
nether void
Caldari Caldari Provisions
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Posted - 2008.01.10 16:34:00 -
[1]
I think more than losing just a ship (cause I could just jump through in a shuttle), I just am not ready to lose the 40m in implants in my head. Maybe once I have 5 or 10m skill points, but by that time I'll be in a 0.0 alliance anyway, so it's a moot point really. --------------------------- nethervoid - since '97 [UO|EQ|SB|SWG|PS|EVE|HZ|NWN|VG|WoW] |

nether void
Caldari Caldari Provisions
|
Posted - 2008.01.10 23:40:00 -
[2]
Originally by: Cailais
Originally by: Ulstan Edited by: Ulstan on 10/01/2008 17:02:50 Edited by: Ulstan on 10/01/2008 16:59:24 All right, there are many things wrong with low sec.
For example, a group of pirates jumping a mission runner run no risk whatsoever, yet stand to reap great rewards.
Also, the mining and belt rats are not good enough and should be made better.
The real problem is not gate camps (IMO) but the ease with which pirates can scan down and kill mission runners. It makes mission running in low sec in big expensive ships tantamount to suicide or an exceedingly poor way of making money. Travelling *through* low sec on your way from one profitable region of EVE to another is not particularly dangerous at all.
Making sentry guns more wtfpwnage won't really encourage more people to go into low sec at all, and that's what we're trying to do. Neither will giving pirates more of a sec hit for shooting people in low sec. Ideally, we could make low sec more attractive without badly nerfing piracy, but that may be impossible in the case of low sec mission running. For carebears, giving them better ore to mine, giving them better rats to shoot, and giving them a chance to complete a mission without having to run go hide in the station from probing pirates would all make low sec more enticing.
The better ore and better rats are more or less a no brainer and should be instituted ASAP. Balancing out missions vs scanning mission runners is a lot harder.
Also, purely from an 'introducing newbs to 0.0' sort of way, low sec needs to be redesigned from the ground up to give a more gradual progression from the relative safety of hi sec to the complete lack of safety in 0.0. A newb jumping for the first time from 0.5 into 0.4 and getting vaporized in a gatecamp does not expereince this, he just gets thrown to the wolves the minute he sticks his nose outside empire space.
Newbs are impressionable, and this harsh reception is no doubt one reason why low sec remains rather low in population.
It's true that not *everywhere* in low sec is camped by pirates, just all the popular chokepoint/travel/missioning systems - which are the systems noobs are most likely to go to in the first place.
There is the problem. Players can 'get away' with flying officer / faction fitted Caldari Navy Ravens with billions of implants in their heads (provided they are reasobably careful) in high sec. They cant in Low Sec.
You see missions are supposed to be quite tough, but Eve players being Eve players max out their ships for one specific scenario - i.e the mission they are on: be that tanking specific damage types, fitting sustainable cap ships or doing one damage type only.
That means that comparitively missions in low sec are really much much harder, because in order to beat them with (reduced risk to your capital) you actually need LOTS more cheaper ships, or ships that can more flexibly deal with both the NPC rats, and any intruders that pop up.
C.
I agree this is a piece of the issue. I would much rather see missions operate much like scripted pvp events, where you warp in on just a couple to 4 ships, all of them specced to kill you, and you have to jam them etc to win the 'pvp fight'. That would not only cause mission runners to fit pvp to run missions, but it also might even teach some early noob pvp tactics.
Of course that kind of overhaul would take a LOT of dev work, so the likelyhood of it going in is low, but hey ideas are free. lol --------------------------- nethervoid - since '97 [UO|EQ|SB|SWG|PS|EVE|HZ|NWN|VG|WoW] |