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Serena Wilde
State War Academy Caldari State
0
|
Posted - 2012.04.02 02:19:00 -
[1] - Quote
What would they be?
Just a simple question, but try to offer reasoning why and what you would change it to.
1) No more "Inbound" gates to systems - I don't find it right that jumping into the next system could lead to your death with no real way to circumvent it. You can't "see" what's on the other side until you go across, and often that means you are dead if there is a gate camp there. Instead, what if you arrived at a random location in the system? Or a random location X AU from the nearest object? Or a random spot on the "outer sphere" of the system itself? I think this would make lower secs "seem" safer, in that you are less likely to die as soon as you cross the gate. It would mean that low sec would be more of a "track your enemy down" kind of state which would be neat. As well, it would make protecting your interests in 0.0 much more difficult, as someone could come in anywhere.
2) No more "role specific" ships - I posted this in the "Ideas for ships" thread, but I will repost it here:
"I would like to see less ships that are for specific roles, and more that can be used for many roles.
What I mean is, right now, if you scan down mining ship, you know that it is defenceless, more or less. But what if you didn't know that? I scan down a Hurricane and it could be a salvage boat, or an explorer or a gas miner or a PvE fitted ship or a PvP one. I think the now knowing would make EVE more exciting.
I wish they would remove all dedicated mining ships in my mind. If you had to mine using one of the existing "war" ships, wouldn't that make things more interesting?
Hell, I would like to be able to change out modules on the fly, so that I can use one ship for multiple things without having to refit at a station. That way I can go out exploring and if I find a great mining area, I can switch to mining lasers and grab some, and if I get jumped by a pirate that happens by, I can switch back to my guns and have a chance at fighting back. Base it on your "Jury Rigging" skill or some such.
This would also be condusive to more modules getting destroyed as ships get blowed up, and I think it would just add to the feel of EVE more."
3) No more local as an "Intel source" - I would like to see local changed to be more like wormholes. It would mean less instant intel about who is in your system at any given time, which for 0.0 would make things more interesting, as well as inviting more fighting. It would mean that intel providers (scout ships and such) would be much more valuable, as well as scanners in general. You would probably have to change the basic "spam scanner" to make it less "user controlled" and more automated, or maybe you would need a module to make it more active? Or introduce modules that could let you link ships for "radio" purposes? Or introduce POS modules that could give limited warning of somesort. In essence you are making space more "dangerous unknown" which would be a great thing in my opinion.
Those are my ideas. How about yours? |

KrakizBad
Eve Defence Force Fatal Ascension
513
|
Posted - 2012.04.02 02:48:00 -
[2] - Quote
1. Remove the ability of NPC corp alts to post. http://blog.beyondreality.se/Incursion-hose
Remove all incursions from hisec |

Serena Wilde
State War Academy Caldari State
0
|
Posted - 2012.04.02 02:54:00 -
[3] - Quote
KrakizBad wrote:1. Remove the ability of NPC corp alts to post.
Well, that's one idea. It's a good start I guess. Any others? And any reasons why? |

Ildryn
X Inc.
34
|
Posted - 2012.04.02 02:56:00 -
[4] - Quote
KrakizBad wrote:1. Remove the ability of NPC corp alts to post. +1
|

Simi Kusoni
HelloKittyFanclub
431
|
Posted - 2012.04.02 03:00:00 -
[5] - Quote
When you scan down a hurricane and its sitting in a gas cloud, harvetsing gas, its probably not a PvP hurricane...
Also your dislike of gate camps amuses me, this game is easy enough as it is, changing mechanics to make it even easier is a stupid idea.
--Will Support Your Terrible Forum Thread For ISK-- |

Serena Wilde
State War Academy Caldari State
1
|
Posted - 2012.04.02 03:08:00 -
[6] - Quote
Simi Kusoni wrote:When you scan down a hurricane and its sitting in a gas cloud, harvetsing gas, its probably not a PvP hurricane...
Also your dislike of gate camps amuses me, this game is easy enough as it is, changing mechanics to make it even easier is a stupid idea.
My only problem with gate camps is that they are essentially "save or die" mechanics. If you go through the gate and there is a camp there, you are dead. If there is not, you have a chance at living. Barring going through with a ship designed to run of course. It's just silly. Low sec has problems because no one comes to visit it. Why? Because people "could" die simply poking their noses across. However, if they could get across and have a reasonable chance of running around there, more people would visit, which means more targets, which means more fights. I don't see how that's bad.
The scanning thing is more of a if you see a [insert specific non-combat ship] you essentially know you have an easy target. Why not have more of a chance for the unknown, where the fight could go either way? I would much rather have an exciting battle that I "almost" won than a battle that was lost as soon as someone showed up on grid. |

Shian Yang
14
|
Posted - 2012.04.02 03:09:00 -
[7] - Quote
Greetings noble capsuleer,
I want to see more power in the hands of ordinary capsuleers. The Ammarian Empire has a mighty fleet, driven by religious fervour to hold their sovereign space. The Caldari State sees several mega corporations owning large swathes of space. In our modern society there is no room for this form of control and CONCORD has no place within this Empire.
If an Empire or a Corporation wishes to hold onto their space, it should be within their power to claim, hold and police their own space. Naturally some Caldari Corporations or Ammar Temples will do so and this will provide a reasonable safe harbour for capsuleers that wish to follow them like dogs on a leash.
All in all however, I believe the security of a system should be in the hands of the corporation or group that owns it. They should purchase such vessels as are available on the market, their capital allowing, to defend their space against Incursions, capsuleers and other corporations.
In favour,
Shian Yang |

