. My change, does not change that.
Your change drastically increases the number of camps. So instead of having to dodge one camp you now have to dodge 20. That makes travel for everyone in lowsec more of a pain.
Salvos Rhoska wrote: "It feels like the main impact of what you're suggesting is to change lowsec into a zone where the primary action is moving supplies and protecting them vs gatecampers pirating them. "
This too, is already what LS largely is. Except cynos enable JFs and other cargo vessels to bypass gates, and caps/cynos allow dropping overwhelming force ontop of any attempt to intercept it.
Umm... that's not what I see. I see FW, PVE and industry operations in lowsec. This would hurt those things and only leave gatecamps and null-sec logistics.
Salvos Rhoska wrote: "It would seriously put breaks on industrial/PVE/FW operations due to the larger number of gatecamps that would pop up (due to their being more targets). "
Lack of cynos/caps doesnt put a break on those. (as in two quotes above). Gatecamps already exist. The number of gatecamps is irrelevant, since cynos jump past them as is now.
The groups that do lowsec industry generally use cynos to export their goods with jumpfreighters now... which means removing that ability hurts them a ton. If they don't... they'll be having to dodge a LOT more gatecamps which hurts them a ton. Either way they get hurt a ton. Those in FW rarely use cynos (except for supplies) as they are mostly fighting in non-caps already. Having a lot more gatecamping makes their movement in their home space a lot more difficult (as well as their supply issues). So I disagree with your assessment.
The number of gatecamps is hugely relevant. It makes all life in low-sec aside from those camping others more annoying. Because of that it has a supressing impact on those living in low-sec... because they're looking for either small gang/solo PvP (in the case of FW) and getting blobs... or they're looking for industry/PVE and getting blobbed at every gate.
Look... taking away JF's will make lowsec a pure gatecamp zone. It will pretty much hinder EVERYTHING ELSE in lowsec because people doing everything else want to avoid gatecamps and this will cause the number of camps to become huge. FW will diminish. Low Sec industry will diminish. PVE in lowsec will diminish.
I fail to see how that helps lowsec.
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Scialt
Universal Sanitation Corporation
65
|
Posted - 2017.03.22 19:24:07 -
[10] - Quote
Salvos Rhoska wrote:Escort your cargo and clear the gates for transit. Sorry you can no longer lol-cyno past them.
As I said before... what I do in low-sec is FW.
I'll probably move to be nearly full-time in null with this change were it to be implemented.
I agree it will make it more difficult for people transporting stuff. It will also make it more difficult for everyone else to move around aside from gatecampers in low-sec... including me looking for small-group and solo fights in complexes.
Which is the point that I was making that you're trying to minimize. The impact of your change is to make the only residents of low-sec be gatecampers and the primary visitors being large null-sec groups moving stuff from null to high-sec. You'll drive most everyone else out.
Low-sec will simply be a gatecamp zone that people who MUST travel through will have to deal with and everyone else will avoid. I don't see that as being beneficial to low-sec in general. |
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Scialt
Universal Sanitation Corporation
65
|
Posted - 2017.03.22 20:58:46 -
[11] - Quote
Salvos Rhoska wrote:Scialt wrote:As I said before... what I do in low-sec is FW.
Low-sec will simply be a gatecamp zone that people who MUST travel through will have to deal with and everyone else will avoid. I don't see that as being beneficial to low-sec in general. 1) FW LS and LS, are different. 2) HS-NS material transport will never stop, and it MUST travel through LS unless they find WHs. 3) If cynos/caps are removed from LS, you wont believe the amount of sub-cap freighters that suddenly appear moving the material through gates, rather than cynoing past you. 4) You will be drowning in a ceaseless flood of sub-cap valuable freighters and targets. It will be a pirates paradise, both for PvP and raw real value.
And all the gatecamps that will create will drive me from FW. These changes will impact FW space... because if they don't everyone will cyno there to bring their goods to market. So the gatecamps will be in FW space as well. It will drive non-gatecampers from low-sec. Why are you unwilling to see the impact of creating a ton of extra gatecamps throughout low-sec while simultaneously taking away the ability to bypass those gatecamps?
I'm not a gate camper. This only helps gatecampers and has the side effect of driving all non-gatecamper residents from low-sec. It will even drive pirates who don't want to camp gates away. |

Scialt
Universal Sanitation Corporation
66
|
Posted - 2017.03.23 11:30:08 -
[12] - Quote
Salvos Rhoska wrote:Lan Wang wrote:what salvos is proposing is making it easier to kill ships...im a gatecamper and know his ideas are buffing gatecamping to the high hills and giving me a ton more industrial kills which will break the game.
no! being immune to be dropped by blops and capitals while i gatecamp a major traffic route is not a problem right now, removing cynos makes my gatecamping immune to suprise drops means i set up a couple of alts an my shiney ships will NEVER be killed while i farm anything that comes into my system. Your gatecamp WILL get attacked by HS-NS entities which want to transit their materials, and other LS entities which want to camp the gate themselves. Gates will become conflict drivers. You are grossly undervaluing the sheer mass of materials that will gate transit after cynos/caps are removed from LS. That content/value is currently cynoing right over your head. You will be drowning in targets, and you will have to compete for control of the gate.
The end result will be that large null alliances will bring a couple hundred ships escorting their freighters an the gatecampers will run. Once they pass it will reform. Other than being annoying for NS residents it shouldn't impact them much... because they have numbers. If a gatecamper group somehow gets numbers, the NS scout will see it and they'll take another route. Since surprises are much harder with no cynos, it will only be in cases where both sides with large numbers decide to fight that fights will happen.
Those that don't have numbers will get constantly destroyed or be unable to move material. They'll either join the larger groups or leave low-sec... which is the whole problem. This closes low-sec EXCEPT for large groups that can organize protection of their logistics to handle the large number of gatecampers that will show up.
I think your biggest mistake it this is thinking it won't turn into a blob scenario. We already know that huge numbers works as a method of winning conflict in Eve. Why on earth do you think that wouldn't apply with this change (especially since they won't have to worry about a larger hidden fleet cynoing in on them)?
You seem to be envisioning a 10 man protection fleet facing a 10 man gatecamp. What you're actually going to be seeing is multiple 10 man gate camps on tons of gates shutting down most smaller group transport... with big 200+ man null fleets escorting their stuff through (with the gatecamps scattering as they come through).
When the best solution for groups dealing with a change is to bring large numbers... that change is going to tilt power more toward the largest alliances. It may make things more difficult for them... but it will hurt everyone else worse which increases their edge. I don't think that was your goal with this. |

