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Thenoran
Caldari Border Rim Enterprises
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Posted - 2008.08.30 11:12:00 -
[1]
Currently, the main problem with low-sec is that a potential pirate will always know if you are in the system. If he/she then takes a look at your standings from the local chat window he/she can already somewhat determine if you are a mission runner, miner or another pirate.
Added to this is that any missions can be probed out, plexes/exploration sites can also be found and ofcourse, all belts are in the overview for easy access.
It's not that there is a risk of being destroyed, it's a risk of being found so fast. The risk vs reward in low-sec is currently quite broken, asteroids there are not worth much of anything (Hedbergite maybe but thats it) due to the Drone Regions and mission loot, missions are hardly better than in high-sec and you stand quite a realistic chance of getting destroyed, even when watching local and staying aligned.
The main problem revolves back to your presence in the system being instant public knowledge. If a potential pirate didn't instantly know someone was there, it would vastly increase their chances of staying alive. All the same, it increases the pirate's chance of catching someone completely off-guard without warning.
Two things could help make low-sec more survivable, but still deadly all the same:
Not showing up in local (maybe via a module that you cannot use in High-sec) Not having asteroid belts in the overview.
If you don't show up in local (you can still chat there when you want ofc) that means that a pirate won't have a garantuee of just needing to find you, the pirate would need to figure out if anyone is in the system first.
Without asteroid belts you can instantly warp to (maybe asteroid belts via exploration or scanner only) you can actually try mining in low-sec without running a risk that vastly outwages the reward. You could end finding an asteroid belt around a planet that a pirate may miss, or at the very least the pirate would have to go and scan the whole system.
It also gives you a chance (by paying close attention to the scanner) to see a pirate before he/she warps to you. Belts should also be made larger so the pirate can end up warping in 80km away so that again, it isn't instant death.
Pirates also benefit from this because if they equip the module, they won't show up in local either, thus meaning I would have no idea whether or not someone is in the same system, nor who he/she is or what he/she wants to do. As such a pirate could catch someone completely off-guard doing a mission or mining.
As a miner/mission runner you would still take a significant risk (and low-sec should recieve a little boosting to encourage players) but the chance of survival when paying attention is atleast not unrealistic compared to the rewards. You would often find yourself playing cat & mouse with the pirate(s), trying to get the cheese which should be worth quite a bit of ISK as the reward.
I also think that maybe something should be done about the low-sec gates that lead into high-sec (just those), such as improved guns or something similar, to encourage pirates to rather find players or camp in the low-sec to low-sec (or 0.0) gates.
I am well aware that you can ofcourse try and form (or join) a low-sec corp to 'guard' the ststem but low-sec should still be a valid option to visit and use when you are alone or part of a small group.
Thoughts? ------------------------ Ship Yield Calc Improve Mining |

JiWan Ti
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Posted - 2008.08.30 11:18:00 -
[2]
oh wow that would make it so much freakin fun! even for us bounty hunters.... i would go into lowsec constantly if this were the case!
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Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2008.08.30 14:27:00 -
[3]
Pretty much variations on existing themes of remove local, change local, and remove belts from being these fixed targets - none of which detracts from them being great ideas.
The only fly in the ointment is that if you can't find targets without effort inside a solar system, then the obvious place for the lazy pirate (not that they're all lazy, but some undoubtedly are) is gates themselves. We're still stuck with the issue of what to do about gatecamps, in terms of making low-sec more accessible yet still the dangerous PvP place it should be. Strictly a separate issue so I won't attempt to derail this thread with it; I merely wanted to point out that this fix would need to go with something in tandem to make the playing field of low-sec a little more palatable to the targets that the pirates actually want. ___ My views may not represent those of my corporation, which is why I never get invited to those diplomatic parties... Environmental Effects
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Thenoran
Caldari Border Rim Enterprises
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Posted - 2008.08.30 19:40:00 -
[4]
Gates could be programmed to react to a crowd of pirates, say an accumulation of both negative security standing (if any) and a maximum of pirates allowed near a gate before they fire without warning.
Say system X has seen some serious gankage early on at gate Y. As such, the aggro settings for gate Y become more trigger happy and thus pirates are persuaded to camp another gate. Systemwide the gates will also be affected, perhaps something that is not just on a day by day basis. Especially certain bottlenecks would recieve increased protection, whereas the gates that are rarely ganked get their protection reduced.
More kills/ganking on a gate = Turrets aggro faster or hit harder, maybe even CONCORD ships (although they will be destructable). Gatecamping in itself is not the problem, it becomes a problem when everyone camps the same damn stargate.
You could say that in system X on any given gate only a certain amount of pirates are allowed before they start attacking, or that if the accumulated negative security standing of nearby pirates gets beyond a certain limit. ------------------------ Ship Yield Calc Improve Mining |

JiWan Ti
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Posted - 2008.08.30 21:38:00 -
[5]
gates could also be set to random warp u into the solar system...
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BiggestT
Caldari Space Oddysey Pupule 'Ohana
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Posted - 2008.08.31 06:12:00 -
[6]
i like it all except the hide-from-local-mod.
Nothing is added as risk-reward remains the same (you risk running into pirate at scanned belt) Proudly annoying FC's since 2007
Originally by: Sherrif Jones
*ding ding!*
Wrangler: Hello and w-
*ding ding!*
Wrangler: Damn nanowhiners...*goes back to reading*
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Thenoran
Caldari Border Rim Enterprises
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Posted - 2008.08.31 11:57:00 -
[7]
Originally by: BiggestT i like it all except the hide-from-local-mod.
Nothing is added as risk-reward remains the same (you risk running into pirate at scanned belt)
That threat should always remain, I don't want a safe haven from pirates so you acn just mine there with 0 threat of getting discovered and destroyed. Instead I want to increase the odds you have of survival by removing you from local (thus not instantly giving away the fact you are even mining in the system) and by setting the belts to something you need to scan for.
Once you have found a belt and you begin mining, you should thus keep a constant eye on the scanner and local and stay aligned, just like you need to do now when running a mission.
It's low-sec, ergo...dangerous.  ------------------------ Ship Yield Calc Improve Mining |
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