Meryl SinGarda
Belligerent Underpayed Tactical Team
406
|
Posted - 2012.04.02 03:15:00 -
[8] - Quote
1. Remove local entirely: I never understood how local makes that much sense, in a scifi-space opera setting. In movies and other scifi games, one ship commander usually has to initiate direct contact with someone in order to hold any sort of conversation.
2. High-Sec not always "safe": We're in Space. So why can't our technology and communication systems fail, at times? Have entire solar systems drop their security for a set period of time, at random. Concord can't respond and stations are locked "until further notice."
3. [b]Less brightness[b]: I enjoy a lot of the visuals in EVE, but I also think that Space should be, mostly, dark.
Fly Safe, Die Hard
|

Mors Sanctitatis
Death of Virtue MeatSausage EXPRESS
438
|
Posted - 2012.04.02 03:20:00 -
[9] - Quote
Serena Wilde wrote:KrakizBad wrote:1. Remove the ability of NPC corp alts to post. Well, that's one idea. It's a good start I guess. Any others? And any reasons why?
It would be great if all NPC corp characters had one single forum section all to their selves. Then they could talk among themselves and not bother anyone else.
I'm a pirate in a pirate's body. -á Intelligence shouldn't be free. -á-á-áMining, reloaded.
|

Mors Sanctitatis
Death of Virtue MeatSausage EXPRESS
438
|
Posted - 2012.04.02 03:21:00 -
[10] - Quote
Also, remove local. I'm a pirate in a pirate's body. -á Intelligence shouldn't be free. -á-á-áMining, reloaded.
|

Serena Wilde
State War Academy Caldari State
2
|
Posted - 2012.04.02 03:31:00 -
[11] - Quote
Meryl SinGarda wrote:1. Remove local entirely: I never understood how local makes that much sense, in a scifi-space opera setting. In movies and other scifi games, one ship commander usually has to initiate direct contact with someone in order to hold any sort of conversation.
2. High-Sec not always "safe": We're in Space. So why can't our technology and communication systems fail, at times? Have entire solar systems drop their security for a set period of time, at random. Concord can't respond and stations are locked "until further notice."
3. Less brightness: I enjoy a lot of the visuals in EVE, but I also think that Space should be, mostly, dark.
I like your randomness idea. I do think that EVE needs more of that. Right now, you do a mission, it is essentially the same every time you run it. What if you didn't know what you were going to face, or if there was a chance you would face stronger or weaker enemies?
What if there were cosmic dust storms that could affect your firing rate, or your shields? Or interference affecting your warp drive? Random malfunctions if you don't "take care"" of your modules and such? |

Meryl SinGarda
Belligerent Underpayed Tactical Team
406
|
Posted - 2012.04.02 03:33:00 -
[12] - Quote
Serena Wilde wrote:Meryl SinGarda wrote:1. Remove local entirely: I never understood how local makes that much sense, in a scifi-space opera setting. In movies and other scifi games, one ship commander usually has to initiate direct contact with someone in order to hold any sort of conversation.
2. High-Sec not always "safe": We're in Space. So why can't our technology and communication systems fail, at times? Have entire solar systems drop their security for a set period of time, at random. Concord can't respond and stations are locked "until further notice."
3. Less brightness: I enjoy a lot of the visuals in EVE, but I also think that Space should be, mostly, dark. I like your randomness idea. I do think that EVE needs more of that. Right now, you do a mission, it is essentially the same every time you run it. What if you didn't know what you were going to face, or if there was a chance you would face stronger or weaker enemies? What if there were cosmic dust storms that could affect your firing rate, or your shields? Or interference affecting your warp drive? Random malfunctions if you don't "take care"" of your modules and such?
That too. I don't see why ship integrity should always be 100% outside of being attacked.
edit: Especially with a Minmatar ship
Fly Safe, Die Hard
|

Bootleg Jack
Potters Field
45
|
Posted - 2012.04.02 03:36:00 -
[13] - Quote
KrakizBad wrote:1. Remove the ability of NPC corp alts to post.
lol |

Ghoest
312
|
Posted - 2012.04.02 03:39:00 -
[14] - Quote
Remove gates.
The entire concept of outer space being 95% about going through gates is horrible game design. Wherever You Went - Here You Are |

Corina Jarr
Spazzoid Enterprises Purpose Built
634
|
Posted - 2012.04.02 03:50:00 -
[15] - Quote
1) retexture Amarr stations so they don't blind me on the sunny side of them (only a problem since the new brighter sun upgrade).
2) make the report bot feature more usable. Allow us to add information, specifically what lead us to reporting them.
3) I can't think of anything else... |

Serena Wilde
State War Academy Caldari State
2
|
Posted - 2012.04.02 03:54:00 -
[16] - Quote
Ghoest wrote:Remove gates.
The entire concept of outer space being 95% about going through gates is horrible game design.
The crux is how do you fix that? Especially with EVE's "everybody plays in the same world" mentality? |

