Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Wild Rho
Amarr Endgame.
|
Posted - 2007.09.10 14:27:00 -
[1]
Criminal Flag System - in low security space
The problem...
The current implementation doesn't really achieve anything but 15 minutes of boredom for the criminal. It encourages the flagged pilot to sit at a safe spot as most forms of action reset the flag and so would require another 15 minutes of waiting. On the other hand it's too short to really give the victim or anyone time to come back and attempt to get revenge.
Possible solution...
When a pilot commits a criminal act they have have a criminal flag applied to them. The duration of the flag is dependent on the criminal act committed.
Level 0 Flag: Aggression - When the pilot shoots another pilot not in the same corp a 5 minute aggression timer is initiated whereby the aggressor cannot dock, jump and will be fired on by sentries. Each aggressive act will reset this timer.
Level 1 Flag: Ship destruction - If the aggressor destroys another pilots ship the flag escalates with a duration of 6 hours. During this period the aggressor can dock, jump and will not be fired on by sentries. However other players can fire on him/her freely regardless of the aggressors or system security status but cannot pod kill. This flag is only reset if the aggressor destroys another ship or pod kills another pilot.
Level 2 Flag: Pod killing - If the aggressor destroys another pilots pod the flag escalates to a duration of 24 hours. During this period the aggressor can dock, jump and will not be fired on by sentries. However other players can fire on him/her freely regardless of the aggressors or system security status and can pod kill. This flag is only reset if the aggressor destroys another pilots pod.
The proposed system should give criminals less time waiting and more freedom to move around and get on with playing the game themselves. However by the same token victims and anti pirates alike have a better chance to engage criminal players without being criminally flagged themselves. For true outlaw criminal players this has little to no effect as they can already be shot down and pod killed without their aggressor being flagged, while it makes it much tougher for other criminal players to simply hide behind their security status for protection or sit in high security space.
|
Meditril
|
Posted - 2007.09.10 14:45:00 -
[2]
I love this idea!
|
Kempeth
Gallente Thunderbolts
|
Posted - 2007.09.11 09:24:00 -
[3]
Basically a welcome idea.
Just one question concerning the Level 0 and 1 flag interaction: You cannot destroy someone's ship without firing at him with some kind of weaponry. So once you destroy the ship and get the Level 1 Flag the sentries should just stop shooting?
About level 2 Flag. I am unsure it it's correct to allow every other player to attack and podkill another podkiller. It feels a bit harsh. Wouldn't it be better if the right to attack would only go to the aggressed character but could be shared with others? (aka Transferable Kill Rights.) ---------------------------------------------- The glass is neither half full nor half empty. It's just twice as big as it need to be... |
Wild Rho
Amarr Endgame.
|
Posted - 2007.09.11 10:03:00 -
[4]
Originally by: Kempeth
Just one question concerning the Level 0 and 1 flag interaction: You cannot destroy someone's ship without firing at him with some kind of weaponry. So once you destroy the ship and get the Level 1 Flag the sentries should just stop shooting?
The level 0 flag itself should probably be thought of as a separate aggression flag really that is simply re-triggered each time you fire until you stop, I simply put it down as being part of the criminal flag because it kept what I was trying to describe much clearer and easier to understand. Sorry for the confusion.
Originally by: Kempeth
About level 2 Flag. I am unsure it it's correct to allow every other player to attack and podkill another podkiller. It feels a bit harsh. Wouldn't it be better if the right to attack would only go to the aggressed character but could be shared with others? (aka Transferable Kill Rights.)
I'll disagree here and this is coming from a "career" pirate. By opening up the aggressor to being attacked by anyone anywhere this gives anti pirate types the opportunity to defend an area of space effectively without having the problems of dealing with criminal players that hide behind their security status in high security space as soon as things get tougher. for proper outlaw pirates (-5 sec or below) this changes nothing for them in any case.
Transferable kill rights wouldn't be as effective as anti pirate corps or other people would not be able to tell who has been killed recently thus having kill rights to trade and who hasn't.
Whether this is too harsh or not is really a matter of personal taste. Personally I feel things should be harsh for pirate types but not by boring them to death with 15 minute sentry gun timers.
|
Kempeth
Gallente Thunderbolts
|
Posted - 2007.09.11 14:37:00 -
[5]
Originally by: Wild Rho
Originally by: Kempeth
About level 2 Flag. I am unsure it it's correct to allow every other player to attack and podkill another podkiller. It feels a bit harsh. Wouldn't it be better if the right to attack would only go to the aggressed character but could be shared with others? (aka Transferable Kill Rights.)
