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FloppieTheBanjoClown
The Skunkworks
34
|
Posted - 2011.09.06 22:06:00 -
[1] - Quote
I've been trying to figure out how to make lowsec a more compelling place to be, making it rewarding and productive without removing the risk of getting out of highsec.
This idea borrows from the control bunkers of factional warfare. To be clear, this would only affect non-FW systems. The way it works is that a corporation or alliance would "capture" a CONCORD outpost. Holding this outpost would act as a sort of semi-sovereignty and make members of the corporation CONCORD deputies. Any deputies in system would be able to see GCC events on their overview, allowing them to respond to acts of piracy in the same way CONCORD does in highsec. If the person who drew the GCC moves, their beacon moves with them. As always, pods would be exempt from being targets under GCC. Also, anyone with a sec status under -5 is fair game to deputies at any time.
Dispatching GCC'ed pirates in system would net you LPs with concord based on their security status. The lower it is, the more LPs you get. Also, putting a multiplier on existing bounties might make it more attractive. Obviously someone could build a -10 character and pop rookie ship after rookie ship to stack up LPs. There would have to be something to prevent this sort of farming. CCP knows far better than I do what sort of mechanics they could use to prevent this. If it can't be prevented, another reward system could be used.
Dealing with abuse of power:
Deputies violating CONCORD rules by podding GCC offenders or attacking non-GCC or non-outlaw players would need to either be directly attacked by a specially-dispatched CONCORD response, or labelled as outlaws. Any corp with outlaw members would have a fixed amount of time to eject those outlaws from membership, or face losing their deputy status.
Corporations with average security standings below a certain number should not be able to capture outposts. If their status were to drop below that threshold, their deputy status is immediately revoked. They would, however, be able to neutralize an outpost if they were able take control from the occupying deputies.
Why I came up with this:
- Lots of people want to play the "good guys" in Eve, but there aren't many options to do so. It's hard to make the distinction in null and highsec doesn't really allow you to participate in enforcement.
- Lowsec is boring, this might spice things up a bit by creating larger and more organized battles.
- This would make a good mechanic for drawing out people who aren't interested in the current mechanics of faction warfare and nullsec sovereignty. It might even create a pathway into null for alliances who decide they want real sovereignty.
- It creates a new way to play in the sandbox
Ideas? Suggestions for improvements/clarifications? Flames? Bring it on :)
|

Thathaphrath
Everqueer
0
|
Posted - 2011.09.07 03:03:00 -
[2] - Quote
Thoundth fathinating. My butt hutth leth already. Two Thumbth up ... |

Sor'Ral
Ascendance Of New Eden
2
|
Posted - 2011.09.07 04:20:00 -
[3] - Quote
Very interesting .... tweaking needed of course, but intriguing ... and controlling the bunker might let you, for example ... gain protection similar to a POS shield (so you could do some mining out there)? |

Herping yourDerp
Federal Navy Academy Gallente Federation
36
|
Posted - 2011.09.07 05:16:00 -
[4] - Quote
might make anti-pirate alliances more viable |

Eperor
Skyforger Tactical Narcotics Team
2
|
Posted - 2011.09.07 09:51:00 -
[5] - Quote
ee vere is tuhumbs up they not puted n here that. I suport this ned soem theeking sutre but how idea its very verry good. |

Vin Hellsing
52
|
Posted - 2011.09.07 13:11:00 -
[6] - Quote
This is a remarkably good suggestion, I strongly recommend it to CCP for making things in Lowsec interesting. |

Meryl SinGarda
Belligerent Underpayed Tactical Team
99
|
Posted - 2011.09.07 13:13:00 -
[7] - Quote
This is one hell of an idea. +10!
Fly Safe, Die Hard |

Bhock
Garoun Investment Bank Gallente Federation
0
|
Posted - 2011.09.07 15:17:00 -
[8] - Quote
Excellent idea to populate Low-sec more |

Razesdarked
KRAKEN INDUSTRY INC. INDP
1
|
Posted - 2011.09.07 15:35:00 -
[9] - Quote
+1
Exelent idea |

Akrasjel Lanate
Naquatech Conglomerate
21
|
Posted - 2011.09.07 19:49:00 -
[10] - Quote
UMAD!!! |
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Chunicha
Imperial Academy Amarr Empire
2
|
Posted - 2011.09.07 20:15:00 -
[11] - Quote
Akrasjel Lanate wrote:UMAD!!!
You stupid?
+1 I like the idea |

FloppieTheBanjoClown
The Skunkworks
34
|
Posted - 2011.09.08 00:10:00 -
[12] - Quote
Along with this I would also include what changes need to be made to make bounty hunting a viable profession. |

Sor'Ral
Ascendance Of New Eden
2
|
Posted - 2011.09.08 01:26:00 -
[13] - Quote
Maybe you could call it "Anti-Pirate Deputization in Losec" or something better?
Edited:
I mean, something better than "Anti-Pirate Duputizatin in Losec". |

FloppieTheBanjoClown
The Skunkworks
34
|
Posted - 2011.09.08 01:47:00 -
[14] - Quote
Sor'Ral wrote:Maybe you could call it "Anti-Pirate Deputization in Losec" or something better? As for the subject of this thread, I picked something that would get clicks so people might actually read it :) |

Zaenis Desef
Wyld Stallyons
0
|
Posted - 2011.09.08 04:55:00 -
[15] - Quote
This is a fantastic idea. +1 from me! |

Egilmonsc
Massively Mob
0
|
Posted - 2011.09.09 01:06:00 -
[16] - Quote
+1 and Supported.
"Defense Contractors in EvE" "BABY, MY LOVE IS BOMBCOME ON THE BOMB THE TWIST!" |

Janos Saal
Corp 54 Curatores Veritatis Alliance
3
|
Posted - 2011.09.09 13:07:00 -
[17] - Quote
+1
FloppieTheBanjoClown wrote: Obviously someone could build a -10 character and pop rookie ship after rookie ship to stack up LPs. There would have to be something to prevent this sort of farming.
Tie the amount of LP gained to the value of the ship destroyed. Make a noobship worth 0LP since a noobship is literally worthless. EVE is dead |

foksieloy
Rockets ponies and rainbows
8
|
Posted - 2011.09.09 14:07:00 -
[18] - Quote
Lost my post due to timeout after 2 minutes... GOD DAMN YOU CCP NOW I HAVE TO TYPE AGAIN!
Ok here is my suggestion for such a system:
- Each solar system in lowsec has a police outpost.
- Each player that has a positive security status can come to the outpost, and by providing some pirate tags (or some other token item) become a deputy for 1 hour.
- Multiple people can be deputies in the same system at the same time.
- Becoming a deputy starts a wage counter.
- If during that one hour noone in the system gets a GCC, or a outlaw does not enter the system, your wage does not change.
- If someone gets GCC or an outlaw enters the system, you have to respond to the offending pilot in a certain timeframe, based on security status of the system. Suggestion: 40 seconds in a 0.4 system up to 3 minutes in a 0.1 system.
- Responding to the offender means doing at least some damage to him. You do not have to kill him. You tried, perhaps he was too strong and you had to go away. Caution is the better part of valour in such forsaken solar systems.
- If you fail to respond, your wage is reduced by the ammount of ISK it took to pay the insurance to the pilot that had crime commited on him. Not saving a battlecruiser is much worse than not saving a shuttle or frigate. This might completely reduce your wage to 0. Tought luck, you are obviously not a good cop.
- If you destroy the offending pilot, you recive a bonus to wage equal to a fraction of the insurance cost of the agressor ship (50%?).
- At the end of the hour you are given your wage ammount (can be 0 if you did bad, but not negative).
- The pay is based on the number of deputies in system. Probably best if a system similar to the incursion one is used. So too many deputies or too few of them results in no pay. Suggested numbers for 100% wage could be something like 4-10 in 0.4 systems down to 1-4 in 0.1 systems? Anything more or less than that results in less wage.
What do you think people? Disclaimer: I do not actually play this game, I just forum warrior. |

Rabbitgod
Beyond Divinity Inc Excuses.
2
|
Posted - 2011.09.09 14:07:00 -
[19] - Quote
Just tweak it a bit to discourage blobbing, like having all the lp divided evenly among the deputy fleet, and I'll fully support more care-bears turned wanna be pvpers in lowsec. Please bring as many navy fitted navy ships as your can. |