Selinate
773
|
Posted - 2012.04.02 03:56:00 -
[17] - Quote
1) I would manually aim my guns and manually pilot my ship. I hate point and click with a fiery passion.
2) Remove local in null (and possibly even low sec). In some ways, the entire purpose of cov ops and T3 cloaky's are pretty much pointless with something that broadcasts the fact that you've entered the system to the entire population in said system.
3) I dunno about other people, but I think it would be pretty cool to be able to build my own little space outpost that I could dock in and layout the floor plan of. Not like POS's or outposts which are expensive, but just a space of my own. In some ways, I would like to have it where we have these stations as our "house" like in SWG, and then have actual stations be like major cities. |

Simi Kusoni
HelloKittyFanclub
431
|
Posted - 2012.04.02 04:00:00 -
[18] - Quote
Serena Wilde wrote:My only problem with gate camps is that they are essentially "save or die" mechanics. If you go through the gate and there is a camp there, you are dead. If there is not, you have a chance at living. Barring going through with a ship designed to run of course. It's just silly. Low sec has problems because no one comes to visit it. Why? Because people "could" die simply poking their noses across. However, if they could get across and have a reasonable chance of running around there, more people would visit, which means more targets, which means more fights. I don't see how that's bad. Hmm, well you see I would contend that gate camps are already very easily avoided. Even completely ignoring the use of a scout T2 transports, T3s, carriers, jump freighters... all these ships bypass gate camps perfectly.
And gates also act as a hot spot for fights, most of the decent small gang fights I've seen happen when someone tries to crash a gate camp. Without gates all we'd have to fall back on is blue balling, sniper gangs warping to the sun at range and bait cyno drakes sitting in anoms all day.
Basically, bottle necks are a necessity for combat to occur frequently :)
Serena Wilde wrote:The scanning thing is more of a if you see a [insert specific non-combat ship] you essentially know you have an easy target. Why not have more of a chance for the unknown, where the fight could go either way? I would much rather have an exciting battle that I "almost" won than a battle that was lost as soon as someone showed up on grid. Hmm, well you see the challenge with the example you used isn't in fighting the mining ship, it is in catching the mining ship. There's also the fact that if mining ships could refit in space and fight back, people would just use bigger/more ships to kill them.
--Will Support Your Terrible Forum Thread For ISK-- |

Serena Wilde
State War Academy Caldari State
2
|
Posted - 2012.04.02 04:02:00 -
[19] - Quote
Selinate wrote:1) I would manually aim my guns and manually pilot my ship. I hate point and click with a fiery passion.
2) Remove local in null (and possibly even low sec). In some ways, the entire purpose of cov ops and T3 cloaky's are pretty much pointless with something that broadcasts the fact that you've entered the system to the entire population in said system.
3) I dunno about other people, but I think it would be pretty cool to be able to build my own little space outpost that I could dock in and layout the floor plan of. Not like POS's or outposts which are expensive, but just a space of my own. In some ways, I would like to have it where we have these stations as our "house" like in SWG, and then have actual stations be like major cities.
Mmmm...Freelancer reborn...I would give my left breasticle for EVE Online married with Freelancer gameplay...
I would also love to see little outpost idea as well, something that is attainable by a single player or small gang and is also defensible in some way, and that would be the tough part to balance. Maybe have them only online when your character is? I don't know, but it would be nice. I'd like to not have to be tied to stations... |

Selinate
773
|
Posted - 2012.04.02 04:03:00 -
[20] - Quote
Simi Kusoni wrote: And gates also act as a hot spot for fights, most of the decent small gang fights I've seen happen when someone tries to crash a gate camp. Without gates all we'd have to fall back on is blue balling, sniper gangs warping to the sun at range and bait cyno drakes sitting in anoms all day.
Every single good small gang fight that I've ever had has been nowhere near the gates. In fact, nearly all of them have been in a belt, at a station, or at some other anomaly.
I hate gate camps too, and I think there should be a better way to blockade systems rather than just having everyone wait at one spot for someone to come through, personally. Probably won't change any time soon though. |

Aqriue
Center for Advanced Studies Gallente Federation
514
|
Posted - 2012.04.02 04:03:00 -
[21] - Quote
1. All ships now cause loss of experience when they blow up. Gankers shoots a hulk; Hulk pilot loses SP, CONCORD causes ganker to lose SP. Not just against hulks as well, includes anything in highsec.
2. CONCORD pods all parties involved, nullifying clone updates. First the Ganker pod, then Hulk Pod, then for good measure CONCORD blows up all wrecks involved. EVERYONE loses a significan't amount of SP 
3. Remove Destroyers from game, no cheap half ass to manipulate the first two mechanics and grief people.
Why the first two are good? Cause it would put all players are equal terms, now everyone is risking something of value. You can't spout "highsec needs more risk, so I am going to play the Big Bad Wolf which means FFS that you need to put on the Red Ridding Costume NAO!" since you too are in highsec benifiting from the same things the players you despise are hiding behind (CONCORD is protecting a TEARS pilot just as much as the Hulk or Mission Runner) .
Hey, nothing says I can't watch everyone whine how unfair they are treated while someone else benifits and this system would make everyone whine so no one benifits unless you don't mind commiting "virtual suicide" to ruin someone else's day  |