Scialt
Universal Sanitation Corporation
66
|
Posted - 2017.03.23 13:40:17 -
[13] - Quote
Salvos Rhoska wrote:Scialt wrote:You seem to be envisioning a 10 man protection fleet facing a 10 man gatecamp. What you're actually going to be seeing is multiple 10 man gate camps on tons of gates shutting down most smaller group transport... with big 200+ man null fleets escorting their stuff through (with the gatecamps scattering as they come through).. Im ok with this. If NS is willing to field a 200+sub-cap fleet to escort its shipments, so be it. They could do so already, if they wished. Atleast it requires some effort then, rather than lol-cyno jumping through LS, denying content. The rest of EVE can choose to setup its own sub-cap alts in LS to combat that convoy. It shouldnt take long for innumerable corps to take a huge interest in engaging those NS fleets in LS. A) For the sub-cap PvP B) For the huge rewards of looting the convoys wealth. C) A 200+man NS sub-cap escort may infact not be enough in the long run. D) Each shipment is like a Spanish Gold Galleon fleet returning to European markets from the New World. E) Plus, there are return transports from HS-> NS, which NS will have far more difficulty defending, as they will have to fly to the HS border. (Good post btw, you are clearly exploring the implications rationally.)
The point is they CAN do it.
The smaller groups cannot. You're killing them off with a change like this. You're killing off small/independent FW participants. You're killing off low-sec industrialists. You're killing of low-sec PVE. You're killing of smaller null-sec corps who can't field significant protection fleets.
The only group that can cope with a change like this is the one you seem to be targeting. Your change makes it more difficult for everyone in null and low security space by making transport much, much more difficult. Only the large null-sec alliances will be able to cope. So because of that... they'll become relatively that much more powerful.
Overall the only way pirates will be able to stop a large null alliance's supply runs would be through a spy and EXTREMELY good logistics (made harder by removing cynos from low). If you had to wait until you had in-game evidence that a supply run was occurring... you'd never be able to get your fleet in position quick enough. Realistically that means another null entity... not low-sec gate campers. You can't drop on the caravan... you'll have to travel through gates just like them. And since they know the operation is coming... they'll have their neutral scout alts in place covering all approach systems before hand.
I don't think the high sec portion of either matters at all... because they already deal with that part just fine. The only difference will be the staging of return trips at a border station until the time the blob logs in to return. Again... unless you have foreknowledge that the op is coming you won't be able to get in place before the blob is on the move. And if you do... their scouts will likely see YOUR fleet moving into position and they'll simply postpone if they don't think they can take your fleet.
You may end up turning LS into a NS-light... in the sense that you get way more large fleet battles (albeit sub-capital) and much fewer near-even engagements. To me that defeats the purpose of low-sec (or the purpose that I have for low sec). Those small number engagements are my only reason for going to low to be honest. Those going away in favor of fleet action and gatecamps being the only PvP doesn't sound good to me in any way. |

Scialt
Universal Sanitation Corporation
66
|
Posted - 2017.03.23 14:29:23 -
[14] - Quote
Salvos Rhoska wrote:I think you grossly underestimate how many pirates will appear in LS, after removing cynos means material transport is vulnerable, and removing caps removes overwhelming force. We are talking about HUGE value moving, by necessity, through NS and HS, in both directions, daily, via gates, rather than lol-cynoing through it under a cap umbrella. Hundreds, probably thousands of players/alts will redirect their efforts to intercepting them.
Yeah... I don't think it will work that way.
The server has between 20K and 40K logged in at most points. There are hundreds of low-sec routes for various null-sec organizations to travel on. While I agree you could have 500 additional gatecamping pirates at any time in low-sec... that would be more like 50 different 10-man gatecamps in various systems from non-aligned groups... not 500 massed along a single travel route.
The large null-sec groups will scout ahead of time. They'll know what is in the area. They're not going to make a run if there is a chance they'll lose. They'll KNOW it's a safe route because their enemies can't drop on them.
Then they'll move. They'll blob the heck out of the route... smashing through those various 10 man gatecamps with 200 member fleets. The freighters will start moving... and the opposition will have what.... 30 minutes? An hour? That's all they'll have to marshall up a somewhat organized fleet capable of taking down a 200 man operation and get it to one of maybe 5-10 systems in low-sec along the route without cynoing.
Those groups won't be stopped or even hindered by this. It will be the smaller null-sec renters, the low-sec residents, FW participants and a few members of larger alliances who are unwilling to wait for the organized ops who get picked off. It will literally be everyone BUT the largest null-sec groups.
This isn't like a reinforcement timer where everyone knows when the action is starting and both sides show up ready to go. This is one group dictating the place and time and the other trying to react in brief period. That's the advantage the null-sec groups with large numbers have. By taking away mechanics that let solo/small groups get their basic market logistics work done (which is what jump freighters do), you make it so that only those who can manage large scale "traditional" logistics can keep prospering.
And that's the large null-sec alliances. |