Henry Haphorn
Aliastra Gallente Federation
3
|
Posted - 2011.09.09 23:04:00 -
[20] - Quote
This looks like something I can support. +1 |
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Henry Haphorn
Aliastra Gallente Federation
5
|
Posted - 2011.09.09 23:10:00 -
[21] - Quote
foksieloy wrote:Lost my post due to timeout after 2 minutes... GOD DAMN YOU CCP NOW I HAVE TO TYPE AGAIN!
Ok here is my suggestion for such a system:
[list]
....
What do you think people?
Sounds too complicated. I like the method described by the OP better. Take an outpost, police the local system, lose outpost to either another high-standing corp or for being a griefer. That simple.
I also like Janos Saal's idea of tying the amount of LP given to the class of ship destroyed to mitigate farming. |

Jarome Ambraelle
Federal Defence Union Gallente Federation
2
|
Posted - 2011.09.09 23:21:00 -
[22] - Quote
foksieloy wrote:Lost my post due to timeout after 2 minutes... GOD DAMN YOU CCP NOW I HAVE TO TYPE AGAIN!Ok here is my suggestion for such a system:
- Each solar system in lowsec has a police outpost.
- Each player that has a positive security status can come to the outpost, and by providing some pirate tags (or some other token item) become a deputy for 1 hour.
- Multiple people can be deputies in the same system at the same time.
- Becoming a deputy starts a wage counter.
- If during that one hour noone in the system gets a GCC, or a outlaw does not enter the system, your wage does not change.
- If someone gets GCC or an outlaw enters the system, you have to respond to the offending pilot in a certain timeframe, based on security status of the system. Suggestion: 40 seconds in a 0.4 system up to 3 minutes in a 0.1 system.
- Responding to the offender means doing at least some damage to him. You do not have to kill him. You tried, perhaps he was too strong and you had to go away. Caution is the better part of valour in such forsaken solar systems.
- If you fail to respond, your wage is reduced by the ammount of ISK it took to pay the insurance to the pilot that had crime commited on him. Not saving a battlecruiser is much worse than not saving a shuttle or frigate. This might completely reduce your wage to 0. Tought luck, you are obviously not a good cop.
- If you destroy the offending pilot, you recive a bonus to wage equal to a fraction of the insurance cost of the agressor ship (50%?).
- At the end of the hour you are given your wage ammount (can be 0 if you did bad, but not negative).
- The pay is based on the number of deputies in system. Probably best if a system similar to the incursion one is used. So too many deputies or too few of them results in no pay. Suggested numbers for 100% wage could be something like 4-10 in 0.4 systems down to 1-4 in 0.1 systems? Anything more or less than that results in less wage.
Great idea! +1 What do you think people?
|

FloppieTheBanjoClown
The Skunkworks
39
|
Posted - 2011.09.09 23:52:00 -
[23] - Quote
foksieloy wrote:Each player that has a positive security status can come to the outpost, and by providing some pirate tags (or some other token item) become a deputy for 1 hour.
No. This does nothing to create long-term lowsec occupation or organization. The entire point is to get corps and alliances operating primarily in low, not to get small fleets going out there for one-night adventures.
foksieloy wrote: Becoming a deputy starts a wage counter.
Wage? There's never been a wage for any activity in Eve. Don't start now.
foksieloy wrote: If during that one hour noone in the system gets a GCC, or a outlaw does not enter the system, your wage does not change.
So you can get paid just by cashing in tags and idling in an empty system.
No.
foksieloy wrote:Responding to the offender means doing at least some damage to him.
An outlaw in a covert ops ship would be able to evade you and cost you this "wage" just by cloaking up and being in system. Outlaws evade highsec navies all the time by being in fast-warping ships. Bad idea.
foksieloy wrote:The pay is based on the number of deputies in system. Probably best if a system similar to the incursion one is used. So too many deputies or too few of them results in no pay. Suggested numbers for 100% wage could be something like 4-10 in 0.4 systems down to 1-4 in 0.1 systems? Anything more or less than that results in less wage.
This means that a gang of 20 people could show up, cash in tags, and just ruin your day by diluting the wage too much.
I'm going to reiterate my first line of this post: the idea is to get people to LIVE in lowsec. Not go out there for a little fun. People go on lowsec roams now, looking for solo and small gang fights. Compared to the PVP you'll find anywhere else, lowsec is a joke right now. I want to fix that by bringing structure and purpose to it. |

Henry Haphorn
Aliastra Gallente Federation
5
|
Posted - 2011.09.10 00:24:00 -
[24] - Quote
I agree with FloppieTheBanjoClown (looks like Crusty The Clown has competition) in regards to the post made by foksieloy. Not only is it complicated, but such complexity allows for griefing and exploiting.
Keep it simple.
Although, I got a question for the OP. When you said "outpost", to what do you refer to? An NPC station or a dead space structure that you stay close to like a POS? Frankly, I would prefer the dead space format. After all, if there is ever an aggression, undocking will take too long. A POS-like dead space structure is convenient because then you can quickly warp out in a shorter notice.
EDIT:
Perhaps a little fleet bonus as well with this kind of feature such as improved align time or improved warp speed (AU/sec). |

FloppieTheBanjoClown
The Skunkworks
39
|
Posted - 2011.09.10 00:32:00 -
[25] - Quote
Henry Haphorn wrote:Although, I got a question for the OP. When you said "outpost", to what do you refer to? An NPC station or a dead space structure that you stay close to like a POS? Frankly, I would prefer the dead space format. After all, if there is ever an aggression, undocking will take too long. A POS-like dead space structure is convenient because they you can quickly warp out in a shorter notice.
I'm thinking of something resembling a TCU, or the Control Bunkers of faction warfare (didn't I say that in the OP?). In FW, you capture a bunker by putting it into structure; I would treat this the same way, only without the prerequisite dungeons. This would let CCP recycle an existing mechanic, making it familiar to lowsec dwellers and designers alike. |

Henry Haphorn
Aliastra Gallente Federation
5
|
Posted - 2011.09.10 00:37:00 -
[26] - Quote
FloppieTheBanjoClown wrote:Henry Haphorn wrote:Although, I got a question for the OP. When you said "outpost", to what do you refer to? An NPC station or a dead space structure that you stay close to like a POS? Frankly, I would prefer the dead space format. After all, if there is ever an aggression, undocking will take too long. A POS-like dead space structure is convenient because they you can quickly warp out in a shorter notice. I'm thinking of something resembling a TCU, or the Control Bunkers of faction warfare (didn't I say that in the OP?). In FW, you capture a bunker by putting it into structure; I would treat this the same way, only without the prerequisite dungeons. This would let CCP recycle an existing mechanic, making it familiar to lowsec dwellers and designers alike.
Ah, I see. I guess I missed that bit in the first post. |

Alekseyev Karrde
Noir. Noir. Mercenary Group
0
|
Posted - 2011.09.10 04:44:00 -
[27] - Quote
I think this is a solid mechanic for players to fill the role of good guys. Really like the idea to have GCC events appear on overview for the "deputies". Such a thing may be difficult to implement technically, but it's the best idea to incentivize anti piracy i've ever read |

FloppieTheBanjoClown
The Skunkworks
39
|
Posted - 2011.09.10 05:05:00 -
[28] - Quote
Alekseyev Karrde wrote:Such a thing may be difficult to implement technically, but it's the best idea to incentivize anti piracy i've ever read
I was hoping to make it relatively simple, reusing the control bunker concept and then the overview wouldn't be that different from a cyno field appearing on overview. Besides, this is big enough that it would be an expansion in itself, especially if they included their long-promised bounty system fix since it fits with the theme. Call it "Enforcement".
Here's an idea just to motivate CCP, you could make NeX items that would require Concord LPs as well as aurum. I bet some people would cash in a PLEX if they could get a Concord uniform exclusive to deputies. |

Lex Xero
School of Applied Knowledge Caldari State
0
|
Posted - 2011.09.12 18:07:00 -
[29] - Quote
Sounds cool, +1 |

Shingorash
Heroes. Merciless.
0
|
Posted - 2011.09.13 12:51:00 -
[30] - Quote
Perhaps you could add pod killing being allowed for people with bounties, this would make bounty hunting a viable option as well...? |
|

FloppieTheBanjoClown
The Skunkworks
39
|
Posted - 2011.09.13 20:41:00 -
[31] - Quote
Shingorash wrote:Perhaps you could add pod killing being allowed for people with bounties, this would make bounty hunting a viable option as well...?
If I were designing this as an expansion, a legitimate bounty hunter occupation would be part of the package. The idea would be to build it around the theme of law enforcement via PVP action.
I'd like to see bounty contracts where you could issue a permanent contract to pay isk for the frozen corpse of a particular player, regardless of their sec status. This would mean that a corp or alliance could create internal contracts, basically rewards for podding specific enemies. Public contracts would be possible as well. It would be nice if the system could combine multiple contracts so that one corpse completed them all, but if you had to choose who you gave the corpse to, that would be fine too.
I think you should have to register with Concord as a bounty hunter and declare particular targets at the bounty office. Concord should only approve targets with criminal histories to be podded in highsec; if their sec status is above 0 and they've never incurred a GCC, then you would have to suicide to get their pod and collect a bounty. This would prevent abuse of the system for the purpose of griefing by getting permission to pod anyone you put a bounty on. |