Vyl Vit
Cambio Enterprises
332
|
Posted - 2012.04.02 04:05:00 -
[22] - Quote
Remove the right for NPC corps to post...if you can't find a good corp to join, lose your freedom to speak...OR, if someone doesn't like what you said, get war decced...why do these suggestions smack of such generosity?
I'd make criminal activity in Empire Space, actual criminal activity against the Empire, not the victim. In court it's The State of "fill in blank" AGAINST "so and so"...not the name of the victim against so and so. You guys understand this yet? The crime is against the state, not the person. A crime against the one is a crime against us all.
I'd leave an out. Ransom your freedom to travel out of the system where you commited the crime; everything you have minus 1 million ISK and a starter ship. Anyone with any sense has already left town. |

Soldarius
United Highsec Front The 99 Percent
194
|
Posted - 2012.04.02 04:09:00 -
[23] - Quote
Serena Wilde wrote:My only problem with gate camps is that they are essentially "save or die" mechanics. If you go through the gate and there is a camp there, you are dead. If there is not, you have a chance at living. Barring going through with a ship designed to run of course. It's just silly. Low sec has problems because no one comes to visit it. Why? Because people "could" die simply poking their noses across. However, if they could get across and have a reasonable chance of running around there, more people would visit, which means more targets, which means more fights. I don't see how that's bad.
The scanning thing is more of a if you see a [insert specific non-combat ship] you essentially know you have an easy target. Why not have more of a chance for the unknown, where the fight could go either way? I would much rather have an exciting battle that I "almost" won than a battle that was lost as soon as someone showed up on grid.
OP wants risk-free low sec. I don't get it.
From a lore view-point, why would you have random jump-in spots? That is an unreliable gate mechanic that no one would use on a regular basis. No one would want to take the chance of rematerializing inside the sun or a planet, or whatever, unless sorely pressed. Makes no sense.
May as well just have the jump in beacon on an already existing structure.
Also, your view of gatecamps is rather narrow. tbh, the last time I died in losec on a gate was because I was followed through the gate, not because of a camp on the other unseen side. If you are flying around alone in losec and get killed by jumping into a gate camp, you did it wrong.
Solution: use (cloaky or fast) scouts.
I'm shocked that ECM hasn't been brought up yet. Guess its not so broken after all.
"How do you kill that which has no life?" |

Simi Kusoni
HelloKittyFanclub
431
|
Posted - 2012.04.02 04:11:00 -
[24] - Quote
Selinate wrote:Every single good small gang fight that I've ever had has been nowhere near the gates. In fact, nearly all of them have been in a belt, at a station, or at some other anomaly.
I hate gate camps too, and I think there should be a better way to blockade systems rather than just having everyone wait at one spot for someone to come through, personally. Probably won't change any time soon though. Hehe, only stuff I ever seem to kill in belts or anoms is ratters. Even bait ships seem quite rare nowadays, although I did fall for a belt ratting sleipnir a few days back.
I also detest station camping, I hate short fights and I find on station one side almost always stops firing the moment they realize engaging was a bad idea. Not to mention the fact that on station logi is invulnerable to everything except alpha gangs.
I hear CCP are thinking about changing station aggression mechanics though, that should be interesting.
--Will Support Your Terrible Forum Thread For ISK-- |

Serena Wilde
State War Academy Caldari State
2
|
Posted - 2012.04.02 04:12:00 -
[25] - Quote
Simi Kusoni wrote:Serena Wilde wrote:My only problem with gate camps is that they are essentially "save or die" mechanics. If you go through the gate and there is a camp there, you are dead. If there is not, you have a chance at living. Barring going through with a ship designed to run of course. It's just silly. Low sec has problems because no one comes to visit it. Why? Because people "could" die simply poking their noses across. However, if they could get across and have a reasonable chance of running around there, more people would visit, which means more targets, which means more fights. I don't see how that's bad. Hmm, well you see I would contend that gate camps are already very easily avoided. Even completely ignoring the use of a scout T2 transports, T3s, carriers, jump freighters... all these ships bypass gate camps perfectly. And gates also act as a hot spot for fights, most of the decent small gang fights I've seen happen when someone tries to crash a gate camp. Without gates all we'd have to fall back on is blue balling, sniper gangs warping to the sun at range and bait cyno drakes sitting in anoms all day. Basically, bottle necks are a necessity for combat to occur frequently :)
I can understand that. But the problem is a scout requires a second account or information from someone else that you need to obtain. the others are specific ships that are made to ignore gate camps, and none are combat viable (barring T3's). As well, all of those ships are made to "avoid" combat anyway.
Thus the only "fights" you generally see are those that essentially dog-pile the first ship they see that pokes their nose across that they can catch.
As far as the cyno/jump gangs problem, yes that would have to be solved in some way too, but forcing everyone to jump blindly isn't the way to do it.
Quote:Serena Wilde wrote:The scanning thing is more of a if you see a [insert specific non-combat ship] you essentially know you have an easy target. Why not have more of a chance for the unknown, where the fight could go either way? I would much rather have an exciting battle that I "almost" won than a battle that was lost as soon as someone showed up on grid. Hmm, well you see the challenge with the example you used isn't in fighting the mining ship, it is in catching the mining ship. There's also the fact that if mining ships could refit in space and fight back, people would just use bigger/more ships to kill them. [/quote]
That's why I say to remove "mining" ships in general, and enable swapping of modules. The point is to give an existence to playing beyond "mob mentality" If you had a chance to survive fights alone or to win fights alone, you wouldn't have this incessant need to fight in a pack. Of course the mob fighting would still happen, but I think you would find more people willing to take risks and go it alone if they weren't tied to a specific ship for every different thing they wanted to do... |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
55
|
Posted - 2012.04.02 04:15:00 -
[26] - Quote
ECM: Stun-lock is and has always been a dubious mechanic in SP games, why it is in a MP/MMO game is down to extreme laziness on Dev part. Links: Being able to double the effectiveness of up 250 people with one ship without even being there .. Where do I sign up! EHP grinds: Doesn't matter if its a defender spamming MWD boss rat, a FW bunker or an outpost .. lazy-ass game design. |

