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Saietor Blackgreen
The First Foundation SOLAR FLEET
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Posted - 2008.08.14 13:34:00 -
[1]
We saw lowsec boosted by faction warfare plexes, locations and so on.
Why not increase the amount and level of lowsec deadspaces to boost lowsec risk/reward ratio even more? Introduce more rewarding and sophisticated mining deadspaces, increase the spawn of arch/sal and hacking plexes, and so on.
With right approach, this could create lots of rewards to get in lowsec. To reduce the risks somewhat, new plexes spawning in the systems can have some type of gate lock mechanisms, that will allow initial discoverers to obtain the keys to the gates, but prevent pirates from scanning them out easily and pursuing them into the complex.
Thus, there still will be the risk to get ganked while travelling around lowsec, but potential rewards can be boosted. Also, random spawning of deadspaces will mitigate farming and camping the system by pirates - they will have to go looking for people.
Thoughts? Any links to previous suggestions on this?
--- Redesign local/scanner feature - make the place huge, dark and scary again! |
Pittsburgh2989
Hunters Imperiale Red Dawn Alliance
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Posted - 2008.08.14 14:18:00 -
[2]
I like the idea, I myself think there could be more deadspace spawns everywhere over all...I know my corp has fleeted up to do some before and it was over withing 30 minutes...not what we were looking for out of 7 deadspaces.
More spawns...different difficulties...I even like the idea of maybe some sort of key for some of them - not all of them as that just get annoying...but say like the ones worth while, maybe they guaranteed to escalate or drop some faction loot. This would also increase the number of people who go scouting - which imo is so small half of these would go un-noticed. Host of the weekly "Royal Lottery"!
-What we do alive, echoes an eternity... -I see fail everywhere, and it's like they don't even know they're failing |
TharOkha
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Posted - 2008.08.14 14:30:00 -
[3]
i agree. Lowsec is less profitable than hisec. You can call me carebear or so but this is true. I make more money in hisec than in lowsec, and without risk!!! I like the idea to add more cmplexes but also i propose to move 0.0 rats to lowsec and to 0.0 put capital sized rats.
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Severe Civire
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Posted - 2008.08.14 14:49:00 -
[4]
Sounds good. More rewards for lowsec, more targets for roaming pirates, nothing static to be farmed/camped 23/7. Ticks most of the boxes.
Not sure about the complex key idea tho, unless a dedicated pirate can hack the locked gate given time. It is lowsec after all.
If the rewards are spread thoughout lowsec this may not even be necessary, as you can always go somewhere the pirates are not.
Might I point you in the direction of a similar idea but using missions in this thread
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Saietor Blackgreen
The First Foundation SOLAR FLEET
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Posted - 2008.08.14 19:18:00 -
[5]
Originally by: Severe Civire Not sure about the complex key idea tho, unless a dedicated pirate can hack the locked gate given time. It is lowsec after all.
I was mostly maening mining deadspaces. These are too vulnerable to the pirates infiltrating the plex. If they have the option to stay safe in the plex itself, they are still at risk, as they need to haul ore in and out, and there is where pirates may strike them.
Anyway, I'd be happy to see highsec as a carebear space, 0.0 - soverenity and alliance wars space, and lowsec - adventurer's and pirate's space. Its not THAT hgard to implement, I think.
--- Redesign local/scanner feature - make the place huge, dark and scary again! |
Tor Celion
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Posted - 2008.08.14 19:30:00 -
[6]
Yeh at the moment low sec exploration sux almost as much as high sec
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zane zyzzx
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Posted - 2008.08.14 19:55:00 -
[7]
I don't think it matters how much the reward potential gets boosted unless something some other mechanics change as well. Right now pirates run lowsec with no real threat to their activities.
I'd love to see random Concord or Faction patrols pass through lowsec systems periodically and enforce the rule of law while they are in the system, then have them move on. This would make it a little riskier for pirates to sit on a gate camp and could make travel around lowsec a little less risky for non-pirates. add that to some additional rewards and you might have something.
Personally I like spending time in lowsec. A little cat and mouse in the belts is always fun, but get really tired of getting blown up by gate camps on entering a system. I'd probably spend a lot more time in lowsec if it wasn't for that.
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Sirius Problem
Darkness Inc.
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Posted - 2008.08.14 22:48:00 -
[8]
Originally by: zane zyzzx Personally I like spending time in lowsec. A little cat and mouse in the belts is always fun, but get really tired of getting blown up by gate camps on entering a system. I'd probably spend a lot more time in lowsec if it wasn't for that.
This fundamental problem in the game is called a chokepoint. As in RL combat, this is the best place to wait for and attack your target.
If chokepoints were removed from the game, I think you would see much less blobbing/camping because gangs would be forced to spread out to find their targets.
Boosting gate (not station) sentries to insta-pop any agressing ship would eliminate gate camps and make low-sec much more attractive to hi-sec dwellers. This, in combination with boosting low-sec rewards, would do a lot to make life there much more interesting for both the hunter and the hunted.
---- Train more. Whine less.
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Beltantis Torrence
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Posted - 2008.08.15 00:29:00 -
[9]
Edited by: Beltantis Torrence on 15/08/2008 00:30:56
Originally by: Sirius Problem This fundamental problem in the game is called a chokepoint. As in RL combat, this is the best place to wait for and attack your target.
I don't think you'd see decreased blobs in your scenario, just larger ones with remote reps. The way to break up blobs is to make multiple intersystem gates to basically eliminate gate camping (IE, I can go from System X to System Y through 3 different gates from inside the same system) - which would remove the chokepoint. Problem with that is then you'd have no way of attacking someone who didn't want to be attacked.
Edited to add - Note this wouldn't really break up blobs. People would still blob, they'd just sit around and hope someone came to them or would disperse. People who blob don't want to split up, that defeats the purpose of a blob.
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Sirius Problem
Darkness Inc.
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Posted - 2008.08.15 13:56:00 -
[10]
Originally by: Beltantis Torrence I don't think you'd see decreased blobs in your scenario, just larger ones with remote reps.
I don't understand. I'm talking about making gate guns so powerful that gate camping is just not possible.
This is not a simple change that could stand alone. A lot of other things would need to be changed, but the concept is to make it so that gates are not insta-death.
I live in low-sec and have been on both the giving and receiving end gate camps. They're actully pretty boring for the campers and frustrating for the one who gets ganked.
---- Train more. Whine less.
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