FloppieTheBanjoClown
The Skunkworks
39
|
Posted - 2011.09.13 22:58:00 -
[32] - Quote
Eve: Enforcement An overview of an idea for a major expansion to the Eve universe
Deputizing Lowsec
This idea began as an effort to reinvigorate those areas of lowsec not presently used for faction warfare. At the same time, it was intended to give those players who want to be "the good guys" a way to participate in PVP with a feeling of purpose.
The core of the idea is this: Concord has taken an interest in expanding their enforcement into lowsec. Out of necessity they will steer clear of the established battlegrounds of the Faction Wars. The problem is, they don't have the manpower to provide the 24/7 enforcement that would represent a true increase in the security level of a system. Instead, they have opted to involve capsuleers in the project.
To this end, Concord places a Concord Relay Station in each non-FW lowsec system. A CRS would behave similar to the control bunkers in faction warfare, in that they would be captured by a corporation or alliance by putting them into structure. If you need a reason for Concord wanting you to shoot their structure to capture it, let's just say they want to verify you can field and organize sufficient firepower to actually do the job. A corp or alliance that holds a CRS would then become Concord Deputies.
Any deputies in a system they control would see GCC alerts on screen and on their overview. This would be similar to the way a cyno field alert occurs. So long as the GCC timer is active on a player and they are in system, a warp-to beacon would follow them. GCC timers in a deputy-controlled system would prevent you from docking at stations--unless you were in a pod--but you would be able to jump out of system according to normal gate mechanics. It would be possible to outrun depties for 15 minutes by continuously warping between celestials.
Rules of engagement: Deputies can ONLY fire on known pirates (people with -5 or lower) and anyone with GCC timers. Pods would be exempt from GCC, but a -5 security status would invalidate this protection and allow deputies to pod you on sight.
Any deputies violating the rules of engagement will be attacked by a special Concord fleet dispatched to deal with corrupt deputies. Abuse of power will not be tolerated. Corporate CEos would be informed via notification of any such action, and warned that repeated actions by the same member would cause the corp to lose its deputy status. Three offenses by a single deputy would cause the corp to lose all deputy status.
Any player who has triggered such a loss of status will be permanently flagged an outlaw deputy by Concord, making it easy for deputy corps to avoid recruiting known violators. Corporations employing outlaw deputies would not be able to captures a CRS, only neutralize it. This mechanic would be designed to minimize griefing.
Entities with an average security status below -1 would not be able to capture a CRS. If they hold one and their average status drops below -1, they lose their deputy status and the CRS goes neutral. A negative-status corp will be able to attack the CRS and put it back to neutral by putting it into structure.
Bounty Hunting
In keeping with the theme of law enforcement and being the good guys, it's time to address the inadequate bounty system.
First, to address the current issues:
- Bounty can only be applied to people with negative security standings. This means anyone willing to do a little ratting to bring their standings up gets a free pass on piracy.
- Bounties are tied to the character, meaning anyone can collect them. Got a 5 billion isk bounty? Get a friend to pod you and split the cash. Better yet, make an alt and pod yourself.
I propose two major changes to fix this.
First, create Bounty contracts. Remove the silly two-week limit to contracts so that bounties can be placed indefinitely (or at least for 3-6 months). Contracts can be to specific individuals, internal to corporations, or public...this means that bounties can be restricted to just the people you want. Remove the security status limitation so that bounties can be placed on anyone, allowing a corp at war to designate high-priority targets internally and attach rewards for killing them. Make the frozen corpse a condition of completing the bounty.
Second, making bounty hunting a legal occupation in highsec. As bounty contracts are not something you accept until you can deliver the goods (corpse), you would go to a Concord bounty office, pay a fee to declare a target which has an active bounty contract, and then be free to pursue and pod them anywhere.
Idea: Concord locator agents available only to registered bounty hunters who have active targets? Just a thought.
In order to protect people from being griefed by constant bounties being placed on their heads, only known criminals (people who have triggered a GCC) would be valid bounty targets in highsec. It would still be possible to wardec their corp or suicide gank them to get their pod.
Incarna stuff
We might as well accept that Incarna is here to stay and incorporate it into our ideas for improvements to the game.
Vanity items available exclusive to deputies and bounty hunters might actually generate some MT activity and give players something that's worth showing off.
This would be a good way to test profession-related info screens; it would be kind of cool if your CQ had a screen that showed recent GCC activity in a deputized system or bounty hunters could see relevant information.
Black Ops and Assault Frigates
This is a bit of a side bonus which I think we could tie in to the theme by saying these ships need updating to support the lowsec operations and bounty hunting profession. I won't go into greater detail on this here as there are literally years of discussion and debate on how best to fix/improve these |

FloppieTheBanjoClown
The Skunkworks
39
|
Posted - 2011.09.13 23:00:00 -
[33] - Quote
Fun fact: it said I had 1 character remaining, then wouldn't let me post the above without a bit of editing. It was orginally 5999 characters long when I was typing it in notepad.
In any case, that's sort of an update/revision of the idea wrapping it all together. Any suggestions on changes?
edit:
a minor addition to the incarna section in bold (non-bold part is to give context):
Vanity items available exclusive to deputies and bounty hunters might actually generate some MT activity and give players something that's worth showing off. Especially if you could have like a Concord shirt with medals that would update the more pirate kills you got, something like that. |

Henry Haphorn
Aliastra Gallente Federation
6
|
Posted - 2011.09.14 01:35:00 -
[34] - Quote
I like the level of detail you went into. Very well thought out. Although, I can imagine how complicated it will be for CCP to implement this idea since they're way too busy with Incarna.
Here is a question though, if a capsuleer were to initiate the GCC, how long do you propose for the flag to remain in their record before it is no longer on their record (thus rendering them as INactive pirates)? Personally, I would say an entire month (which I think is about the same duration as a kill right). |

FloppieTheBanjoClown
The Skunkworks
42
|
Posted - 2011.09.14 01:48:00 -
[35] - Quote
Henry Haphorn wrote:Here is a question though, if a capsuleer were to initiate the GCC, how long do you propose for the flag to remain in their record before it is no longer on their record (thus rendering them as INactive pirates)? Personally, I would say an entire month (which I think is about the same duration as a kill right).
Good point. The short answer is, I'm not sure. The first GCC event shouldn't last longer than a month, but if you keep getting more, it should definitely have a cumulative effect to the point that you are permanently branded a criminal and are always at risk of being hunted. |

Tsubutai
The Tuskers
2
|
Posted - 2011.09.14 10:55:00 -
[36] - Quote
OP has a couple of interesting ideas, one significant misconception about current criminal/outlaw mechanics, and one mind-bogglingly stupid suggestion that would make a lot of piracy essentially untenable by eliminating the ability to use safespots.
Specifically, the clause about "anyone with a sec status under -5 [being] fair game to deputies at any time" is completely redundant - it's already the case that if your sec status is below -5, anyone can shoot you at any time without taking GCC or sentry aggro. While not in and of itself damning, the fact that the OP felt the need to include it strongly suggests that he doesn't really know what he's talking about or what lowsec is currently like.
Second, the idea of a beacon for a GCC event is kind of interesting (although also pretty redundant in a lot of cases, since non-terrible players can use the d-scanner to quickly find out where things are happening in system). However, the idea of a warpable marker that follows you wherever you go while GCC'd would instantly kill any form of solo roaming piracy because the ability to warp to a safe/disengage after snacking on some hostile gang's bait or otherwise picking off a few of their members is fundamental to roaming pvp in general. |

Sor'Ral
Ascendance Of New Eden
2
|
Posted - 2011.09.14 19:18:00 -
[37] - Quote
Tsubutai wrote:
Second, the idea of a beacon for a GCC event is kind of interesting (although also pretty redundant in a lot of cases, since non-terrible players can use the d-scanner to quickly find out where things are happening in system). However, the idea of a warpable marker that follows you wherever you go while GCC'd would instantly kill any form of solo roaming piracy because the ability to warp to a safe/disengage after snacking on some hostile gang's bait or otherwise picking off a few of their members is fundamental to roaming pvp in general.
The beacon would only be visible to "deputies" ... not the other roaming gangs, right? |