Steel Wraith
0
|
Posted - 2012.04.02 04:17:00 -
[27] - Quote
Serena Wilde wrote:
1) No more "Inbound" gates to systems
Removing the ability to camp a gate would make for safer travel, sure, which might open up some parts of the game to those afraid of losing a ship, but it cuts down on the complexity in the game. When you know you might land in a camped system there are a couple ways to deal with it:
A) Assume there is a camp. This is the safest option. Either avoid low-sec altogether (boring) and avoid this risk or only take ships/fits that have a reasonable risk/cost for what you are trying to do. This forces you to consider what you are flying, how it's fit, what your trying to accomplish, whether it's worth the risk, and what to do in case there is a camp.
B) Cross your fingers and hope there isn't a camp. Do whatever cuz you don't give a ****.
If ships jumped into random location, all these options would be reduced to: Jump into the system with whatever you want because there's no risk of immediate pvp on the other side.
- This reduces all the scenarios to a single boring one. How droll. |

Serena Wilde
State War Academy Caldari State
2
|
Posted - 2012.04.02 04:22:00 -
[28] - Quote
Soldarius wrote:Serena Wilde wrote:My only problem with gate camps is that they are essentially "save or die" mechanics. If you go through the gate and there is a camp there, you are dead. If there is not, you have a chance at living. Barring going through with a ship designed to run of course. It's just silly. Low sec has problems because no one comes to visit it. Why? Because people "could" die simply poking their noses across. However, if they could get across and have a reasonable chance of running around there, more people would visit, which means more targets, which means more fights. I don't see how that's bad.
The scanning thing is more of a if you see a [insert specific non-combat ship] you essentially know you have an easy target. Why not have more of a chance for the unknown, where the fight could go either way? I would much rather have an exciting battle that I "almost" won than a battle that was lost as soon as someone showed up on grid. OP wants risk-free low sec. I don't get it.
Most certainly not. I just want fights to not be determined blindly.
Quote:From a lore view-point, why would you have random jump-in spots? That is an unreliable gate mechanic that no one would use on a regular basis. No one would want to take the chance of rematerializing inside the sun or a planet, or whatever, unless sorely pressed. Makes no sense.
May as well just have the jump in beacon on an already existing structure.
I can see that, which is why I said to have them warp in at a spot X AU from the nearest object (sun/planet/moon/station etc.) or simply at the outer edge of the system. There are many ways to work around that idea. The point is now hunters will actually have to "hunt" rather than just wait for someone to pop their head in.
Lore-wise, you can change any lore to fit anything you wanted mechanically. Lore doesn't matter in that respect.
Quote:Also, your view of gatecamps is rather narrow. tbh, the last time I died in losec on a gate was because I was followed through the gate, not because of a camp on the other unseen side. If you are flying around alone in losec and get killed by jumping into a gate camp, you did it wrong.
Solution: use (cloaky or fast) scouts.
I'm shocked that ECM hasn't been brought up yet. Guess its not so broken after all.
[/quote]
So your solution is to use only one type of ship when flying through low sec? ECM could work, if you could change your modules out in space later so you aren't tied to stations to do any other activities. |

Simi Kusoni
HelloKittyFanclub
431
|
Posted - 2012.04.02 04:23:00 -
[29] - Quote
Serena Wilde wrote:I can understand that. But the problem is a scout requires a second account or information from someone else that you need to obtain. the others are specific ships that are made to ignore gate camps, and none are combat viable (barring T3's). As well, all of those ships are made to "avoid" combat anyway.
Thus the only "fights" you generally see are those that essentially dog-pile the first ship they see that pokes their nose across that they can catch. Heh, that is often the case, but not always. Quite a few times I've surprised a gate camp when they realize they can't break my maelstroms tank, and that suddenly they are exploding left right and center. Similarly a lot of other ships are capable of breaking up a small gate camp solo, like vagas/cynabals/machariels/vindicators.
As for larger gate camps, hot dropping/baiting them is always fun :) But the last few days I've mostly just been watching them cloaked, then attacking them when they get in a fight. Managed to kill a large camp's rapier with my two bombers earlier which amused me.
Serena Wilde wrote:That's why I say to remove "mining" ships in general, and enable swapping of modules. The point is to give an existence to playing beyond "mob mentality" If you had a chance to survive fights alone or to win fights alone, you wouldn't have this incessant need to fight in a pack. Of course the mob fighting would still happen, but I think you would find more people willing to take risks and go it alone if they weren't tied to a specific ship for every different thing they wanted to do... You mean make all ships modular in design, akin to T3s? I'm not entirely sure how that would fix the mob mentality to be honest, it would certainly make logistics easier but beyond that I'm not certain it would have any impact at all.
If anything, it would probably make people blob more, if there's a chance that mining fleet could actually be some crazy spider tanking PvP bait fleet... why risk it by attacking with a small force?
--Will Support Your Terrible Forum Thread For ISK-- |