I'll disagree here and this is coming from a "career" pirate. By opening up the aggressor to being attacked by anyone anywhere this gives anti pirate types the opportunity to defend an area of space effectively without having the problems of dealing with criminal players that hide behind their security status in high security space as soon as things get tougher. for proper outlaw pirates (-5 sec or below) this changes nothing for them in any case.
good point. ---------------------------------------------- The glass is neither half full nor half empty. It's just twice as big as it need to be... |
Wild Rho
Amarr Endgame.
|
Posted - 2007.09.12 15:25:00 -
[6]
Salvaging
The problem...
The chance based success rate per cycle with current salvaging doesn't seem to have any useful purpose beyond being a fairly pointless time sink and there is no clear way for a dedicated salvage pilot to stand out from casual ones.
Possible solution...
A chance based aspect does belong in salvaging as ships don't simply explode into neat little packages of components, however this chance should have more to to with yields of components:
- One salvage cycle per wreck: At the end of the salvage cycle any components in the wreck are collected and it is destroyed. - At the end of each cycle there is a % chance of acquiring the base components or getting nothing (either way the wreck is destroyed at the end of the cycle). - The salvager skill increases the yield of components gained from a salvage cycle by 10% per level based on base numbers of each component salvaged.
With the changes above a salvager is no longer forced to sit and wait for a favourable roll of the dice to move onto the next target. Instead they simply start their module and wait out the duration of the cycle and at the end they'll see if they got something or not (with their salvage skill modifying increasing the yield they'd normally pull with lower skills). Pilots that have trained their salvaging skill up have their investment rewarded with higher yields. However because the base yield from each wreck can vary from nothing to...alot there is still an element of luck involved - which makes sense considering we are talking about pulling parts from wreckage.
Possible Salvage Module changes to complement the above changes...
T1 Salvage module... - Can only be used on t1 wrecks - Cycle time of 15 seconds
The tech 1 salvage modules are the standard tools of the trade, they get the job done but are limited.
T2 Salvage module... - Requires "Advanced Salvaging" skill - Can be used on t1 and t2 wrecks - Cycle time of 25 seconds - 10% more salvage components when salvaging from t1 wrecks. - 5% chance of getting one or more t2 salvage components when salvaging t2 wrecks.
The tech 2 salvage modules are more advanced versions than the t1 and while they have a longer cycle time they can salvage tech 2 wrecks, give larger yields with t1 wrecks and have a small chance of yielding a few tech 2 rig components from t1 wrecks.
The above system should reward players who are more willing to invest in salvaging in both isk and time (skill training) as well as generally increasing the availability of rig components. It also helps cut back on a lot of the hanging around waiting for a successful cycle that we have now but maintains a certain amount of unpredictability that you would expect when sifting through wreckage for usable parts.
|
Wild Rho
Amarr Endgame.
|
Posted - 2007.09.16 13:05:00 -
[7]
Corporation & Alliance Market system
The problem...
Anyone involved with running a corporation or alliance can tell you that managing logistics is a very tough job as the tools don't really support the mass distribution of assets among pilots without running the very serious risks of said assets being stolen (I've summarised some of the basic problems of the existing systems below).
The contract system simply isn't suitable as it isn't flexible enough (players can only take everything a contract not portions - problematic when it comes to bulk items like ammo). It is also a relatively slow process to set up a contract compared to the market.
The corp hangers have the well known problem of corp thefts with no realistic way to counter it. Give too few people access and it can be problematic supplying pilots with the basic gear if the ones with access are not online (or are busy). Give too many people access and you have problems with people corp-theft or people simply being greedy. There's also no clear way to make sure pilots pay for what they take (if the corp has such a policy).
The market has the problem of being public and so is open to sabotage from rival groups with deep pockets. It also prevents a corp from using the market to offer discount prices on items as none corp members could use the opportunity to take advantage of these discounts.
It's important to note that these problems are not crippling, many corps use combinations of each of the above tools to manage their logistics successfully, however the current situation is still far from ideal with no real structure that supports corporation or alliance scale logistics.