FloppieTheBanjoClown
The Skunkworks
47
|
Posted - 2011.09.14 21:01:00 -
[38] - Quote
Tsubutai wrote:Specifically, the clause about "anyone with a sec status under -5 [being] fair game to deputies at any time" is completely redundant - it's already the case that if your sec status is below -5, anyone can shoot you at any time without taking GCC or sentry aggro. While not in and of itself damning, the fact that the OP felt the need to include it strongly suggests that he doesn't really know what he's talking about or what lowsec is currently like.
You're wrong about that. Currently I can go out to lowsec and pop and pod anyone I want if I'm willing to endure the loss of sec status, and maybe tank some sentry guns. I set up a scenario in which deputies are held to a higher standard, in that they can't do that without provoking serious consequences. Then I added the EXCEPTION that a sec status below -5 would allow them to carry out such an act without those consequences.
Yes it's a bit redundant on normal rules of engagement, but I felt the need to spell it out as I was rewriting those rules a bit for the "good guys" who would be taking on this role.
Tsubutai wrote:Second, the idea of a beacon for a GCC event is kind of interesting (although also pretty redundant in a lot of cases, since non-terrible players can use the d-scanner to quickly find out where things are happening in system). However, the idea of a warpable marker that follows you wherever you go while GCC'd would instantly kill any form of solo roaming piracy because the ability to warp to a safe/disengage after snacking on some hostile gang's bait or otherwise picking off a few of their members is fundamental to roaming pvp in general.
Sor'Ral wrote:The beacon would only be visible to "deputies" ... not the other roaming gangs, right?
^^^^ This. Also, I have already said in this thread it would be possible to outrun a deputy response by warping between safe points and celestials or even fleeing to a neutral system to wait out your GCC. It wouldn't negate the ability to run to a safe spot to avoid retaliation, it would just make criminals RUN from concord, not just warp off and idle.
Some stuff that was brought up by a corpmate:
There needs to be a way to abandon a CRS, or avoid capturing it if you don't want to be a deputy but don't have sufficiently low sec status.
People with sec status below -5 should get their own NeX goodies. Eyepatches, anyone?
Non-deputized systems should have penalties that make things a bit easier for pirates...extra incentive for neutralizing the Concord station: - Stations have reduced docking radius and become kickout stations - Sentries have lower sensor strength and do less damage (or maybe have lower rate of fire) - The question was raised whether drop rates could be adjusted to give pirates better drops in neutral systems
Assign static bounties on each class of ship, and modify it based on the pilot's security status. This bounty would be specific to deputies. It should NEVER be more than the difference between the price of a ship and its platinum insurance value...this would avoid people making money by popping -10 alts in cruisers. |

Raid'En
Apprentice Innovations
29
|
Posted - 2011.09.14 21:48:00 -
[39] - Quote
that's an interesting idea and need more talk
the future system for boosters and capsuleers law may be close enough to use part of the code for this idea |

Gizznitt Malikite
Agony Unleashed Agony Empire
0
|
Posted - 2011.09.14 22:09:00 -
[40] - Quote
I like the general idea, but have several comments and suggestions:
1.) Stick to one subject in this post. Fixing bounty hunting, assault frigates, and adding incarna bling is NOT really relevant. These ideas will only sidetrack this topic and smother your main idea.
2.) I think your scope is too small. Controlling/patrolling one system is a little too limited and boring. Do you lose sight of a criminal once they switch systems? For better results, have bunkers provide constellation-wide benefits (at least). Perhaps expanding it to region-wide with multiple deputy corps, thereby allowing multiple (but limited) alliances to patrol a single region. If a corp feels they control a constellation, they are more likely to patrol the borders and hunt enemies within. Multiple alliances increase opportunities for anti-pirate activity across multiple timezones.
3.) I really like the warpable beacon that follows the GCC'd player for the duration of their GCC. Ideally, it should Only be visible to Concord Deputies; otherwise there isn't much of a reason to be a deputy, as anyone can shoot a GCC player and they don't have to deal with stringent guidelines. Note: This is best left as a double edged sword... warping to their beacon might land you on an unprepared pirate, or it might land you next to their Deathstar POS. This could also make deputized players very useful to low-sec fleet battles, as they can always provide a warp in to the GCC flagged...
4.) It should be possible to identify the concord deputies in local, just likes itGÇÖs possible to identify pirates and war targets.
5.) GCC's do not prevent a person from docking or jumping. All acts of aggression carry a 1 minute aggro timer that prevents docking and jumping. If you use the transferable GCC to prevent docking and jumping (not sure you can separate these two), you will alter a lot of RR activities in low-sec. Considering that most low-sec POS bashes generate GCC's for the parties involved, the implications of preventing a GCC'd player from docking are too far-wielding to support without serious further investigation.
6.) Assuming you do agree with a multi-system patrol, having a concord chat window that updates with the name of a GCC'd player and the system they received that GCC (within your patrol area) would go a long way to enable pirate hunting. Remember, every time a station/gate gun fires on a GCC'd player, their GCC is reissued, and an update would be provided. At first, I thought this would be too much anti-pirate info, but it could easily be used to divert attention away from some pirate strike, or perhaps even lure some deputies into a trap.
7.) I think increasing the sec status penalties for deputies is the best option to "deal" with deputies that violate the rules. If they have a +5 sec status and they pod a guy, so what.... just have them take a bigger hit than a normal player.
8.) Concord Bunkers: How can an existing concord deputized alliance prevent another wanna-be-deputized alliance from shooting their control bunker to negate their deputy status? Since both have high standings, attacking each other would generate a GCC? How does an existing concord deputized alliance forfeit their deputation? I think you need a better method of deputizing alliances. Be wary though, as you want only a limited number of deputies/area, becoming a deputy should be moderately challenging, maintaining deputy status should require sustained actiivty, and deputy status needs to be removeable.... somehow.... This is non-trivial!
9.) Why are the faction warfare zones excluded? |
|

Henry Haphorn
Aliastra Gallente Federation
9
|
Posted - 2011.09.14 23:09:00 -
[41] - Quote
Ignore this post. |

FloppieTheBanjoClown
The Skunkworks
72
|
Posted - 2011.09.14 23:17:00 -
[42] - Quote
Gizznitt Malikite wrote:1.) Stick to one subject in this post. Fixing bounty hunting, assault frigates, and adding incarna bling is NOT really relevant. These ideas will only sidetrack this topic and smother your main idea.
The AF/black ops fixes I threw in because I want to see them happen, and they would help flesh out an expansion (which is the only way this could ever come about). The Incarna stuff is there mostly to satisfy CCP's desire to have more Incarna stuff.
I feel like the bounty fix fits perfectly in this idea. It's sort of a natural expansion on the whole "law enforcement" idea that is the core of the proposal. The story would center around Concord's increasing efforts to make space safer, not just around this idea for lowsec.
Incarna rolled out in a few stages. There's no reason not to do the same with an expansion like what I describe here.
Gizznitt Malikite wrote:2.) I think your scope is too small. Controlling/patrolling one system is a little too limited and boring. Do you lose sight of a criminal once they switch systems? For better results, have bunkers provide constellation-wide benefits (at least). Perhaps expanding it to region-wide with multiple deputy corps, thereby allowing multiple (but limited) alliances to patrol a single region. If a corp feels they control a constellation, they are more likely to patrol the borders and hunt enemies within. Multiple alliances increase opportunities for anti-pirate activity across multiple timezones.
A sufficiently large organization could easily take control of an entire constellation. This system allows a small-ish corp to take a single system and a large alliance to take over enforcement in significant portions of lowsec. It's similar to sovereignty: Just because you can have just one system doesn't mean you're limited to one.
Gizznitt Malikite wrote:3.) I really like the warpable beacon that follows the GCC'd player for the duration of their GCC. Ideally, it should Only be visible to Concord Deputies; otherwise there isn't much of a reason to be a deputy, as anyone can shoot a GCC player and they don't have to deal with stringent guidelines. Note: This is best left as a double edged sword... warping to their beacon might land you on an unprepared pirate, or it might land you next to their Deathstar POS. This could also make deputized players very useful to low-sec fleet battles, as they can always provide a warp in to the GCC flagged...
I must not have been as clear in my wording as I thought. Yes, the GCC beacon would only be available to deputies.
Gizznitt Malikite wrote:4.) It should be possible to identify the concord deputies in local, just likes itGÇÖs possible to identify pirates and war targets.
Agreed. A special tag would denote deputies.
Gizznitt Malikite wrote:5.) GCC's do not prevent a person from docking or jumping. All acts of aggression carry a 1 minute aggro timer that prevents docking and jumping. If you use the transferable GCC to prevent docking and jumping (not sure you can separate these two), you will alter a lot of RR activities in low-sec. Considering that most low-sec POS bashes generate GCC's for the parties involved, the implications of preventing a GCC'd player from docking are too far-wielding to support without serious further investigation.
Agreed. I forget how screwy the RR situation can be sometimes. It would definitely need serious consideration...I just don't want the criminal to be able to warp a couple of times and then dock up to escape deputies. You would really just need to differentiate between those doing damage and those supporting them...allow the RR to dock up/jump as normal while making it harder on the "real" criminal....just an idea. |