Serena Wilde
State War Academy Caldari State
2
|
Posted - 2012.04.02 04:26:00 -
[30] - Quote
Steel Wraith wrote:Serena Wilde wrote:
1) No more "Inbound" gates to systems
Removing the ability to camp a gate would make for safer travel, sure, which might open up some parts of the game to those afraid of losing a ship, but it cuts down on the complexity in the game. When you know you might land in a camped system there are a couple ways to deal with it: A) Assume there is a camp. This is the safest option. Either avoid low-sec altogether (boring) and avoid this risk or only take ships/fits that have a reasonable risk/cost for what you are trying to do. This forces you to consider what you are flying, how it's fit, what your trying to accomplish, whether it's worth the risk, and what to do in case there is a camp. B) Cross your fingers and hope there isn't a camp. Do whatever cuz you don't give a ****. If ships jumped into random location, all these options would be reduced to: Jump into the system with whatever you want because there's no risk of immediate pvp on the other side. - This reduces all the scenarios to a single boring one. How droll.
Except that now a person can jump into a lowsec system with his ship in the hopes of performing some activity (either mining, exploration, ratting, etc.) without the thought of immediately dieing. However it doesn't stop him from being scanned down while doing said activity. Now you are allowing more ships into the system. More targets = more fun. Hunting said target = fun. Or do you just want "easy" targets? |

SirMille
Sigma Kid Protection Services Goonswarm Federation
13
|
Posted - 2012.04.02 04:30:00 -
[31] - Quote
1. Remove the plane. Space has no up or down, EVE having one is just silly. Hello EVEspace 2. |

Serena Wilde
State War Academy Caldari State
2
|
Posted - 2012.04.02 04:37:00 -
[32] - Quote
Simi Kusoni wrote:Serena Wilde wrote:I can understand that. But the problem is a scout requires a second account or information from someone else that you need to obtain. the others are specific ships that are made to ignore gate camps, and none are combat viable (barring T3's). As well, all of those ships are made to "avoid" combat anyway.
Thus the only "fights" you generally see are those that essentially dog-pile the first ship they see that pokes their nose across that they can catch. Heh, that is often the case, but not always. Quite a few times I've surprised a gate camp when they realize they can't break my maelstroms tank, and that suddenly they are exploding left right and center. Similarly a lot of other ships are capable of breaking up a small gate camp solo, like vagas/cynabals/machariels/vindicators. As for larger gate camps, hot dropping/baiting them is always fun :) But the last few days I've mostly just been watching them cloaked, then attacking them when they get in a fight. Managed to kill a large camp's rapier with my two bombers earlier which amused me. Serena Wilde wrote:That's why I say to remove "mining" ships in general, and enable swapping of modules. The point is to give an existence to playing beyond "mob mentality" If you had a chance to survive fights alone or to win fights alone, you wouldn't have this incessant need to fight in a pack. Of course the mob fighting would still happen, but I think you would find more people willing to take risks and go it alone if they weren't tied to a specific ship for every different thing they wanted to do... You mean make all ships modular in design, akin to T3s? I'm not entirely sure how that would fix the mob mentality to be honest, it would certainly make logistics easier but beyond that I'm not certain it would have any impact at all. If anything, it would probably make people blob more, if there's a chance that mining fleet could actually be some crazy spider tanking PvP bait fleet... why risk it by attacking with a small force?
Yeah, but that's what happens now? So wouldn't any change that has the chance to introduce more tactics be better?
The modularity would only be for modules specifically, and would take something in return, like time, that could be altered by a skill. For example, what if it took X seconds to change out a module, lowered by an amount per skill level (sort of like changing ammo currently is)? You would need to carry those modules in your hold, which means that if you were destroyed, they would be destroyed, but it would allow you to gas mine if you found a cloud. Hack if you found an exploration site. Mine if you found a belt. Fight if you found a target. Make it so you couldn't change modules while cloaked, to limit abuse. You'd probably have to up cargo space some, or add another bay to account for modules, but I think it would be do-able.
The point would be to make whatever ship you were flying more useful for any activity. That's one thing that I found interesting about the early game of EVE: You had your rookie ship and you used it for everything. The only bad thing was being tied to a station to do anything different. Once you got your specialized ships, the game became more "boring" First you go find the thing that you want to do with your "exploring" ship, then you get your "other ship that does the thing you want to do ", and sometimes you need another ship on top of that for combat just to take out the baddies first! That's a lot of swapping at stations just to do something!
Why not make it so your one ship can do all of it? That would be more risk vs. more reward to me? |