Scialt
Universal Sanitation Corporation
66
|
Posted - 2017.03.23 16:39:49 -
[15] - Quote
March rabbit wrote:Scialt wrote:Salvos Rhoska wrote:I think you grossly underestimate how many pirates will appear in LS, after removing cynos means material transport is vulnerable, and removing caps removes overwhelming force. We are talking about HUGE value moving, by necessity, through NS and HS, in both directions, daily, via gates, rather than lol-cynoing through it under a cap umbrella. Hundreds, probably thousands of players/alts will redirect their efforts to intercepting them. Yeah... I don't think it will work that way. The server has between 20K and 40K logged in at most points. There are hundreds of low-sec routes for various null-sec organizations to travel on. While I agree you could have 500 additional gatecamping pirates at any time in low-sec... that would be more like 50 different 10-man gatecamps in various systems from non-aligned groups... not 500 massed along a single travel route. The large null-sec groups will scout ahead of time. They'll know what is in the area. They're not going to make a run if there is a chance they'll lose. They'll KNOW it's a safe route because their enemies can't drop on them. Then they'll move. They'll blob the heck out of the route... smashing through those various 10 man gatecamps with 200 member fleets. The freighters will start moving... and the opposition will have what.... 30 minutes? An hour? That's all they'll have to marshall up a somewhat organized fleet capable of taking down a 200 man operation and get it to one of maybe 5-10 systems in low-sec along the route without cynoing. Those groups won't be stopped or even hindered by this. It will be the smaller null-sec renters, the low-sec residents, FW participants and a few members of larger alliances who are unwilling to wait for the organized ops who get picked off. It will literally be everyone BUT the largest null-sec groups. This isn't like a reinforcement timer where everyone knows when the action is starting and both sides show up ready to go. This is one group dictating the place and time and the other trying to react in brief period. That's the advantage the null-sec groups with large numbers have. By taking away mechanics that let solo/small groups get their basic market logistics work done (which is what jump freighters do), you make it so that only those who can manage large scale "traditional" logistics can keep prospering. And that's the large null-sec alliances. This works once or twice. But then you know prime time of this alliance and can prepare ambush. And this convoy won't be huge and careful every time. So there are possibilities. Add here that every big move always gets known to 3rd parties. And the main thing i don't understand: what are these 'small groups' who have citadels and JFs, have need to often move huge amount of cargo around and yet are 'small' to not even break your '10 man gatecamp' when it's quiet around and locals are in bed for long? 
If you can't cyno in... exactly how are you going to manage an ambush?
Mass logoffski?
The problem with disabling cynos is that it gives the advantage to the bigger group and the group dictating the time/place of an engagement. You think null-sec alliances can't mount appropriate scouting to ensure the safety of a 5-10 system low-sec route? They won't notice another 200 man fleet in a nearby system?
Gatecamps work because they dictate the place and hope to catch travellers unawares. They don't work nearly as well when a prepared group with numbers and scouts comes through. And that's what we're talking about.
As for small groups with jump freighters... uh... yeah, there are tons of those. I'd say nearly every low-sec industrial corporation (many with 5-10 members) have jump freighter logistics in place. Most can't manage moving a freighter, fighting through 3-5 gatecamps of 10 pirates and scouting for the trip with any kind of effectiveness. Jump freighters are what allow those groups to exist in low-sec.
Most large null-sec alliances run multiple fleets a day. I can't see a 200 man escort op being much of a problem. I still think the only groups trying to hinder that are going to be other null-sec groups... not low-sec pirates. But taking away the ability to drop a cyno and jump a huge fleet on top of them will seriously limit the ability for even those groups... ambushes will be seen by scouts well before they arrive in 99% of the cases. |

Scialt
Universal Sanitation Corporation
66
|
Posted - 2017.03.23 20:01:17 -
[16] - Quote
Herzog Wolfhammer wrote:
I'm not sure what you mean. Lowsec back then was full of life. People "living" out there? You mean like they live in highsec: grinding and farming? Back in my day (Warning: "Get off my lawn" is imminent) people who "lived" out in lowsec lived off real booty (stolen stuff booty, not rap video booty call booty) and ransoms. Sometimes they managed to get players to eject from their ship and steal the whole ship! Can I have a "Yarr!"?
What you are telling me is that people are "living" out there in the same manner that they live in nullsec: farming and grinding? Where's the excitement in that? What exactly are the farmers and grinders getting out of this game (be it in high, low, and null) anyway? Are they even playing a game at all any more?
I get the impression that everybody, from the highsec "carebear" to the nullbear living safe behind intel channels all want to live in some bubble of predictable ISK/reward/Risk balance. Predictable being the key word here. Even the gankers are stuck on predictable.
Is anybody having actual fun in this game any more?
I have fun right now in FW space finding fights (and often having to run or getting blown up). I also have fun with exploring wormholes, being scared out of my mind that the proteus always watching me will uncloak and kill me. I enjoy trading in high sec. I also like running some missions every now and then, completing a null sec anomaly or two... and I even join a mining fleet for some low-key social interaction while blowing up rocks every once in a while.
I don't enjoy gatecamps... either being a camper or getting caught in one. It's not what I consider enjoyable PvP (especially being caught). Jump. "Oh... I'm in a bubble. 10 ships on grid and I'm in a Caracal. Can I get back to the gate? Nope... I'm scrambled. Can I target anyone? Nope... I'm damped. And now I'm dead. Well that was fun."
Basically the most enjoyable PvP I get right now is in FW plexes. The biggest annoyance I have from this proposal is that I think it will pretty much kill FW space by making travel through low-sec suck. |