Possible solution...
Create two new markets attached to the public one - a corporation market and an alliance market. Both function exactly the same as the public market, however they are restricted (the corporation market can only be viewed and accessed by members of the same corporation and the alliance market can only be viewed and accessed by members of the same alliance). Both markets can work from exactly the same interface as the current public market with a simple option button or check box determining what level of the market data to view (public/corp/alliance). By using the same interface this keeps the new markets intuitive and very easy to use straight away.
The advantages of this approach are fairly significant for anyone managing logistics. Anyone or any corporation can contribute to logistics on an corporation/alliance wide scale without any need or concern for hanger access rights or similar and any transactions on these markets can be traced through the wallet journal in the event of someone trying to sabotage/abuse the market. It also promotes inter-corp logistics within an alliance allowing more specialist corps to contribute on a larger scale more easily. The ships and items are available to anyone regardless of access rights or time-zones making access to those that need the logistics far easier, again without the need to worry about hanger access rights and the ability to quickly trace any one misbehaving.
There is also a more subtle but useful ability to get marketing data on the alliance itself allowing producers to determine what items are being consumed more readily etc.
|
Wild Rho
Amarr GoonFleet
|
Posted - 2007.11.24 16:11:00 -
[8]
The Local Channel, Intel & Risk in 0.0
The problem...
As it is right now the local channel basically removes any real risk that exists out in 0.0 to the point where you have to be either careless or just plain stupid in order to be caught. This is because the local channel essentially gives you an "eye of God" early warning system whereby you are made instantly aware of anyone entering the system as well as that players standings allowing you to immediately identify if they pose a threat. Furthermore there is no way to counter this system. At the first sign of potential danger you can simply warp off to a safe spot and cloak/warp to a POS/dock up in a nearby station/log off. The aggressor on the other hand has to load up the system, scan down your location, warp to your location and close to within scrambling range in order to attempt combat.
The system also prevents tactics such as ambushing, hiding and stealthy infiltration of hostile space while reducing the role of the scout to something that can easily be done by an alt in a shuttle.
That said simply removing the local system has problems of its own. The current scanning system is handy for active searches when you have clear objectives in mind (e.g. locating ships mining/ratting) however is a cumbersome and unsuited for passive searches (e.g. watching for incoming hostiles).
Possible solution...
My own opinion is that the local channel should be changed so you only show up when you type something in it. Any other time you're invisible and there is no player count showing how many there are in system.
However in balance add a passive defence system that still requires an investment of isk and effort on behalf of the defender in order to get the benefits.
AWACS
AWACS stands for Airborne Warning And Control System and while the name is not strictly appropriate to Eves environment its principles are. To keep things simple I will continue to use the name AWACS.
AWACS come in two forms: - Mobile The mobile AWACS will have the tanking, size and handling characteristics of a battleship but not the firepower (minimal or no weapons). It will be able to mount an Advanced Scanning Module I that will be capable of detecting any other ship within a 20au range of the AWACS. However this module cannot identify ship types, pilots, their standings or detect cloaked ships. When active the ASM consumes cap and the AWACS cannot warp. However the module can be deactivated at any time. When the ASM is active the pilot can view the AWACS scan field through the system map view which will mark the location of all ships within the 20 au range. Only the AWACS pilot can see this information.
The Advanced Scanning Module II functions the same as its T1 counterpart but operates at a range of 30au. Through the use of the new scripts it has a second mode where it will operate at a range of 15au but can detect cloaked ships and identify standings of all ships in range (although this mode consumes alot more cap).
- Anchored The anchored AWACS is a POS structure that can only be anchored in systems with Sov 4. When active this module has an effective range of 500au and will allow any pilot of the owning corp in that system to see the positions of all other ships (except covert ops ships). The tech 2 version of this POS structure requires additional fuel of its own when active but is able to detect hostile cloaked ships within a range of 100au. However this structure is more costly and difficult to run constantly.
The intended idea behind the AWACS is that the defender must be prepared to invest in assets, time and effort in order to have some level of safety in 0.0. AWACS have been designed deliberately to be slow and cumbersome to reduce their use in fast roaming gangs. Their limited range however means that inties can still use their high warping speed to attempt to get at their targets if the AWACS pilot is slow to warn his friends.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |