Pages: 1 2 3 4 5 [6] 7 8 9 10 11 12 13 14 15 16 17 18 .. 18 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Garreck
Amarr Border Defense Consortium Curatores Veritatis Alliance
|
Posted - 2008.06.05 20:30:00 -
[151]
Originally by: Dinique
The OP's opinion on what effect it would have has no bearing on whether this is a good idea or not.
Fair point. Why do you think it's a good idea, then? What benefit to the game would be brought about by making outpost destruction a reality?
|

Jade Constantine
Jericho Fraction The Star Fraction
|
Posted - 2008.06.05 20:33:00 -
[152]
Edited by: Jade Constantine on 05/06/2008 20:34:16
Worth remembering that while 72hours may sound like a laughably short period of time - this clock doesn't even start ticking until you have won a conventional sovereignty battle and already own the outpost. Further, there is another 48 hours on the clock till it blows up (during which time it opts out of sovereignty and can be recaptured by any friendly fleet that cares too).
Now, this was just a rough example illustrating "how" the destructible outpost concept could be delivered. Its not our job as players (or CSM reps) to design this detail - thats up to CCP. But what it is our job to do is to ask questions on the principle here (as I stated in the op).
I would like to ask CCP if they see a role for destructible outposts in the 0.0 game? Many players of eve online would also like an answer to this question. (If they tell us in reply they don't see a role for destructible outposts thats pretty much the end of the matter).
So I'd like to pose a specific question now of anyone opposing this issue getting a place on the agenda: why are you against the principle of simply discussing this? Why don't you want us to talk about it? Why do you believe that destructible outposts in 0.0 space must be a taboo issue?
CSM Manifesto 2008 | Destroy Outposts! |

Yorda
Battlestars GoonSwarm
|
Posted - 2008.06.05 20:34:00 -
[153]
Originally by: Jade Constantine Worth remembering that while 72hours may sound like a laughably short period of time - this clock doesn't even start ticking until you have won a conventional sovereignty battle and already own the outpost. Further, there is another 48 hours on the clock till it blows up (during which time it opts out of sovereignty and can be recaptured by any friendly fleet that cares too).
Now, this was just a rough example illustrating "how" the destructible outpost concept could be delivered. Its not our job as players (or CSM reps) to design this detail - thats up to CCP. But what it is our job to do is to ask questions on the principle here (as I stated in the op).
I would like to ask CCP if they see a role for destructible outposts in the 0.0 game? Many players of eve online would also like an answer to this question.
So I'd like to pose a specific question now of anyone opposing this issue getting a place on the agenda: why are you against the principle of simply discussing this? Why don't you want us to talk about it? Why do you believe that destructible outposts in 0.0 space must be a taboo issue?
I realllllyyyyyyyyyyyy want this to happen.
P.S. I just doomed this thread again.
|

Pezzle
Imperial Dreams Curatores Veritatis Alliance
|
Posted - 2008.06.05 20:37:00 -
[154]
Originally by: Jade Constantine
So I'd like to pose a specific question now of anyone opposing this issue getting a place on the agenda: why are you against the principle of simply discussing this? Why don't you want us to talk about it? Why do you believe that destructible outposts in 0.0 space must be a taboo issue?
This has been done several times in the thread.
|

Dinique
The Illuminati. Pandemic Legion
|
Posted - 2008.06.05 20:39:00 -
[155]
Originally by: Garreck
Originally by: Dinique
The OP's opinion on what effect it would have has no bearing on whether this is a good idea or not.
Fair point. Why do you think it's a good idea, then? What benefit to the game would be brought about by making outpost destruction a reality?
Outposts are an exception to the rule in EVE. Loss is an important factor of what makes EVE tick. I see no reason for this exception to exist. Its not a sandbox if the sandcastles can't be stepped on 
...and I worship big explosions. _____ The species has amused itself to death
|

Jade Constantine
Jericho Fraction The Star Fraction
|
Posted - 2008.06.05 20:39:00 -
[156]
Originally by: Pezzle
Originally by: Jade Constantine
So I'd like to pose a specific question now of anyone opposing this issue getting a place on the agenda: why are you against the principle of simply discussing this? Why don't you want us to talk about it? Why do you believe that destructible outposts in 0.0 space must be a taboo issue?
This has been done several times in the thread.
Well you've said why you think it would be bad for x,y,z reason which may or may not make sense from your own perspective. But you haven't said why you won't trust CCP to make a sensible decision on this score if its raised as an issue for formal discussion.
CSM Manifesto 2008 | Destroy Outposts! |

Jade Constantine
Jericho Fraction The Star Fraction
|
Posted - 2008.06.05 20:40:00 -
[157]
Edited by: Jade Constantine on 05/06/2008 20:40:13
Originally by: Dinique
Originally by: Garreck
Originally by: Dinique
The OP's opinion on what effect it would have has no bearing on whether this is a good idea or not.
Fair point. Why do you think it's a good idea, then? What benefit to the game would be brought about by making outpost destruction a reality?
Outposts are an exception to the rule in EVE. Loss is an important factor of what makes EVE tick. I see no reason for this exception to exist. Its not a sandbox if the sandcastles can't be stepped on 
And this.
CSM Manifesto 2008 | Destroy Outposts! |

Dinique
The Illuminati. Pandemic Legion
|
Posted - 2008.06.05 20:42:00 -
[158]
Edited by: Dinique on 05/06/2008 20:43:52
Originally by: Jade Constantine
-snip-
Its not our job as players (or CSM reps) to design this detail - thats up to CCP. But what it is our job to do is to ask questions on the principle here (as I stated in the op).
I would like to ask CCP if they see a role for destructible outposts in the 0.0 game?
-snip-
This is what I absolutely agree with. _____ The species has amused itself to death
|

Pezzle
Imperial Dreams Curatores Veritatis Alliance
|
Posted - 2008.06.05 20:50:00 -
[159]
Originally by: Jade Constantine
Well you've said why you think it would be bad for x,y,z reason which may or may not make sense from your own perspective. But you haven't said why you won't trust CCP to make a sensible decision on this score if its raised as an issue for formal discussion.
This process is to decide what we feel is important for CCP to look at, not something else. Many have said no and given reasons. Do not turn this into something it is not.
|

Garreck
Amarr Border Defense Consortium Curatores Veritatis Alliance
|
Posted - 2008.06.05 20:52:00 -
[160]
Originally by: Dinique
Outposts are an exception to the rule in EVE. Loss is an important factor of what makes EVE tick. I see no reason for this exception to exist. Its not a sandbox if the sandcastles can't be stepped on 
I think a big concern is that outpost destruction would make sand-castle stepping a much more attractive alternative to sand-castle building...which can be equally destructive to the fun-factor of a sandbox.
Jade, I think Hardin addressed your question quite directly in his far more thorough post: there are hotter issues to the balance of the game. For instance, if sovereignty and seige mechanics can be addressed to a point that seige warfare is a lot more fun/playable, then 0.0 would become more dynamic without introducing a new mechanic that could be far too easily abused (and make 0.0 a lot less dynamic) as things currently stand.
|
|

Jade Constantine
Jericho Fraction The Star Fraction
|
Posted - 2008.06.05 20:52:00 -
[161]
Originally by: Pezzle This process is to decide what we feel is important for CCP to look at, not something else. Many have said no and given reasons. Do not turn this into something it is not.
Yep and many have spoken and said yes. I guess ultimately it'll be good to ask CCP the question right?
CSM Manifesto 2008 | Destroy Outposts! |

Kelsin
Jericho Fraction The Star Fraction
|
Posted - 2008.06.05 20:55:00 -
[162]
Originally by: Garreck Jade, I think Hardin addressed your question quite directly in his far more thorough post: there are hotter issues to the balance of the game. For instance, if sovereignty and seige mechanics can be addressed to a point that seige warfare is a lot more fun/playable, then 0.0 would become more dynamic without introducing a new mechanic that could be far too easily abused (and make 0.0 a lot less dynamic) as things currently stand.
In that case there's no reason not to bring it up with CCP alongside those other concerns - they can tell us if they are already planning something else that they think would be better to try first and come back to the destructability question later.
I agree with Jade's point that there's nothing to be gained by NOT asking about it.
|

Ikar Kaltin
Imperial Dreams Curatores Veritatis Alliance
|
Posted - 2008.06.05 20:56:00 -
[163]
Jade,
I have no issue with destructible outposts being introduced as a different kind of outpost to current.
Current outposts should not be destructible. My main issue is that it is not fair on outpost owners to have the rules changed on them after they have weighed up all the pros and cons and decided to go ahead with it.
Can you honestly think of a fair way to make current outposts destructable without screwing up hundreds of billions of isk invested by people in something which CCP says "These cannot be destroyed".
|

Jade Constantine
Jericho Fraction The Star Fraction
|
Posted - 2008.06.05 20:56:00 -
[164]
Originally by: Garreck
I think a big concern is that outpost destruction would make sand-castle stepping a much more attractive alternative to sand-castle building...which can be equally destructive to the fun-factor of a sandbox.
Well options are better than "no options" right? Because at the moment these is no option beside conquering and becoming outpost holders. A true sandbox game should not restrict gameplay to only one optimal path, it should allow players to use creative solutions and decide how they want to play the game. Why do you think its a good idea to force roving pvp powers to become territorially rooted if they want to hurt their enemies for example?
Quote: Jade, I think Hardin addressed your question quite directly in his far more thorough post: there are hotter issues to the balance of the game. For instance, if sovereignty and seige mechanics can be addressed to a point that seige warfare is a lot more fun/playable, then 0.0 would become more dynamic without introducing a new mechanic that could be far too easily abused (and make 0.0 a lot less dynamic) as things currently stand.
I don't agree of course. I think at the moment 0.0 territorial warfare and stagnation and lack of balance (ie massive defense advantage) is one of the single hottest issues in the game. I believe Destructible Outposts could go a long way to redressing this imbalance and I would like to hear CCP's opinion on this. And I think a lot of other players would also be interested in hearing this opinion and about CCP's future intentions in this regard.
CSM Manifesto 2008 | Destroy Outposts! |

Garreck
Amarr Border Defense Consortium Curatores Veritatis Alliance
|
Posted - 2008.06.05 20:57:00 -
[165]
Originally by: Kelsin
I agree with Jade's point that there's nothing to be gained by NOT asking about it.
CCP has enough problems distracting themselves with new features before fixing old ones. Let's not complicate things with CSM also throwing in new feature ideas.
What I'd like to see CSM approach CCP with is a unified front of "the playerbase wants you to fix your game FIRST."
|

Yorda
Battlestars GoonSwarm
|
Posted - 2008.06.05 20:57:00 -
[166]
Originally by: Jade Constantine
Originally by: Pezzle
Originally by: Jade Constantine
So I'd like to pose a specific question now of anyone opposing this issue getting a place on the agenda: why are you against the principle of simply discussing this? Why don't you want us to talk about it? Why do you believe that destructible outposts in 0.0 space must be a taboo issue?
This has been done several times in the thread.
Well you've said why you think it would be bad for x,y,z reason which may or may not make sense from your own perspective. But you haven't said why you won't trust CCP to make a sensible decision on this score if its raised as an issue for formal discussion.
CCP rarely does anything right, and destructible stations would be used for completely different reasons than you are thinking about. Name ONE time where a large alliance lost a station because they ignored it and then retook it in 4-7 days? The closest I can think of is a large alliance losing a station for about 2-3weeks and taking it back and even then there was major fighting.
As I stated earlier, the only purpose this would serve would be large alliances walking in and destroying smaller alliances' outposts because they dont want the logistical nightmare of running it. Even then they'd probably rather sell the station and make some isk off it.
I think it be pretty fun though.
|

Pezzle
Imperial Dreams Curatores Veritatis Alliance
|
Posted - 2008.06.05 20:59:00 -
[167]
Originally by: Jade Constantine Yep and many have spoken and said yes. I guess ultimately it'll be good to ask CCP the question right?
Wrong. At this stage the reps will have to decide and vote on it, as I understand. If it achieves enough support from he reps then it goes to CCP. They can then decide to take action on it or blow the idea off.
|

Garreck
Amarr Border Defense Consortium Curatores Veritatis Alliance
|
Posted - 2008.06.05 20:59:00 -
[168]
Originally by: Jade Constantine I believe Destructible Outposts could go a long way to redressing this imbalance...
How? Seriously. Reasons have been given why this would very likely lock out a lot of folks from 0.0. How do you think destructable outposts will fix the "stagnation" of 0.0?
|

Dinique
The Illuminati. Pandemic Legion
|
Posted - 2008.06.05 20:59:00 -
[169]
Edited by: Dinique on 05/06/2008 20:59:47
Originally by: Garreck
Originally by: Dinique
Outposts are an exception to the rule in EVE. Loss is an important factor of what makes EVE tick. I see no reason for this exception to exist. Its not a sandbox if the sandcastles can't be stepped on 
I think a big concern is that outpost destruction would make sand-castle stepping a much more attractive alternative to sand-castle building...which can be equally destructive to the fun-factor of a sandbox.
I think with the current Sovreignty mechanics we are safe from that one... But yes, and that's a balance issue.
I would agree that fixing POS warfare should be a higher priority, but that's very much up to CCP. This is however important enough to get on their list. Tell you what, implement destructable outposts at the same time as fixed POS war.  _____ The species has amused itself to death
|

Jade Constantine
Jericho Fraction The Star Fraction
|
Posted - 2008.06.05 21:04:00 -
[170]
Originally by: Ikar Kaltin Current outposts should not be destructible. My main issue is that it is not fair on outpost owners to have the rules changed on them after they have weighed up all the pros and cons and decided to go ahead with it.
Rules change, balance is adjusted, there are winners and losers in this process but the game goes on. I liked double-mwd calvary ravens back in the GNW with the best of them - but ccp decided that was unbalanced and changed the rules. Perhaps Titans will be changed in the near future (they already have been once) - point is that CCP is within its rights (and our interest) to address unbalanced mechanics on the live server. I really don't believe that your argument holds water since outposts today have been buffed immensely since introduction in dozens of ways - simply removing the indestructibility training wheels is not an unfair counter adjustment.
Quote: Can you honestly think of a fair way to make current outposts destructable without screwing up hundreds of billions of isk invested by people in something which CCP says "These cannot be destroyed".
I believe the example I cited in the OP would be a fair way to go about it.
When outposts were introduced you had no jump-bridges, titans, cyno-jammers and all the rest to do the logistics for you. Today erecting outposts is a task many many times easier to achieve that when they were introduced and they are much cheaper in relative terms than the earliest prototypes. 0.0 today is massively more secure for the territorial holder than it was. Destructible outposts would be in my opinion, a reasonable counterbalance for a situation that has been skewed in the favour of the defender for far too long.
CSM Manifesto 2008 | Destroy Outposts! |
|

Kelsin
Jericho Fraction The Star Fraction
|
Posted - 2008.06.05 21:14:00 -
[171]
Originally by: Garreck
Originally by: Kelsin
I agree with Jade's point that there's nothing to be gained by NOT asking about it.
CCP has enough problems distracting themselves with new features before fixing old ones. Let's not complicate things with CSM also throwing in new feature ideas.
What I'd like to see CSM approach CCP with is a unified front of "the playerbase wants you to fix your game FIRST."
Well that is one way of looking at the CSM - but just looking at the topics up for votes and issues posted by players on this forum, new ideas are a pretty big part of what players want from the CSM. I think that's a much broader argument that perhaps should be had, but it's not directly pertinent to this issue.
|

Garreck
Amarr Border Defense Consortium Curatores Veritatis Alliance
|
Posted - 2008.06.05 21:21:00 -
[172]
Originally by: Jade Constantine Destructible outposts would be in my opinion, a reasonable counterbalance for a situation that has been skewed in the favour of the defender for far too long.
Again, how? Just to use an example: what would you have done differently against, say, Sever3nce if right now Outposts were suddenly destructable? How would that have changed the situation for Star Fraction and Ushra'Khan at all in that war?
Now let's turn the tables and say Star Fraction had an outpost or two (not talking ideology here, just size comparison) and CVA wanted to come knocking. Now, CVA have plenty of crap to take care of in our own space...but it sure would be nice to take out some SF outposts, yeah? If we don't have to hold on to those outposts, if we can just roll in, execute a month-long campaign, push a button and it's all gone...we're gonna be a lot more likely to execute that campaign than if we have to try and figure out a way to include 2 new outposts into our logistical scheme as well as provide adequate protection. Destructable outposts allows us to take on a campaign that, under current mechanics, isn't worth the trouble (or, more to the point, would over-stretch our capabilities.)
So the way I see it, destructable outposts does nothing to strengthen smaller alliances in the face of larger alliances and does everything to allow already powerful alliances to actually over-reach their grasp and improves their ability to push around the smaller alliances.
How does that improve the situation at all?
|

Vantras
Amarr Border Defense Consortium Curatores Veritatis Alliance
|
Posted - 2008.06.05 21:32:00 -
[173]
Lots of the folks that "agree" with Jade's obsession site the "if you can build it it should destroyable". If that is the reason for a "yay". Than I reckon the reasoned approach which balances the builders investment with the destroyer's investment is fine-as long as in the end you can still make it go boom!
I propose a modification to Jade's proposal to reflect Hardin's point of making it cost as much to destroy as to build. And/or a modification that after holding the outpost for 60 days you can at any time make it go boom!
If the driving force behind support for Jade's obessision is the fundamental principal that that which shall be built shall be destroyed-I suspect that many of the Yay's would favor such a "price" for destruction.
And I certainly echo the sentiments of many of the Goonies and others that there are more pressing, game breaking issues in EVE than taking outposts and making them destroyable. But alas! our chairman is more interested in shaping EVE to Jade Fraction's vision than he is in improving the game. Or more likely-he is so convinced that Jade Fraction's play style is the right and proper way to play and therefor we should all be forced to play as he and his merry men do.
A very big - although not surpising disappointment in the CSM process. Rather fascinating to me that the two alliances that outpost destruction would benefit most BOB and Goonies more or less oppose this. Certainly thier members on the committee are responsible enough to the CSM program to put the good of EVE ahead of thier indivudal agendas and play styles. Can you imagine this process if each member was vigorously and self servingly proposing and defending agenda items that only served thier corporation and alliance interests as Jade continues to do in virtually every post and thread?
|

Volir
Deep Space HVAC
|
Posted - 2008.06.05 21:34:00 -
[174]
There is already so much risk involved with living in 0.0. Why should someone now risk losing all their station assets if they go on vacation for a week? As it is now, you can always sell what you have stuck in a station, or retake it, or join a corp that does have access. you're now discussing eliminating the assets permanently or making them unreachable until someone pays an excessive fee.
If you want to increase the risk of living in 0.0 so dramatically, then the reward should be larger, much larger. Of course this would cause inflation, but oh well, you empire squatters can only think of the 'epic loot cans' and big explosions because you live in areas with no risk. You want to harvest the loot and tears of those who live in 0.0 while taking no comparable risk yourselves.
Having destructible outposts is a surefire way to decrease the population of 0.0 and reserve it only for large power blocks. Is this what you want? Large powers will raze undesirable 0.0 for the luls, force out everyone who is small and unaligned to a major block.
Even if assets are still available in some form (eg salvage), the area becomes unlivable. Living out of a POS is unacceptable to most of Eve (its terrible). Have you actually lived out of a POS? I'm not talking about basing out of one for a week while you **** up someone's territory. I'm talking about producing ammo, mods, and ships from one and flying back to one from empire if you happen to get podded.
I must say that I'm not surprised that an empire hugger would come up with these ideas and become attached to them like some asperger's patient. Living in a station 5 jumps from lowsec in providence is very different from living in one 35 out.
Quote: risk, threat and danger to balance the advantage and profitability.
You have no idea what you are talking about. Do you want to discuss the advantages of running level 4 missions in empire against that of maintaining and sustaining a 0.0 empire? Do you know anything of fueling all those POSs or organizing a defense against aggression? Do you know anything of the political forces that threaten 0.0 alliances internally and externally? Do you even know how profitable 0.0 space is or what it costs to run it? Or do you just sit in your armchair dreaming of popping a dread with 50 stealth bombers?
To reiterate my main point. You are suggesting that 0.0 residents should accept more risks and more threats for something that is not much more advantageous and profitable than highsec/piratesec. You want THEM to accept this risk (for no gain) while YOU accept NONE.
|

Kelsin
Jericho Fraction The Star Fraction
|
Posted - 2008.06.05 21:34:00 -
[175]
Originally by: Garreck Now let's turn the tables and say Star Fraction had an outpost or two (not talking ideology here, just size comparison) and CVA wanted to come knocking. Now, CVA have plenty of crap to take care of in our own space...but it sure would be nice to take out some SF outposts, yeah? If we don't have to hold on to those outposts, if we can just roll in, execute a month-long campaign, push a button and it's all gone...we're gonna be a lot more likely to execute that campaign than if we have to try and figure out a way to include 2 new outposts into our logistical scheme as well as provide adequate protection. Destructable outposts allows us to take on a campaign that, under current mechanics, isn't worth the trouble (or, more to the point, would over-stretch our capabilities.)
Sounds great!
|

Garreck
Amarr Border Defense Consortium Curatores Veritatis Alliance
|
Posted - 2008.06.05 21:51:00 -
[176]
Originally by: Kelsin Sounds great!
Larger alliances being able to take and destroy smaller alliances' outposts simply because there's no longer any political/economic/strategic reason not to doesn't sound so great to me. Doesn't sound like something that will stimulate dynamic 0.0 either. Sounds like something that will further encourage naptrains and blobs and discourage smaller alliances from participating in 0.0 at all.
Except, of course, those that exist solely to destroy outposts from the safety of Empire.
|

Ikar Kaltin
Imperial Dreams Curatores Veritatis Alliance
|
Posted - 2008.06.05 21:52:00 -
[177]
When outposts were introduced and Soverignty was introduced based on POS warfare, how long did it take to destroy a single POS? How many capital ships were around, how many dreadnaughts were around? They were a limited factor designed to help pos warfare.
Now, it is possible for 100 dreadnaughts to be fielded against a POS. It is now faster and easier to destroy poses than ever before, and harder to defend against.
To combat this and help alliances stop being steamrolled new mechanics were introduced. Did this make living in 0.0 easier. Possibly. Were they intended to be used as an outpost buff? No, they were introduced to make POS warfare more managable.
New features should not be looked at in stand alone situations. "Cyno jammers and jumpbridges make logistics easier". Lets Remove them shall we. We now have a system where dozens of dreadnaughts enter a system at will, reinforce all towers in very feasibly under an hour, to reinforce as many POSes as seige cycle allows. Then 2 and a half days later, they return, and destroy those poses even faster (Whats the record for a POS being destroyed out of reinforced, i believe its under 5 mins).
So an alliance does this and next down time sov drops. Lets look at the time scale on this, 3 days from initial suprise strike to sov dead.
Outposts have not changed, their value has not changed, the effort in putting one up may gotten easier but this is in balance to the effort neccessary to defend them. The Mechanics surrounding their defence has changed in a response to the changing circumstances of the EVE environment in which those mechanics apply.
Your argument is flawed becaused it is basing the argument to make outposts destroyable based on the development of POS warfare, which developed in a way which was NECCESSARY, and although not neccesarily balanced, has not impeded 0.0 warfare to a great effect, in a way which was not intended to boost outposts.
Cyno Jammers and jump bridges are not restricted to solely outpost systems, reliant upon the existance of an outpost. If they were, then I might just let you look at outposts in relation to these mechanics in isolation to the rest of EVE. However, just because YOU cannot drop 100 dreadnaughts and destroy a system, does not mean that someone, or hell, even everyone else in 0.0 cant do that.
Give outposts defences, give them a major major major boost, i.e. 20 corp offices each, all services at a good quality and then you can trade off these boosts against it being utterly destroyable.
What annoys me most about this is that you are looking at these mechanics and how they compare to other mechanics in isolation of the wider circumstances.
Simply answer this question: Considering that outposts were given destructible station services which means they can be effectivly made useless which in essence for outposts was a nerf, in what way are outposts unbalanced and needing to be made destructable? How have they recieved any buffs that are not simply in response to another issue, where any bonus they recieve is a side issue of the bigger picture.
When they were introduced they had a purpose, and have the exact same purpose today. They have not changed, you say they are cheaper in relative terms, how are they? Just because time has gone on and people have made empires the way ccp intended, using the mechanics they intended to make living in the valuable parts of 0.0 profitable doesnt means things are any cheaper.
What concerns me most though is that if you, the person making this thread, had any experience in POS maintanence, POS networks,building and owning and operating outposts, then you would not be making this thread. You are looking at 0.0 mechanics and saying "This is how this works and this is unfair rabble rabble rabble" instead of actually going out and experiencing all these things you are complaining about.
|