Scialt
Universal Sanitation Corporation
67
|
Posted - 2017.03.27 14:18:12 -
[17] - Quote
The issue with removing Cynos/JF's from lowsec is that the null-sec empires that want to transfer goods will do them using large fleets.
People won't try to move stuff with small or unguarded transport... because it will always be killed. Transport will ONLY happen with large groups.
This might create some large fleet battles in low sec. The problem is it will kill all the small/unaffiliated groups in low sec and null sec because they won't be able to move goods. And the increase in camps will also put a huge damper on FW activity.
You're wiping out much of the small group pvp which in my mind makes low sec different from null-sec... in exchange for a few fleet battles in low-sec (most of which will be between large null sec groups since most low sec pirates are probably not pulling together 100-man fleets)
To me, this is a problem. Large fleet combat belongs mostly in Null. Small-gang/solo combat is how low sec works. Turning low-sec into a more annoying null isn't a good solution. |

Scialt
Universal Sanitation Corporation
67
|
Posted - 2017.03.27 15:40:30 -
[18] - Quote
Frostys Virpio wrote:Scialt wrote:The issue with removing Cynos/JF's from lowsec is that the null-sec empires that want to transfer goods will do them using large fleets.
People won't try to move stuff with small or unguarded transport... because it will always be killed. Transport will ONLY happen with large groups.
This might create some large fleet battles in low sec. The problem is it will kill all the small/unaffiliated groups in low sec and null sec because they won't be able to move goods. And the increase in camps will also put a huge damper on FW activity.
You're wiping out much of the small group pvp which in my mind makes low sec different from null-sec... in exchange for a few fleet battles in low-sec (most of which will be between large null sec groups since most low sec pirates are probably not pulling together 100-man fleets)
To me, this is a problem. Large fleet combat belongs mostly in Null. Small-gang/solo combat is how low sec works. Turning low-sec into a more annoying null isn't a good solution. Nobody really want to run escort fleet even if they have large number. It's cancer and the enemy can still kill your hauling ship faster than you can respond if they find you by alpha striking it. Add to that the fact that only 2 freighter out of 4 can actually try to fit a tank which a fleet could support. If we go away from freighter to have ships that can be supported, we still face the alpha BS but over this, we now multiply all the required trips thus creating more cancer fleet where all the majority actually do is align-warp-jump while 5 key people are on scout and web duty to try to slingshot the damn ship into warp faster. Even if null wanted to live by itself, it currently is impossible. We need some of HS minerals because the ratio in ore anoms isn't right. Then, we also need some moon-goo since no region provide a balanced plate. 3rd, if you ever want to run anything above T2 tank mods, you need to import them because your region can only produce one type, shield or armor unless your territory spans multiple region with different rat types. All of this generate large volume of stuff that need to move on a daily basis. It's currently done by JFs but if you remove that, you would still need impressive m3/day to sustain anything. It is not strictly impossible but I have doubt CCP want to restrict stuff as much as they would if JFs links with empire were cut. We are probably the alliance that currently milk it's territory for resources the most and we still have a rather constant flow of JFs making runs because ***** need to be moved.
Oh, I know nobody wants to run them. But the big null-sec alliances will do so... because what's the alternative?
Removing jump freighters would be a huge pain. The point is the ones who would be able to deal with it are the 1000-man corporations who can bully together enough support to clear out a path through low-sec killing everything, send scouts out in all directions to make sure another large fleet isn't coming and send their freighters through. The smaller groups will just leave or be assimilated. |

Scialt
Universal Sanitation Corporation
67
|
Posted - 2017.03.27 18:42:56 -
[19] - Quote
Salvos Rhoska wrote:This is yet another case where the convenience of wealthy/established corps goes over that of lessers. And making it even worse, its cross-sector.
Its tragic that even the simple suggestion of removing cynos from LS, is immediately met with doomsday scenarios where NS will flood LS with hundreds of ships. This whereas it is NS which most benefits from the cyno mechanic in LS to avoid PvP, and is most able to field the high SP/cost of JFs in the first place.
They then use the "consider the children" argument, stating they will wipe LS out if cynos are removed, whereas it is infact themselves whom benefit most from cynos in LS.
If its true that NS is such n overwhelming threat to LS, simply for the removal of cynos (from which NS benefits most), then perhaps we need even more drastic solutions.
NS convenience should not be dictating LS mechanics.
If we operate under the notion that NS can wreck LS at will, what is the point of LS as a sector at all?
The problem is I AM a low-sec player as well as a null-sec player. I do actually see both sides of this.
I like small group PvP in low sec. Your plan seriously harms that by encouraging a huge increase in gate-camps... which hinders/prevents low-sec roams for PvP and FW mechanics.
You have to understand that the ability to bypass combat in eve always helps small number groups in eve. It allows them to take care of logistics/intelligence gathering/travel without having to bring enough numbers to survive combat. That goes for cynos for JF's, cloaks, interdiction proof ships, whatever. While it may help large member groups as well... if you have large numbers available you can afford to throw large numbers at the problem. And in Eve that works much of the time.
Are JF's helpful for large null-sec groups? Of course. They're also helpful for small null-sec groups and low-sec groups and pay-for-haul services. The difference is that one of those categories has a large number of players to use to try to handle that difficulty... so while you're making it less convenient for them you're harming everyone else (aside from dedicated gatecampers) a lot more. |