Steel Wraith
0
|
Posted - 2012.04.02 04:43:00 -
[33] - Quote
Serena Wilde wrote:
Except that now a person can jump into a lowsec system with his ship in the hopes of performing some activity (either mining, exploration, ratting, etc.) without the thought of immediately dieing. However it doesn't stop him from being scanned down while doing said activity. Now you are allowing more ships into the system. More targets = more fun. Hunting said target = fun. Or do you just want "easy" targets?
I think that gate camps in low-sec are fairly ineffectual against players who have prepared for the possibility. It is still possible to scan/probe down ships mining or exploring, sure, but that is an entirely different topic than that of just entering the system to which gate camps apply. The ability to gate camp does not by any means shut down everyone's ability to enter the system. The idea that you are powerless to save yourself if there is a camp is wrong. You always have a choice, and the more choices we have to make, the more fun it is, imho.
And no, I don't just want "easy" targets. The thought if sitting on a gate for hours waiting for targets seems really damn boring to me but it should be a viable play-choice if someone wants to do it. Random-location entry would completely remove that play-choice. |

Gerrick Palivorn
Caldari Provisions Caldari State
206
|
Posted - 2012.04.02 04:47:00 -
[34] - Quote
KrakizBad wrote:1. Remove the ability of NPC corp alts to post.
Yep I hate it when those guys hide behind NPC Corps |

Shian Yang
15
|
Posted - 2012.04.02 04:59:00 -
[35] - Quote
Steel Wraith wrote:I think that gate camps in low-sec are fairly ineffectual against players who have prepared for the possibility.
Capsuleer Wraith,
I agree with your suggestion. Travelling through regions of known lawlessness and low security can be readily handled by any capsuleer who takes the time to prepare. Recall the starmap and filter out the needless information - distill it until you are only visualising the capsuleers passing through each gate and into a system, so you can gauge the level of activity. This is time bound so even more useful. You can also verify ship destruction as this is recorded and available from any gate interface through your starmap system.
Apart from that, the right type of ship or even an assembled shuttle to be used as a quick scout can be useful. A prepared capsuleer is a safe capsuleer.
Shian Yang
|

Spy 21
Lonetrek Exploration and Salvage
16
|
Posted - 2012.04.02 05:19:00 -
[36] - Quote
Removing gates makes it impossible to defend space. Enough suggestions have been put forward to negate any perceived need for that already in this thread.
The other easy mode idea of fitting ships in space is a no go also... what is the point unless you are again looking for an easy button against being caught in a mission ship where you should have brought a pvp ship. Don't bring non-combat fits into space you're like to be attacked in.
Forcing all of eve to accept these kinds of changes so some players don't need to learn how to fully play the game would cost more subscriptions that it would save.
If NPC alts can't post, does that also mean they cannot vote?
My only suggestion would be to eliminate neut remote rep in high sec. RR someone is actually an attack on the guy that he is fighting. If you agree with that then you have to agree that Neut reppers in high sec should get concorded.
S The proper use of dual monitors with the eve client. http://img848.imageshack.us/img848/2821/img0275jr.jpg |

Sang-in Tiers
Hedion University Amarr Empire
14
|
Posted - 2012.04.02 05:23:00 -
[37] - Quote
* Remove local. * make highsec 80% smaller (pretty much just some ground for newbies to try out the game in). * Make minmatar less winmatar. |

Rory Orlenard
University of Caille Gallente Federation
39
|
Posted - 2012.04.02 05:42:00 -
[38] - Quote
Your number two idea i disagree with..the "no more role specific ships" . that smacks all to much of a uni-ship. when you get a uni-ship everyone flys the uniship, using the same setup, which is not good for the Eve economy, fun gaming,or anything else.
I don't want to be cruel here but i suggest you put more research and thought into game mechanichs..or however you spell it before sounding off on what seems like an idea.
As for an idea of my own i came up with only one - less time differential between what the Eve map info shows and what is real. While screwing with nullsec alliances I relie heavy on the Eve map and the time lag between reported info and real conditions can get you killed. |

Serena Wilde
State War Academy Caldari State
2
|
Posted - 2012.04.02 05:51:00 -
[39] - Quote
Rory Orlenard wrote: Your number two idea i disagree with..the "no more role specific ships" . that smacks all to much of a uni-ship. when you get a uni-ship everyone flys the uniship, using the same setup, which is not good for the Eve economy, fun gaming,or anything else.
I don't want to be cruel here but i suggest you put more research and thought into game mechanichs..or however you spell it before sounding off on what seems like an idea.
As for an idea of my own i came up with only one - less time differential between what the Eve map info shows and what is real. While screwing with nullsec alliances I relie heavy on the Eve map and the time lag between reported info and real conditions can get you killed.
So if every ship is a uni-ship, everyone flies...every ship? How is this bad?
I don't think you're thinking deep enough, sorry.
I do agree with your idea in theory, but I don't think any intel should be "instant" unless there is a body on site physically reporting it. |

Full Impact
Kador Systems TriMark Alliance
0
|
Posted - 2012.04.02 05:54:00 -
[40] - Quote
Meryl SinGarda wrote: 2. High-Sec not always "safe": We're in Space. So why can't our technology and communication systems fail, at times? Have entire solar systems drop their security for a set period of time, at random. Concord can't respond and stations are locked "until further notice."
Lol really?? I wouldn't mind aslong as any of their systems and player systems could fail at any time in any system inc targetting of random players regardless of any wrong doing |