FloppieTheBanjoClown
The Skunkworks
72
|
Posted - 2011.09.14 23:17:00 -
[43] - Quote
Gizznitt Malikite wrote:6.) Assuming you do agree with a multi-system patrol, having a concord chat window that updates with the name of a GCC'd player and the system they received that GCC (within your patrol area) would go a long way to enable pirate hunting. Remember, every time a station/gate gun fires on a GCC'd player, their GCC is reissued, and an update would be provided. At first, I thought this would be too much anti-pirate info, but it could easily be used to divert attention away from some pirate strike, or perhaps even lure some deputies into a trap.
This is exactly the sort of gameplay I want to encourage with a system like what I propose.
Gizznitt Malikite wrote:7.) I think increasing the sec status penalties for deputies is the best option to "deal" with deputies that violate the rules. If they have a +5 sec status and they pod a guy, so what.... just have them take a bigger hit than a normal player.
Fair enough.
Gizznitt Malikite wrote:8.) Concord Bunkers: How can an existing concord deputized alliance prevent another wanna-be-deputized alliance from shooting their control bunker to negate their deputy status? Since both have high standings, attacking each other would generate a GCC? How does an existing concord deputized alliance forfeit their deputation? I think you need a better method of deputizing alliances. Be wary though, as you want only a limited number of deputies/area, becoming a deputy should be moderately challenging, maintaining deputy status should require sustained actiivty, and deputy status needs to be removeable.... somehow.... This is non-trivial!
I agree it certainly leaves some questions open. To an extent, I feel like some of this design would have to be done by CCP: they know what their vision for Eve is, they know exactly what kind of mechanics they can and will produce, and frankly it's their jobs :) I *thought* somewhere in here I addressed some of that. I'll check back.
edit: I'm no expert on faction warfare, but it's my understanding a corporation involved in FW can withdraw at any time. Dropping deputy status would work the same way. I feel like maybe there's a small hole here somewhere that I need to fill in on how a corp/alliance takes up deputy status and how to make it all work well.
Tangential thought: there needs to be something to encourage cooperation between deputy corps so they don't bicker over territory and that sort of thing.
As for taking control from other deputies: I *think* I said somewhere in here that attacking the CRS would not incur a GCC, and from there it would be like if someone can flipped you: if they're shooting your CRS you can shoot them, but they can't shoot you UNTIL you shoot them. Sounds like I need to go back through the thread and pull my ideas together a bit more. I'm already over 6,000 characters on my write-up on this idea now.
I agree that holding status should require a level of activity. There would have to be some way of monitoring levels of patrols and enforcement, similar to sov levels I suppose.
Gizznitt Malikite wrote:9.) Why are the faction warfare zones excluded?
For the roleplaying aspect, because Concord is deliberately staying out of the Empire wars. They have no interest in attempting to enforce law in a war zone, for obvious reasons. It would be left to the local militias to patrol systems in which they've gained control.
I thought the presence of the Concord bunkers and the activities relating to that would detract from the faction wars. Also, the inability to take out a neutral scout without risking the faction militia getting access to a GCC beacon on you for the next 15 minutes would be a bit too much. The two systems need to be exclusive so they don't interfere with one another. |

LiSung
New Eden Asteroid Preservation Society
3
|
Posted - 2011.09.16 19:48:00 -
[44] - Quote
+1
Great idea that needs some work to make sure it's balanced and not exploitable...but that's the job of the developers, no? |

Tyr Aeron
L0pht Systems
0
|
Posted - 2011.09.17 06:06:00 -
[45] - Quote
FloppieTheBanjoClown wrote:Agreed. I forget how screwy the RR situation can be sometimes. It would definitely need serious consideration...I just don't want the criminal to be able to warp a couple of times and then dock up to escape deputies. You would really just need to differentiate between those doing damage and those supporting them...allow the RR to dock up/jump as normal while making it harder on the "real" criminal....just an idea.
Here's an idea to prevent docking to escape the deputies. You said yourself that we may as well accept Incarna and start incorporating it in our ideas. I recall a dev saying something to the effect of "there will be no combat in stations, for now." That leaves me to believe that at some point there will be that possibility.
How about, if you're currently under a GCC, deputies can dock and incapacitate/arrest you and, if you resist, kill you. Would be a tough decision there. Keep warping and risk your ship, or dock and try to hide from deputies with stun guns and rifles. There would have to be something done to make the risk of docking at least somewhat appealing, say having no beacon on you in station and your GCC expires faster. Deputies would only get a photo of your face, like a mug shot, so you could hide in some dark corner or something to that effect.
Just throwing it out there.
The entire concept is of low-sec enforcement is probably one of the most compelling ideas posted here in, well, ever and I fully and completely endorse it. My hat is off to the OP for coming up with the first REAL idea for rejuvenating low-sec.
+1 |

Fighter26
Orion's Fist RED.Legion
4
|
Posted - 2011.09.18 17:31:00 -
[46] - Quote
This is one hell of a idea. I came in here expecting to make fun of you OP, but you are right this is not expected. A change like this is what low sec needs right now, and I really doubt pirates would mind this because it gets them fights. I mean comon just picturing now a solo Raven attempting to play sheriff would be amazing kills, but the idea goes beyond that. Another method of earning iskis pvping is never a bad idea, and this adds a new life to a otherwise boring dead part (for the most part) area of eve. |

buee
Valor Inc. Nulli Secunda
9
|
Posted - 2011.09.18 17:59:00 -
[47] - Quote
I sincerely hope that CCP notices this post and seriously considers implementing this or similar systems. Lowsec really is just a joke.
On another note, LP concord store anyone? Concord battleship blueprints... yummy. |

FloppieTheBanjoClown
The Skunkworks
72
|
Posted - 2011.09.20 20:46:00 -
[48] - Quote
buee wrote:I sincerely hope that CCP notices this post and seriously considers implementing this or similar systems. Lowsec really is just a joke. I sincerely hope that if they do, I get something out of it. Free Eve for life, or a really wicked unique ship.
I'm a fan of cloaky cruisers. Hint hint. |

Leela Sirene
The Scope Gallente Federation
1
|
Posted - 2011.09.20 22:04:00 -
[49] - Quote
Ever wondered about how boring lowsec can be and how it could be changed. That's in fact a very good idea. Would like to see that coming. Thumbs up! |

Rixx Javix
Lucifer's Hammer Burn Away
4
|
Posted - 2011.09.20 22:24:00 -
[50] - Quote
While interesting this idea is a little one sided isn't it? I mean everything I'm reading is about killing Pirates, attacking people with GCC and destroying a viable and flourishing play-style choice. Which no one asked you to destroy.
The only people that don't like low sec are those that don't understand it, or are afraid of it. If anything GCC needs to be limited not expanded. If you want to kill Pirates then come into low sec and try.
This idea has some merit, but it'll never fly. |
|

FloppieTheBanjoClown
The Skunkworks
72
|
Posted - 2011.09.21 02:18:00 -
[51] - Quote
Rixx Javix wrote:While interesting this idea is a little one sided isn't it? I mean everything I'm reading is about killing Pirates, attacking people with GCC and destroying a viable and flourishing play-style choice. Which no one asked you to destroy.
It's not destroying anything. if you feel that this is one-sided against the pirates, then how about some ideas on how to balance it?
Right now all the advantage in lowsec goes to those who don't care about their sec status...the pirates. They can dictate the fight because the "good guys" can't engage just anyone. There is no incentive to go out to lowsec other than purely wanting to get involved in PVP at the cost of security status. Even then it's hard to get a fight that isn't horribly one-sided or just run into a gang running disco on a gate or station. I'm trying to find a system which creates enough feeling of balance for all parties that more people go out into lowsec, creating MORE fights.
Rixx Javix wrote:The only people that don't like low sec are those that don't understand it, or are afraid of it. If anything GCC needs to be limited not expanded. If you want to kill Pirates then come into low sec and try.
I do understand lowsec. I've spent a fair bit of time on PVP roams and exploration there. I learned the hard way how to live out there for extended periods of time and got to know some of the people who live there. I'd wager that 95% of the lowsec occupants I met were pirates. They spent all their time fighting each other and ganging up on any passersby they didn't know and like. Hell, half the "friends" I made out there I made because I successfully evaded their traps and stuck around in local to chat.
This isn't just about killing pirates. This has always been about getting ships into lowsec, creating fleets, starting fights, and creating a "stepping stone" for younger/smaller groups that want a taste of fleet battles and sov without getting dragged into the politics and sheer scope of nullsec. I really think if SOMETHING like this mechanic existed more carebear corps might venture out of high.
(troll) That is, unless you're saying that you can't deal with a fleet of pubbies coming out to lowsec and trying to take you one. I understand. Not everyone is up to that.(/troll)
:D |