Scialt
Universal Sanitation Corporation
67
|
Posted - 2017.03.27 18:46:30 -
[20] - Quote
Salvos Rhoska wrote:Maximillian Bonaparte wrote:Eventually you will get a fight, and eventually even win! :) No. The counter-argument has been that NS will flood and wreck LS, if they cant cyno their JFs through it. They are saying that LS cant win that fight.
The counter-argument is the huge increase in gate camps will wreck LS... but that the ones who'll be able to smash through the increased gate-camps (and thus least hurt by the change) are the large null-sec alliances.
The ones who'll be hindered most by those gate-camps are smaller null-sec corps, low-sec industrial and PVE corps, and FW participants (both officially and the pirates that prey on FW plexes).
The only people actually helped by the idea... are gate campers. |
|

Scialt
Universal Sanitation Corporation
67
|
Posted - 2017.03.27 20:03:00 -
[21] - Quote
Salvos Rhoska wrote:Scialt wrote:You have to understand that the ability to bypass combat in eve always helps small number groups in eve. . In LS, its helping the ceaseless, lol-cynoing transport of material between HS and NS. The small corp transit is nothing compared to the HS<->NS conjoined processes of large entities. As you yourself pointed out, where it not for the threat of hundreds of NS ships flooding LS to escort non-cyno ships, LS could handle its own logistics with sub-caps. You cant have it both ways
Not with an increase in gate camps they can't. THAT'S what I pointed out.
Your solution is to make a change that makes gate camps more likely to catch things. That increases the number of gate camps. And then who has the easiest time getting through gate camps?
Those with big numbers. That applies to LS groups as well. If you're 10 jumps out from the nearest LS/HS gateway... and there are always 4 systems camped... how are you going to manage that as a 10 man corp?
The answer... you can't. You end up moving back to highsec. If I have to jump through 15 LS systems to get to where the action is in FW and I have to navigate 6 camped systems to even get there... I'm going to do something else instead. The end result is low sec becomes all about gate camps and low-sec travel sucks.
You're missing the problem I think. Yes... there will be smaller groups who try to survive in low-sec or null-sec with this change. There will also be lazy members of large null sec groups. Those will present targets. Those targets attract more gate camps. As gate camps increase, travel becomes more difficult for EVERYONE... FW participants, low sec PVE types, low sec industry corps, small null-sec corps and large null-sec corps. EVERYONE suffers the travel difficulty from increased gatecamps.
So then the question becomes... what groups can cope with that? I think the large null sec groups will be able to by throwing numbers at it. They won't ENJOY it... but they'll be able to handle it. I'm not sure anyone else (FW, small industrial corps, PVE types, solo pirates) will be able to handle dealing with a large number of camped gates (assuming the gates are camped with enough firepower to take down freighters reasonably fast).
It seems like in your analysis you stop after the first action and response. You seem to be thinking... no cyno = freighters through low = content!
But the results keep going from that... no cyno = freighters through low = more gate camps = flight from low for those who cant handle additional gate camps = large escort fleets that can overpower gate camps = probably more responses that I can't imagine yet.
Can you imagine FW style combat if every third gate you go through is camped? That sounds really crappy to me. |

Scialt
Universal Sanitation Corporation
68
|
Posted - 2017.03.27 20:11:03 -
[22] - Quote
Salvos Rhoska wrote:Scialt wrote:The only people actually helped by the idea... are gate campers. Then give me a better solution to preventing HS<->NS lol-cyno transit through LS What is the point to LS when material can lol-cyno through it, and LS can be crushed by NS at anytime if they bother? You say you like small gang in LS. Small gang against who? For what? Whom are your targets? Please dont tell me gatecamping to catch noobs on their first trip... Meanwhile billions upon billions in isk of HS-NS JFs are lol-cynoing right over your head.
I simply don't think that's a problem in need of a solution.
I use low-sec for FW fights. I enjoy those immensely. Because of the plex ship limitations I can find solo or small gang combat regularly. If I cruise belts I can also find miners to attack. I haven't tried to scan down missioners... but if they're out there I can't see why that wouldn't work as well.
If those people have a lot more difficulty GETTING to those low sec systems... that combat disappears. And gate camps make travel tougher for everyone... not just "lol-cyno" people. The camps are going to kill all non-aligned travelers... not just let everyone but freighters from null-sec pass.
I don't think a change that adds more gate camps to low-sec is good for low-sec population. |

Scialt
Universal Sanitation Corporation
68
|
Posted - 2017.03.27 22:50:20 -
[23] - Quote
Salvos Rhoska wrote:Scialt wrote:Salvos Rhoska wrote: Meanwhile billions upon billions in isk of HS-NS JFs are lol-cynoing right over your head.
I simply don't think that's a problem in need of a solution. Alrighty then. I do think its a problem, and Jita/Forge is the result.
Your solution destroys the part of low-sec that I enjoy. I'm not in favor of creating more blob combat... really anywhere. Certainly not in low-sec. That's what you're doing.
You're trying to destroy low-sec and turn it into a gatecamp. |