Volir
Deep Space HVAC
|
Posted - 2008.06.05 22:09:00 -
[178]
Originally by: Ikar Kaltin
When outposts were introduced and Soverignty was introduced based on POS warfare, how long did it take to destroy a single POS? How many capital ships were around, how many dreadnaughts were around? They were a limited factor designed to help pos warfare.
Now, it is possible for 100 dreadnaughts to be fielded against a POS. It is now faster and easier to destroy poses than ever before, and harder to defend against.
To combat this and help alliances stop being steamrolled new mechanics were introduced. Did this make living in 0.0 easier. Possibly. Were they intended to be used as an outpost buff? No, they were introduced to make POS warfare more managable.
New features should not be looked at in stand alone situations. "Cyno jammers and jumpbridges make logistics easier". Lets Remove them shall we. We now have a system where dozens of dreadnaughts enter a system at will, reinforce all towers in very feasibly under an hour, to reinforce as many POSes as seige cycle allows. Then 2 and a half days later, they return, and destroy those poses even faster (Whats the record for a POS being destroyed out of reinforced, i believe its under 5 mins).
So an alliance does this and next down time sov drops. Lets look at the time scale on this, 3 days from initial suprise strike to sov dead.
Outposts have not changed, their value has not changed, the effort in putting one up may gotten easier but this is in balance to the effort neccessary to defend them. The Mechanics surrounding their defence has changed in a response to the changing circumstances of the EVE environment in which those mechanics apply.
Your argument is flawed becaused it is basing the argument to make outposts destroyable based on the development of POS warfare, which developed in a way which was NECCESSARY, and although not neccesarily balanced, has not impeded 0.0 warfare to a great effect, in a way which was not intended to boost outposts.
Cyno Jammers and jump bridges are not restricted to solely outpost systems, reliant upon the existance of an outpost. If they were, then I might just let you look at outposts in relation to these mechanics in isolation to the rest of EVE. However, just because YOU cannot drop 100 dreadnaughts and destroy a system, does not mean that someone, or hell, even everyone else in 0.0 cant do that.
Give outposts defences, give them a major major major boost, i.e. 20 corp offices each, all services at a good quality and then you can trade off these boosts against it being utterly destroyable.
What annoys me most about this is that you are looking at these mechanics and how they compare to other mechanics in isolation of the wider circumstances.
Simply answer this question: Considering that outposts were given destructible station services which means they can be effectivly made useless which in essence for outposts was a nerf, in what way are outposts unbalanced and needing to be made destructable? How have they recieved any buffs that are not simply in response to another issue, where any bonus they recieve is a side issue of the bigger picture.
When they were introduced they had a purpose, and have the exact same purpose today. They have not changed, you say they are cheaper in relative terms, how are they? Just because time has gone on and people have made empires the way ccp intended, using the mechanics they intended to make living in the valuable parts of 0.0 profitable doesnt means things are any cheaper.
What concerns me most though is that if you, the person making this thread, had any experience in POS maintanence, POS networks,building and owning and operating outposts, then you would not be making this thread. You are looking at 0.0 mechanics and saying "This is how this works and this is unfair rabble rabble rabble" instead of actually going out and experiencing all these things you are complaining about.
Nobody reads the last post on a page, so i quoted for you
|

Kelsin
Jericho Fraction The Star Fraction
|
Posted - 2008.06.05 22:14:00 -
[179]
Originally by: Garreck Sounds like something that will further encourage naptrains and blobs and discourage smaller alliances from participating in 0.0 at all.
This sounds more like a laundry list of bogeymen than anything that actually relates to the topic unfortunately.
I don't think there's anything wrong with abiding by the Eve philosophy that everything built by players can be destroyed, and if you can't afford to lose it, don't undock. Isn't bringing player constructed Outposts in line with everything else in the game a valid issue to ask CCP for a response on? These small alliance/large alliance arguments don't follow logically at all - there will always be a cost-benefit analysis and a risk:reward ratio to consider.
After all if what you suggest about the fate of destructable Outposts were true, why haven't the Goons swarmed across Eve destroying every POS a smaller alliance has out there?
|

Reash
Auctoritan Syndicate Curatores Veritatis Alliance
|
Posted - 2008.06.05 22:20:00 -
[180]
Originally by: Kelsin
Originally by: Garreck
After all if what you suggest about the fate of destructable Outposts were true, why haven't the Goons swarmed across Eve destroying every POS a smaller alliance has out there?
I've just skimmed the thread before reading this post...POS don't provide the same logistical benefits as an outpost and are generally not worth the time and effort as they are VERY easy to replace when compared with an outpost. -----------------------
Auctoritan Syndicate Director
|
|
|
|
|
Pages: 1 2 3 4 5 [6] 7 8 9 10 11 12 13 14 15 16 17 18 .. 18 :: one page |
First page | Previous page | Next page | Last page |