Rixx Javix
Lucifer's Hammer Burn Away
4
|
Posted - 2011.09.21 14:51:00 -
[52] - Quote
Most of us happen to like Low Sec just the way it is, and while certain elements need to be tweaked, addressed and otherwise balanced - we don't WANT low sec to become another Null or Hi-Sec region. And that is what you are proposing.
You make the assumption that something is wrong with Low Sec because more people aren't there and that by somehow making it "safer" more people would fly into low and have picnics. It won't happen. Why? Because people like me live there and I will only blow up their pretty little ships even more than I do now. Boom. Dead miners and carebear ships all over the place.
Your idea is interesting but if people had the guts to come into low sec they'd be coming into low sec. Making bounty hunters or police or territory modules or any of the other ideas I've heard over the years won't change the fundamental issue - Low Sec is scary and bad people live there.
I'm sorry about that. But me and all the other Pirates like it like that. If it changes it won't be low sec anymore.
Now having said that, there are things that can be done. Sec status is something that needs addressed, GCC needs to be fixed based on the true-sec status of systems and not just globally, and others. But anyone can already attack a Pirate any time they want without taking a sec status hit and they don't do it. |

Grey Stormshadow
Starwreck Industries
118
|
Posted - 2011.09.21 20:38:00 -
[53] - Quote
This subject should be discussed in full detail, but the initial idea is worth supporting.
+1 Forum fix for firefox and chrome Get working images and colored text Classic forum style 2.25final |

FloppieTheBanjoClown
The Skunkworks
75
|
Posted - 2011.09.21 21:02:00 -
[54] - Quote
Rixx Javix wrote:Most of us happen to like Low Sec just the way it is, and while certain elements need to be tweaked, addressed and otherwise balanced - we don't WANT low sec to become another Null or Hi-Sec region. And that is what you are proposing.
You make the assumption that something is wrong with Low Sec because more people aren't there and that by somehow making it "safer" more people would fly into low and have picnics. It won't happen. Why? Because people like me live there and I will only blow up their pretty little ships even more than I do now. Boom. Dead miners and carebear ships all over the place.
I don't want to make it safer. I want to make it more dangerous for all parties. I want there to be BATTLES, not little frig fights and the occasional roaming blob of doom that I see out there now. The problem as it is now is that the -10s are only threatened by each other, and anyone NOT looking to pirate really can't survive in lowsec. It's the least-populated part of space--from what I've seen--and the low popularity means that the hard truth of it is that CCP isn't going to care much what you think if they can find a way to make more players happy. I even recall some dev posts on the old forums about "fixing lowsec".
I want to offer something that will augment lowsec and give the pirates more and bigger PVP fights. If you think my proposal won't do that I'd love to hear what you think might make low mo
Rixx Javix wrote:Your idea is interesting but if people had the guts to come into low sec they'd be coming into low sec. Making bounty hunters or police or territory modules or any of the other ideas I've heard over the years won't change the fundamental issue - Low Sec is scary and bad people live there.
I'm sorry about that. But me and all the other Pirates like it like that. If it changes it won't be low sec anymore.
It's not about having guts to go to lowsec. It's about having a reason to. Right now the risk vs reward ratio is WAY out of balance with the rest of the game. My old corp ran mining operations in low just to see what kind of isk we could make...it wasn't significantly more profitable than highsec mining, and there was the constant threat of piracy. I ran exploration through there frequently, but again found highsec to pay equally well. Basically right now there's one thing to do in non-FW lowsec: be a pirate or look for pirates. I know some people run L5s in them and there are some lowsec explorers, but for the most part the space goes unused. |

Rixx Javix
Lucifer's Hammer Burn Away
7
|
Posted - 2011.09.23 20:04:00 -
[55] - Quote
What you want is called Null. It is a region located all around the edges of New Eden, head in any direction and you'll get there eventually. You can own the systems there, the rewards are very high and it is full of BATTLES all the time.
Enjoy. |

Jarome Ambraelle
The Scope Gallente Federation
3
|
Posted - 2011.09.24 08:22:00 -
[56] - Quote
Rixx Javix wrote:Most of us happen to like Low Sec just the way it is, and while certain elements need to be tweaked, addressed and otherwise balanced - we don't WANT low sec to become another Null or Hi-Sec region. And that is what you are proposing.
You make the assumption that something is wrong with Low Sec because more people aren't there and that by somehow making it "safer" more people would fly into low and have picnics. It won't happen. Why? Because people like me live there and I will only blow up their pretty little ships even more than I do now. Boom. Dead miners and carebear ships all over the place.
Your idea is interesting but if people had the guts to come into low sec they'd be coming into low sec. Making bounty hunters or police or territory modules or any of the other ideas I've heard over the years won't change the fundamental issue - Low Sec is scary and bad people live there.
I'm sorry about that. But me and all the other Pirates like it like that. If it changes it won't be low sec anymore.
Now having said that, there are things that can be done. Sec status is something that needs addressed, GCC needs to be fixed based on the true-sec status of systems and not just globally, and others. But anyone can already attack a Pirate any time they want without taking a sec status hit and they don't do it.
I absolutely disagree with you. Low-sec is still within the Sov of one of the 4 nations and so crimes commited there by pirates should still carry the possibility of being punished.
I believe the general idea of this was that even as vast as the nation's navies and police forces may be, they simply don't stretch or get funding enough to fend for all of the low sec areas, so they simply don't do it. Instead, they have this new option to chose a much easier and potentially profitabl option for the players. CONCORD opens itself up more to players and allows them to go after outlaws which now have a CONCORD bounty on their head.
Additionally, any player who had destroyed an innocent person's ship or esspecially podded them, is now flagged when in low sec for a CONCORD warrent and may be dispatched, but not podded (as opposed to how outlaws would be treated) within a certain time limit (let's say a week or two). After that time, they can no longer be blown up due to that particular crime, but if they commit a certain amount in a specific amount of time, their security status goes down at a higher rate based on the crimes and estimated value of damages, and of course, also the regular ways sec status goes down.
This may sound like a carebear's method of trying to make low sec safe and more like high sec, but quite the contrary, there will always be pirates and raiders in low sec. This idea and general and what I've said here I feel are simply means with which to give even more profit to players and more career options, while at the same time criminals might finally have t o pay for what they do to the average players. You still will run the chance of getting your ship blown to bits if you go below 0.5, but at least you know that there's people you can actually count on to try and do something about it. |

Laechyd Eldgorn
draketrain
2
|
Posted - 2011.09.24 12:42:00 -
[57] - Quote
low sec is most dangerous place for pirates
being under -5 sec is great risk like having gcc at gates or stations, counting out ship maintenance bay / rr exploiting.
what low sec needs is not safety or more risk for people who actually have balls to aggro someone.
i could agree with more severe sec hits everywhere but then everyone would just pvp in 0.0 or suicide gank in hi sec and sec rat in 0.0... so...
low sec used to be somewhat viable place for catching logistic transports to 0.0 but since ccp gave them near immunity to everything (jump bridges, jump freighters, covert ops haulers, blackops, titan bridge, general rage logoffski, web warp) go figure why no one hangs around in low sec anymore. Not to mention that missioning and plexing in low sec became less good plan. Doing anything at low sec belts has been pretty useless like forever.
|

Sor'Ral
Ascendance Of New Eden
2
|
Posted - 2011.09.24 18:21:00 -
[58] - Quote
There's plenty of room for piracy in 0.0 no? Why make it safer for pirates in losec? There's plenty of piracy there ..... doesn't seem in danger of being wiped out at all .... and since when do gate guns bother losec pirates - they sit and tank them all day ...
|

Endovior
Shockwave Innovations RED Citizens
0
|
Posted - 2011.09.25 06:10:00 -
[59] - Quote
I like the idea, but as has been mentioned before in the thread, it shouldn't be so one-sided. GCC beacons following pirates through warp makes life really easy for the prospective bounty-hunters... and thus, should probably not exist unless they've done a lot to 'lock-down' the system and make it 'safe'. At lower levels of 'security', it'd probably just be fine to have GCC beacons lighting up at the location the criminal was at when he committed the crime, only updating with each new criminal act; that way, vigilantes have somewhere to start, but still might have to do a little work to track down their targets, especially if the guys show a little caution and have safespots in-system.
As for the rest of it, I'd be inclined to reference that 'Corruption' idea The Mittani had back when, though that strays a little beyond the point of the thread. My point here is, that if the vigilantes can set up shop in a system, doing things to make it safer for travellers and honest folk, the pirates should be able to do the same thing, setting up shop in a system to make it more dangerous for the lawmen and more appealing to outlaws. |