Scialt
Universal Sanitation Corporation
68
|
Posted - 2017.03.29 14:27:07 -
[24] - Quote
Salvos Rhoska wrote:Scialt wrote:You're trying to destroy low-sec and turn it into a gatecamp. Wut. As I outlined in another post, its better to turn LS into an intermediary trade hub. LS can internally produce/source most of NS needs, and can facilitate non-cyno delivery/storing/trading of product from both HS and NS to LS stations/Citadels for the rest. LS doesnt have bubbles, hence you dont need cynos to bypass gatecamps.
Shutting down travel in an area does not turn it into a trade hub. It does the opposite. Increasing gate camps shuts down travel. There aren't really any sites resembling trade hubs in low sec now WITH the ability to JF to them to keep them supplied. If one were to start without JF's... it would get camped and die almost immediately.
LS still has warp scramblers and interceptors. Plenty of gate camps capture plenty of ships without bubbles. The thing that hinders shipping from null to high sec also hinders non-shipping travel in low sec. Just think about it for a few minutes. The only result of your suggestion are a big increase in gate camps and a big decrease in EVERYTHING ELSE that happens in low-sec. |

Scialt
Universal Sanitation Corporation
68
|
Posted - 2017.03.29 15:26:37 -
[25] - Quote
Salvos Rhoska wrote:Players will adapt. The material will continue to flow. LS cynoing is making a mockery of the system. You present more gatecamps as bad thing. It isnt. Because there will be more targets and competition both to hold gatecamps and to pass through them. LS JF cynoing removes content from LS, as the JFs lol-cyno through/past it. Most LS subcap entities can arrange their less voluminous material transfer past gatemcaps just fine as is.
This is a thread about helping low sec.
Would players adapt to having difficulty moving through low sec? Sure.
They'll adapt by leaving low sec. Many FW participants will leave. Many low-sec pirates who don't camp and use FW space for PvP will leave. Most low-sec industrialists will leave. Most low sec anomaly/mission runners will leave.
While you may be morally offended by cynos in low... removing them ends up killing low-sec, not helping it. And the point of this thread isn't to deal with your beliefs about how the game SHOULD work... it's about helping to draw more people to low-sec. Your plan doesn't do that in any way.... it in fact would end up driving everyone who doesn't camp gates to reside somewhere else.
So... your idea simply sucks as a way to draw more players to reside in low-sec space by making their living experience there suck (again... other than gate campers). |

Scialt
Universal Sanitation Corporation
73
|
Posted - 2017.03.30 13:38:36 -
[26] - Quote
Salvos Rhoska wrote:Removing LS JF cynoing = more gate transit = more gate content. What is the problem again? Are you trying to argue that JFs lol-cynoing through LS is making current gate transit life easier somehow? That is ridiculous. LS JFs lol-cyno past gatecamps. LS gate transit already has to deal with gatecamps. You just dont want to put in the effort/precautions of gate transit, and prefer lol-cynoing past it all. People wont move out of LS, more people will move in, both to facilitate logistics and to profit from the enormous wealth of over-flying JF material now brought down to gate transit.
But it drives people from low-sec.
Look... you seem to think low-sec is all about shipping stuff and attacking the ships that are moving goods. Maybe that's all it is for you... but there are permanent industrial, PVE and FW residents in low-sec who don't particularly care for having every gate camped.
Your idea creates more annoying logistics (for everyone in Null... but also everyone in LOW). It makes life in low-sec more annoying for everyone who's not interested in gate camps (which still exist but in small enough numbers that those living in low sec can deal with them).
You are boosting one type of content while killing all of the other types of content in low-sec. You're turning it from a place where some reside to a place that people only travel through (because residing there will be too annoying logistically with your changes).
I've never used a cyno. I don't fly capitals, I don't take part in large fleets with capitals and I don't have a jump freighter. I DO take part in FW quite a bit. I also travel back and forth between null and low-sec through gates.... not cynos.
Your suggestion will cause me to not take part in FW if it causes increased gatecamps like I think it will. I'm not against it because I like cynos. I'm against it because it screws up MY gameplay which has nothng to do with transportation of goods or cynos in any way.
I don't want to fight 10-20 man gate camp gangs every time I change systems in low sec. I'm looking for smaller engagement PvP in FW plexes. If I have to deal with constant gate camps... that's no longer possible. |

Scialt
Universal Sanitation Corporation
73
|
Posted - 2017.03.30 13:53:14 -
[27] - Quote
Salvos Rhoska wrote:Lan Wang wrote:that cant be proved but you have been shown by myself and scripio that they do die, you havent provided anything to enforce your opinion so do that instead.
you havent answered the question, you have just repeated the affects of your change 1) Why cant you prove that the majority of JFs cyno dont pass LS without destruction? Why then do you expect me to be able to prove its opposite? 2) Read. The occasional idiot/drunk fails JF transit through LS. Nobody has claimed that ALL 100% of JFs make it through LS. Where did you get that idea into your head? 3) NS utterly dwarfs LS geographically, in wealth, resources, population, organisation and cap pilots. Do you dispute this? 4) Since you clearly announced yourself as a deliberate troll, is this just more of the same? (inb4 someone "else" answers these instead of Lan.)
1. This is a silly debate trick. You can't prove they pass low sec without destruction. The other guy can't prove that they don't pass. Unless you can provide information showing your view is correct, demanding the other party to do that is a juvenile way to behave.
2. So... you have been provided proof that some JF's do get destroyed. We have seen JF's make it through as well... so we know some make it. The question is what is a reasonable rate of destruction? And what number of JF's are destroyed compared to those that are produced? Until you get that data, you shouldn't use perceived percentages as part of your argument. You honestly don't know what the real numbers say either... so stop thinking your assumptions about what numbers might be MUST be correct if you're going to base your entire argument on them.
3. I don't think things are as fluid as labeling groups or players strictly as "null", "low" or "high". Geographically... yeah, there are more null systems. Wealth/resources... yes there is more available in null. Population? Well... on a per-system basis I'm not sure. There are fewer low-sec players but also fewer systems. I've seen crowded and empty parts of both. I think that's a push. Organization? Depends on where in null and where in low you're at. On average I think more low-sec players are in smaller corporations... but some of them operate in a very organized manner despite lower numbers than less organized larger null-sec entities who overcome a lack of organization with numbers. Cap pilots... sure, there are more in null.
I'm not sure why you think any of that is important.
4. Look... you ignore 99% of what people are telling you, quote with a "snip" and respond to one little thing to try to score points. That is more trollish behavior than much of what you're complaining about.
I just don't want you to cause low-sec to only be for transporting goods and having gate camps. I don't enjoy either of those things... while the small group PvP that low-sec presents that I DO enjoy will be hurt by your suggestion. Right now low-sec is the only place I can consistently get that type of gameplay. And you want to kill it because "cynos are bad". |

Scialt
Universal Sanitation Corporation
73
|
Posted - 2017.03.30 14:03:23 -
[28] - Quote
Salvos Rhoska wrote:Scialt wrote:But it drives people from low-sec. No, it drives people into LS, from everywhere. We are talking about billions upon billions in daily value now accessible, whereas before they cyno or are protected by caps. NS-HS transit has no other option, except WH chains or the few remote geographic direct gates between HS-NS. LS will become a frothing subcap piranha pool of activity to hold gates either to secure transit, or intercept it.
It will drive me and everyone else searching for small group and solo PvP away.
It will drive low-sec industrial corps away.
It will drive low-sec PvE players (lvl 5 missions, anoms) away.
It will quite obviously drive those who are looking for content that does NOT involve gate camping away... because a huge increase in gate camps make it horrendous for EVERYONE to travel, not just those shipping goods.
Look... I don't CARE about cynos. They don't impact my daily play in any real way. I do care about not being able to take my solo pvp ships through low-sec because every freaking gate is camped because they want the "billions upon billions" being transported. Those gate camps will shoot me AND my targets as well as freighters.
I don't think increasing the number of gate camps will make low-sec better for the majority of players. Right now low-sec is pretty much the only place you can get consistent small-group combat (at least that I can find). I have a personal stake in this... not because of cynos but because the logical impact of your idea takes away a part of the game that I enjoy. |

Scialt
Universal Sanitation Corporation
74
|
Posted - 2017.03.30 14:07:31 -
[29] - Quote
Salvos Rhoska wrote:Scialt wrote:Salvos Rhoska wrote:
(inb4 someone "else" answers these instead of Lan.)
Snip. Saw that coming a mile away.
So... by "snip" what you're really saying is: "I can't respond to the logic showing my idea isn't a good one... so I'll just cut their words and re-post the same thing and hope nobody notices."?
For someone who says they want discussion, you seem to not want to discuss the fairly obvious drawbacks that I and others have been repeatedly pointing out about your idea... mainly that it kills all low-sec content aside from gate camps, makes everyone else's game play more annoying aside from those who like running gate camps and will likely hurt the large null-sec alliances the least while hurting the smaller independent groups in low and null-sec the most.
You just say "SNIP. No, my idea is still awesome." |

Scialt
Universal Sanitation Corporation
75
|
Posted - 2017.03.30 15:42:05 -
[30] - Quote
Salvos Rhoska wrote:Scialt wrote:
It will drive me and everyone else searching for small group and solo PvP away.
It will drive low-sec industrial corps away.
It will drive low-sec PvE players (lvl 5 missions, anoms) away.
Listen to yourself. You think all that will happen, just by removing cynos from LS? Explain how/why removing cynos from LS results in that?
1. Cynos and caps removed 2. Shipping traffic starts to come from null through LS gates 3. Gate camps multiply by a huge factor to get the freighters (all of this so far is what you've predicted) 4. The increased gatecamps don't just kill null freighters. They kill everything they can... LS PVE ships, LS industrials, Supply ships for FW and Pirate corps not associated with gatecamps. Everything. 5. This makes "regular" low-sec gameplay (the kind we have now) impossible. You can't go from system to system solo-ratting or searching for a small plex combat scenario when the gates are all camped. 6. The inability to do the things you currently can drives the players doing those things away. Perhaps wormholes for those looking for small group PvP, Null for the industrials and high sec for those doing PVE. The inability to travel 3 jumps without hitting a gate camp makes life in Null miserable for residents.
You stop at 3. I've explained this 5-6 times in this thread. You already accept that this will cause more gatecamping... but you aren't accepting what impact more gate camps have on everyone aside from Null-sec alliances (who I still think will be the LEAST impacted by the change as they have the ability to field large fleets and wipe out gate camps).
Your idea gives low-sec more larger-scale fleet interaction (as fleets of non-caps from large null-groups will be forced to clear shipping lanes). But we already have a good amount of that in null. It adds more gate-camps ganking small corp transports (for a while at least). But it kills PVE, small group PvP, FW and industrial residents in low. I don't see that exchange being worth it. |
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Scialt
Universal Sanitation Corporation
75
|
Posted - 2017.03.30 15:48:41 -
[31] - Quote
Salvos Rhoska wrote:Scialt wrote:You just say "SNIP. No, my idea is still awesome." I can and will answer your reply (which was correct in format. I genuinely respect that. Albeit wrong in content). The point was to show Lan for what he is. You carried his burden admirably, but he didnt. I promise you a reply as if those questions had been addressed to you, cos you answered them, but Im limited on time and have a 3 day bachelor party bender impending starting tomorrow. You will get it Sunday or Monday.
He's essentially the same as me with less patience to explain what you're getting so wrong.
Essentially he expects you to "get it" without a detailed explanation and assumes you're intentionally trolling by not seeing what he tells you.
As a rule, I assume everyone on the internet is completely clueless about everything and explain it as if I were talking to a 10 year old. (note... this is not aimed at you specifically). That means I assume I'm going to have to say the same exact thing 30 times in many different ways before people reading comprehend the information. |