Sor'Ral
Ascendance Of New Eden
2
|
Posted - 2011.09.25 14:44:00 -
[60] - Quote
The idea of Pirates being able to take (a similar level) of control actually makes sense when you say it like that .... so you could have some systems "under the influence" of Pirates, others "under the influence" of "Deputies" ....
I know a lot of ppl who would love to participate in "Faction Warfare - Like" experiences, but who don't want to have to sacrifice balanced standings or go into "total war" mode to do so ....
Seems like one key to making this work, is to make it somehow easier to get into and get out of .... i.e.-would be nice if your corp could easily take a weekend and play a pickup game of "Deputies and Pirates" in the nearby losec area, without having to ruin their high security standings, and for those of us that care (NRDS, near-NRDS, etc.), without having to "go rogue" and become Pirates (basically killing all targets you see) as current Losec roams really push you to do. |
|

FloppieTheBanjoClown
The Skunkworks
88
|
Posted - 2011.09.26 20:30:00 -
[61] - Quote
This idea would generally make lowsec default to being more pirate-friendly with things like kickout stations and slower sentry guns, making it easier for pirates and outlaws to escape or tank. Only when there is a CONCORD presence occupying the system does it become similar to what it is today. |

Andrea Griffin
University of Caille Gallente Federation
8
|
Posted - 2011.09.27 18:02:00 -
[62] - Quote
As someone who engages in lowsec piracy, I support this idea. Anything that would make lowsec a bit safer and allow anti-pirate types to have some real effect means more targets for me to play with and more pew pew.
FloppieTheBanjoClown wrote:Rixx Javix wrote:While interesting this idea is a little one sided isn't it? It's not destroying anything. if you feel that this is one-sided against the pirates, then how about some ideas on how to balance it? If only deputies can see someone's GCC then there is already a bit of a balancing factor to this, as anyone in system who is NOT a deputy would not have any notice of a GCC event. Not really a big boon for the pirates, but it's something.
Besides, being a warpable beacon won't help the locals catch you. Just keep warping around the system until your GCC wears off. I imagine that activating a cloaking device would cause the beacon to disappear? What about wormholes? If I can't dock or jump I should still be able to pop through a wormhole.
What about allowing a pirate corporation to take control of these beacons? Then what? OvO |

Cearain
The IMPERIUM of LaZy NATION
53
|
Posted - 2011.09.27 18:44:00 -
[63] - Quote
FloppieTheBanjoClown wrote:This idea would generally make lowsec default to being more pirate-friendly with things like kickout stations and slower sentry guns, making it easier for pirates and outlaws to escape or tank. Only when there is a CONCORD presence occupying the system does it become similar to what it is today.
I didn't see the part with slower sentry guns in the op.
If they slow sentry guns are we going to see insta-locking thrashers/stilletoes on every gate catching frigates long enough for a second point then warping off? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Otto Weston
Loveable Scurvy Dangerous Pirates
0
|
Posted - 2011.09.27 20:05:00 -
[64] - Quote
+1 LSD Pirates FTW! |

FloppieTheBanjoClown
The Skunkworks
89
|
Posted - 2011.09.27 21:48:00 -
[65] - Quote
Cearain wrote:I didn't see the part with slower sentry guns in the op.
Don't think it was. It would probably take 3 posts to put all the information together at this point. As people bring up balance concerns I've taken that into account and suggested changes or additions.
Cearain wrote:If they slow sentry guns are we going to see insta-locking thrashers/stilletoes on every gate catching frigates long enough for a second point then warping off? That's one of those balance things to consider during development.
I'd see that as being a valid strat...if the pirates can prevent a fleet from taking over the concord outpost and beefing up the gate guns, they SHOULD get the benefit of being able to catch and kill most targets they find. |

Spl0itz
0
|
Posted - 2011.09.28 12:08:00 -
[66] - Quote
I like this proposal. Every reason to bring people to populate lowsec is good.
However, like others here, I do believe that this is a one-sided proposal. Strengthening the 'good side' is a valid idea, filling a missing piece of gameplay in low-sec, but it might as well discourage pirates to actually go fight in those player-secured systems.
My point being: could we imagine a system that gives a bit of reward to pirates in those player-secured systems? Deputies would gain Concord LPs for bringing pirates down, so why not give a similar reward to the latter?
The system could work as follow: - In unclaimed low-sec systems, pirates could gain tiny LP reward (based on ships, SS difference, etc) with the Cartel counterpart of the official empire for kills. - In player-secured low-secs, pirates would get an overall better LP reward, and a special bonus for taking down deputies themselves.
From a RP point of view, it would reinforce the idea of low-sec being a buffer area with the Null-Sec Cartel-controlled areas, and also give motives to Pirates to fight in those deputies-secured systems...
Just my 2 isks. |

FloppieTheBanjoClown
The Skunkworks
89
|
Posted - 2011.09.28 20:45:00 -
[67] - Quote
Spl0itz wrote:I like this proposal. Every reason to bring people to populate lowsec is good.
However, like others here, I do believe that this is a one-sided proposal. Strengthening the 'good side' is a valid idea, filling a missing piece of gameplay in low-sec, but it might as well discourage pirates to actually go fight in those player-secured systems.
My point being: could we imagine a system that gives a bit of reward to pirates in those player-secured systems? Deputies would gain Concord LPs for bringing pirates down, so why not give a similar reward to the latter?
The system could work as follow: - In unclaimed low-sec systems, pirates could gain tiny LP reward (based on ships, SS difference, etc) with the Cartel counterpart of the official empire for kills. - In player-secured low-secs, pirates would get an overall better LP reward, and a special bonus for taking down deputies themselves.
From a RP point of view, it would reinforce the idea of low-sec being a buffer area with the Null-Sec Cartel-controlled areas, and also give motives to Pirates to fight in those deputies-secured systems...
Just my 2 isks.
I like the idea of pirate LPs for killing deputies.
If you want to take it a step further and create lowsec-specific PvE content, you could have pirate and concord missions where the job requires venturing into enemy-occupied space. Again, probably better for CCP to put that sort of detail into it, I'm more interested in creating a new system for small groups to get more action. |

Dick Jones
Omega Celestial Procurement Omega Consortium Projects
0
|
Posted - 2011.09.29 00:19:00 -
[68] - Quote
I like the idea, but instead of holding a control bunker or at least in augmentation of it, it should require a POS presence as well. This would ensure that the industry element of a corp is in tact and make eve itself more balanced.
|

Gizznitt Malikite
Agony Unleashed Agony Empire
4
|
Posted - 2011.09.29 00:51:00 -
[69] - Quote
**** Jones wrote:I like the idea, but instead of holding a control bunker or at least in augmentation of it, it should require a POS presence as well. This would ensure that the industry element of a corp is in tact and make eve itself more balanced.
This is a good idea... but I would push it farther and make the control bunker a type of POS (or maybe a type of TCU). Perhaps require a concord charter as a fuel requirement, and a certain level of corp standings to anchor, and maybe a certain corp sec status to keep it online. |

Zirse
Brutor Tribe Minmatar Republic
76
|
Posted - 2011.09.29 19:29:00 -
[70] - Quote
The only thing a mandatory POS would ensure is a headache. You're delusional if you think a POS brings about industry. Industry may require a few POSes, but it doesn't work vice versa.
Anyways OP, I have to say this is a great idea BUT I have to strongly disagree with the GCC beacons following players. That would just swing the pendulum too far against pirates.
You're going to get systems where there are always deputies online and moving beacons would basically make any non-frigate piracy an act of suicide. While confining piracy to frigates seems to make sense, in practice it would be bad gameplay.
A general one time beacon at the GCC site would allow pirates to make short work of soft targets, but for anything serious they'd be taking a big risk. |
|

FloppieTheBanjoClown
The Skunkworks
94
|
Posted - 2011.09.29 19:34:00 -
[71] - Quote
Zirse wrote:The only thing a mandatory POS would ensure is a headache. You're delusional if you think a POS brings about industry. Industry may require a few POSes, but it doesn't work vice versa.
Anyways OP, I have to say this is a great idea BUT I have to strongly disagree with the GCC beacons following players. That would just swing the pendulum too far against pirates.
You're going to get systems where there are always deputies online and moving beacons would basically make any non-frigate piracy an act of suicide. While confining piracy to frigates seems to make sense, in practice it would be bad gameplay.
A general one time beacon at the GCC site would allow pirates to make short work of soft targets, but for anything serious they'd be taking a big risk.
Fleet up with someone and try to catch them using warp to member. It's not as easy as you think. Remember than when you warp to a moving target, you warp to where it is WHEN YOU CLICK WARP, not to where it's going. This will just mean that pirates in concord-controlled systems would have to be willing to run like hell for 15 minutes. |