Scialt
Universal Sanitation Corporation
80
|
Posted - 2017.04.03 13:41:37 -
[32] - Quote
Mesacc wrote:Salvos Rhoska wrote:Orin Solett wrote: What would help traffic is actually making gate camps more difficult to do. Once you have safer travel in low sec, you will see more traffic in general, more people mining, more people doing low sec L4 missions, etc. It's one thing to lose your battleship because you ignored local and D-Scan. It's another to lose your battleship before you even get to use D-Scan.
I would never consider doing missions in low sec currently. Just getting my ship to a mission agent is too risky. But if transport were fairly safe, I would totally be fine with trying out low sec PVE. I would feel better about low sec PI and I don't mind but hell I'd do that too if I enjoyed mining. Unsafe gate travel is really the only blocker.
Hmm. So how would that be implemented? Gategun buffs? First, I agree with Orin. Im a long time highsec mission runner and I would love to start venturing in to lowsec to run missions but im at a disadvantage the second I jump through the gate. Any experienced gate camp will have my mission running battleship instalocked, scrammed and webbed the split second I de-cloak and already in to my armor before I can even get a target lock. Im a sitting duck the second i appear. My suggestion is expand the spawn range. Why do the gates spawn us so close? because of old game mechanics. The grids used to be a lot smaller and it spawns us so close due to the old mechanics of warping in 15km away and having to fly to the gate. Well grids are very large now. Allow us to spawn 100km away or more. That would at least give us a chance to either get a target lock so we could fight back (which PvPers claim they want) or align and GTFO (at which point you could still scan us down and follow).
The problem with this is that it would eliminate the "warp back" solution when a gate in null is bubbled. Might be a worthwhile exchange... but that would be an impact.
Gate camps are the biggest barrier to entry for players to any part of space in eve. There is a reason you see more alphas and new omegas wandering through wormhole space than in null or low... and that's because it's rare (not impossible, but rare) to hit a WH "gate" camp. (hole camp?) I think I've ran into one in the time I've been wandering through wormholes (and I think they were staging to make a raid into the null-sec space on the other side of the wormhole, not specifically camping the wormhole).
As for buffing the gate guns... I'd say buff them and have them switch targets frequently. Have them focus fire on ships using warp scramblers or disruptors for example. Have them wipe out drones. Have THEM randomly web/neut/damp/ecm those they're firing on.
Make gate camping a situation where it generally only works with slower moving ships... you have a scout... he see's a ship with a nice cargo and charges in to web while everyone else warps to him. They have to kill it and get out quick before they get shredded by the gate defenses. Then they have to wait or log in a non-aggress timer alt to act as scout for the next attempt. Make it more interactive than just sit on gate and shoot all non-blues coming through.
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Scialt
Universal Sanitation Corporation
80
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Posted - 2017.04.03 18:03:23 -
[33] - Quote
Orin Solette wrote:Not quite sure really  Gate camping is a legitimate play style. Honestly, being able to scan the other side of a gate without having to log into an alt would do wonders. If I have the information that there are campers on the other side of a gate, I can play accordingly. And gate campers still would have access to any negligent travelers who didn't bother to check what the other side of a gate looks like. The only downside I see is that it makes player-run intel channels less necessary, but I think they'll still be used just for alerting people about what's going on in a particular region/constellation that they're in. Not sure if that would solve it, but it might be worth considering without having to go to such extremes as shooting campers in PVP space.
Hmm. I kind of like that. some way of being able to peak through a gate and see who's on grid |

Scialt
Universal Sanitation Corporation
88
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Posted - 2017.04.14 13:33:33 -
[34] - Quote
Matthias Ancaladron wrote:Remove low sec and make it soverign high sec. Empire is npc high, some of current low sec would go over to high, and the rest to be for high sec newer corps with limits on how much ground can be held.
High sec becomes 1.0 to 0.1 and concord responses are rebalanced around it. Since under .5 would have longer response times and allow for small corps to hold a few systems it could be a nice turbulent system to help small corps learn how to fight wars and make alliances. Anyone who owns sov null sec is excluded from being elligble to hold high sec. Drops and such stay the same.
NPCs and drops and ore remains the same and players feel free-er to migrate out to the fringes of highsec and closer to null. Rebalance ded sites and combat anoms so you get 4-10 in null and 1-6 in high sec but 6 is rare for high sec.
Right now it only feels like low sec is a barrier to prevent people from being able to go between high and null IMO. Never bothered with low.
I disagree.
Having concord present in FW space eliminates fights. About half of the fights I get are with non-faction aligned pirates who are just looking for combat. I don't support eliminating that mechanic.
Sov in high-sec makes little sense to me either. What exactly would that mean (beside bragging rights)? How would you defend against a fleet looking to take your space if they are mobilizing in your system and you can't do anything because your war-dec hasn't gone through yet and you'll get concorded if you try to attack them as they stage their fleet on your doorstep? The combination of "high security" with "fighting for territory" just doesn't seem to make sense to me.
If it's policed by someone else (concord) I'm not sure how you could hold sov. |
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