Sor'Ral
Ascendance Of New Eden
3
|
Posted - 2011.09.30 15:06:00 -
[72] - Quote
Spl0itz wrote:I like this proposal. Every reason to bring people to populate lowsec is good.
However, like others here, I do believe that this is a one-sided proposal. Strengthening the 'good side' is a valid idea, filling a missing piece of gameplay in low-sec, but it might as well discourage pirates to actually go fight in those player-secured systems.
My point being: could we imagine a system that gives a bit of reward to pirates in those player-secured systems? Deputies would gain Concord LPs for bringing pirates down, so why not give a similar reward to the latter?
The system could work as follow: - In unclaimed low-sec systems, pirates could gain tiny LP reward (based on ships, SS difference, etc) with the Cartel counterpart of the official empire for kills. - In player-secured low-secs, pirates would get an overall better LP reward, and a special bonus for taking down deputies themselves.
From a RP point of view, it would reinforce the idea of low-sec being a buffer area with the Null-Sec Cartel-controlled areas, and also give motives to Pirates to fight in those deputies-secured systems...
Just my 2 isks.
Great idea to help flesh out the Pirate side! |

Aineko Macx
Royal Amarr Institute Amarr Empire
6
|
Posted - 2011.10.04 14:01:00 -
[73] - Quote
I like the direction this idea is headed. Like posted above, if you incentivize anti-piracy, you should also improve piracy itself. I still think the "Corruption" concept presented at eve vegas was great, with sort of safe havens for pirates. Combined with the OP proposal and maybe a reworked bounty system this could be awesome. |

Bloodpetal
Mimidae Risk Solutions
46
|
Posted - 2011.10.04 14:30:00 -
[74] - Quote
On the EVE main page at the very bottom there used to be a tiny little selection you could find that listed the "plans" for the future.
It listed a variety of things the devs wished for coming in the future. It's been removed now, because most of them have actually come to fruition, such as Planetary Interaction, Walking, Faction Warfare and a few others.
One of them listed was called "Low Sec Viceroys" - I don't agree with the system you are proposing. If you've tried FW, you'll understand why the FW system really isn't a good system.
However, the Viceroy-ship of Low Sec would still be a fun way of having "Sovereignty-Lite". I don't know what you could specifically do with it, and that's probably the major reason there is no big push for Sov-Lite in low sec, however, I'd say there's a lot of reasons that it could be a viable tool for low sec.
NOSTRO AURUM NON EST AURUM VULGI |

Metallius
13th Squadron E C L I P S E
1
|
Posted - 2011.10.04 19:51:00 -
[75] - Quote
Well they said they wanted to do something of people working as concord in a fanfest but that they were triying to find ways of people not being to exploit this. Maybe someone can have concord status and pass intel to their frineds of were is soemone going and traps etc...
But is a good raw idea |

Omega Flames
Bene Gesserit ChapterHouse Sanctuary Pact
0
|
Posted - 2011.10.05 18:01:00 -
[76] - Quote
+1 (did they remove the vote for check box? cause i don't see it and the sticky still says to check it) |

Red Teufel
Blackened Skies THE UNTHINKABLES
6
|
Posted - 2011.10.06 15:12:00 -
[77] - Quote
eve was going to have something like this except they were cosmos agents. you needed very high security to use them and they would hand out pirate kill missions/bounty missions so you could kill them in high/low sec with no threat to gate guns. this including podding to collect a higher reward & bounty.
expand this to corp missions to hunt/kill other corps. |

Solo Player
12
|
Posted - 2011.10.24 22:48:00 -
[78] - Quote
+1
Hate to resurrect, but this deserves another day in the sun and needs be picked up by CSM. Not so hot about the bounty system here - Ogopogo's idea (yonder) seems better and so much more elegant and easy to implement.
Edit: sorry, link added. |

FloppieTheBanjoClown
The Skunkworks
181
|
Posted - 2011.10.24 22:53:00 -
[79] - Quote
Solo Player wrote:+1
Hate to resurrect, but this deserves another day in the sun and needs be picked up by CSM. Not so hot about the bounty system here - Ogopogo's idea seems better and so much more elegant and easy to implement.
I haven't seen his, but I'm sure there are better-planned bounty ideas out there. I just think that an expansion that features such an emphasis on concord and piracy should also include the new bounty system so many people want.
I'm curious to see what new content is coming in the winter expansion.
|

coden1ke
Mirai Yume SRS.
0
|
Posted - 2011.10.25 00:40:00 -
[80] - Quote
+1 |
|

Kaaeliaa
Frikt Ikke
0
|
Posted - 2011.10.25 03:11:00 -
[81] - Quote
Came in expecting carebear whining...
...found an excellent suggestion. I myself would love to hunt down the scum of the game. If nothing else, having an option to be deputized by CONCORD and get extra rewards for bringing down the hammer on criminals would be an awesome option to have. CONCORD needs to do something, they seem to be engaging in epic failure at the moment. Can't even keep highsec safe from the wretched hive of scum and villainy that is EVE.  |

FloppieTheBanjoClown
The Skunkworks
182
|
Posted - 2011.10.25 04:29:00 -
[82] - Quote
Kaaeliaa wrote:Came in expecting carebear whining...
I might have done that on purpose. |

Tenebrae Delucescere
Republic Military School Minmatar Republic
11
|
Posted - 2011.10.25 17:47:00 -
[83] - Quote
There are a lot of mechanisms in this game for being a "bad guy", it would be really nice to see a system in place for the opposite. And I don't think the effects on the piracy business will be as grave as some suggest. Instead it adds depth to the piracy system. Instead of just jumping into a low sec system and killing the first ship you see, it would require you to check out systems, see where CONCORD militias are active.
Similarly, if "good" players can gain control of a bunker to become deputies, pirates should be able to "kill" the bunker to remove that ability. As far as the GCC beacon following pirates around, I think this is a good mechanic. If you're just one ship, you'll have to keep warping around, again "running" from the deputies. If you're a gang, there are a lot of different approaches you can take. Have one ship agress a player, and draw out the deputies, while you have a group go hit the outpost. Kill the bunker, and the GCC beacon goes away, since it is only available to deputies, and there would be no deputies in a system without a bunker. Or agress with a smaller ship, and warp to a large gang. CONCORD deputy shows up and gets popped. This encourages not only small group piracy, but small group anti piracy. If you're just one ship, and warp to the first GCC beacon that pops up, you risk jumping into a trap. On the other hand, agressing the bunker would generate a GCC, so the deputies in the system could warp back to defend it. Again, preparation, coordination, fun.
I think this system adds some great things to the game. For one, it makes it possible for industry/PvE type people to live in null without taking away the PvP aspect of the systems. It also encourages larger scale combat for low sec systems. There is no "X corp controls this system", but rather "there is or isn't a CONCORD presence in this system", and that control is something contended for by pirates and deputies. Pirates want no bunker present so they can kill freely, deputies want a bunker so they can hunt pirates at least provide some semblance of protection for small corp/solo industry/PvE players. It also adds a great mechanic for small group PvP which is something a lot of people have been asking for.
+12 |

Gheng Kondur
Serva Fidem
17
|
Posted - 2011.10.25 19:09:00 -
[84] - Quote
3 things spring to mind that may have been covered in these posts.
First timer for pirates, without instant warp to pirates, you'll need a long timer to hunt them down,
Second it needs to allow deputies to roam or we have the crossing state line to safety game.
Last why concord? Why not deputised by faction? Min corp faction needed then off you go.
I know it's a bit of roleplay, but why would the factions want more concord meddling, much better to secure their own space.
Great idea though, and gets a +1 from me |

el alasar
The Scope Gallente Federation
67
|
Posted - 2011.11.18 12:05:00 -
[85] - Quote
+1. we need incentives for anti-pirating activities.
FloppieTheBanjoClown wrote:Dispatching GCC'ed pirates in system would net you LPs with concord based on their security status. The lower it is, the more LPs you get. Also, putting a multiplier on existing bounties might make it more attractive. Obviously someone could build a -10 character and pop rookie ship after rookie ship to stack up LPs. There would have to be something to prevent this sort of farming. CCP knows far better than I do what sort of mechanics they could use to prevent this. If it can't be prevented, another reward system could be used.
one solution would be similar to suggestions made on changes to bounty hunting: you can only pay out, what gets destroyed. more little ideas that need your support: https://forums.eveonline.com/default.aspx?g=posts&m=261507#post261507
enjoying the order cancellation confirmation? sometimes CCP listens - there is hope after all :) www.eveonline.com/ingameboard.asp?a=topic&threadID=1431503 |
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