Rory Orlenard
University of Caille Gallente Federation
39
|
Posted - 2012.04.02 06:05:00 -
[41] - Quote
Serena Wilde wrote:Rory Orlenard wrote: Your number two idea i disagree with..the "no more role specific ships" . that smacks all to much of a uni-ship. when you get a uni-ship everyone flys the uniship, using the same setup, which is not good for the Eve economy, fun gaming,or anything else.
I don't want to be cruel here but i suggest you put more research and thought into game mechanichs..or however you spell it before sounding off on what seems like an idea.
As for an idea of my own i came up with only one - less time differential between what the Eve map info shows and what is real. While screwing with nullsec alliances I relie heavy on the Eve map and the time lag between reported info and real conditions can get you killed. So if every ship is a uni-ship, everyone flies...every ship? How is this bad? I don't think you're thinking deep enough, sorry. I do agree with your idea in theory, but I don't think any intel should be "instant" unless there is a body on site physically reporting it.
Hmmmm..i see what you mean although i don't like admitting it. Real time info should be protected as valuable and not given to any one for free ...maybe just less time differential for a comprimise |

Gunther Nhilathok
Warsmiths Warsmiths.
1
|
Posted - 2012.04.02 06:13:00 -
[42] - Quote
I would reduce all ships' tank capacity and add various countermeasure modules/cm ammo and add slots to most ships to accomodate cm modules. (kind of like rig slots but only for CM mods) Examples would be adding a defender missle launcher to the category or adding the good old decoy beacon method to confuse tracking systems. Or rather instead of defender missle launcher, perhaps a system that sends out pulses that disrupt missle tracking. Could have it run on some kind of charge so that it's not something cap dependent and still consumes ammo.
I would remove ECM alltogether as it's little more than a bastardization of the meaning of my number one change.
I would replace ECM with a module set that reduced the effectiveness of Counter-Measure charges. A tracking system disruptor for defender missle launchers and a decoy beacon dampener for the decoy beacon launcher. Or if the missle tracking disruption pulse is used, could have a module that directly tweaks the magnitude of it's broadcast. |

Xorv
Questionable Acquisitions
220
|
Posted - 2012.04.02 06:28:00 -
[43] - Quote
Serena Wilde wrote:What would they be?
Just a simple question, but try to offer reasoning why and what you would change it to.
1) No more "Inbound" gates to systems [...] 3) No more local as an "Intel source"
Those are two good ones, Local certainly would be on my list, and the gates might very well make third place.
It's really tough to put what change I wanted in a simple statement about a single mechanic, as it would be made with the goal of making all gameplay either player Sandbox driven or Lore driven, or both, but no more Themepark rides. If there was a single mechanic to change toward that goal it would have to be....
1) Remove CONCORD and Crimewatch. CONCORD could stay on as a Faction and have ships slightly better than Sleepers/Sansha but the days of stifling the Sandbox would be at an end. Faction Navy could stay on, albeit also somewhat weakened and who's reaction are based off character relations to them rather than CCP trying to police player behavior in order to handhold Themepark players.
|

Vaal Erit
Science and Trade Institute Caldari State
89
|
Posted - 2012.04.02 06:28:00 -
[44] - Quote
Remove local Remove missions/incursions Remove CONCORD |

Tanya Powers
Science and Trade Institute Caldari State
971
|
Posted - 2012.04.02 06:41:00 -
[45] - Quote
1- make high sec really high sec: you couldn't even target another player if you wouldn't be a logi in the same fleet.
2- player corporations wallet and income: minimum 5 to 10% tax mandatory for any positive transaction in corporations wallet More NPC stations in null sec and services but stations destructible like player owned ones with just triple hp points for reinforcement and kill, respawn delay 29D
3- after leaving high sec once you can't return any more. Your assets are all automatically transferred to the closest NPC station in low sec |

Nalha Saldana
Eternity INC. Goonswarm Federation
197
|
Posted - 2012.04.02 06:42:00 -
[46] - Quote
Change mining Change belts Change ores
We really need a industrial overhaul and mining is the place to start. |

Rory Orlenard
University of Caille Gallente Federation
39
|
Posted - 2012.04.02 06:46:00 -
[47] - Quote
Serena Wilde wrote:What would they be?
Just a simple question, but try to offer reasoning why and what you would change it to.
1) No more "Inbound" gates to systems - I don't find it right that jumping into the next system could lead to your death with no real way to circumvent it -
.... my reply to your point ...if someone has Sov they deserve the right to have inbound - asking them to cover the system is not reasonable and as someone who screws with all the null alliances gatecamps and bubbles don't mean much to an experienced scout. the number of guys who can catch you is small. the current eve setup allows owners some rights and is only a threat to people leeching off them - if you want to screw with them it is no problem
3) No more local as an "Intel source" -
my reply.... totally agree, make it like wormholes and some alt sitting in a station never actually flown or doing anything can't protect the frontiers and the the Nidhogger can't blitz anomolies with immunity - that will fly like the Hindenberg with Nullsec guys so good luck on that.
Those are my ideas. How about yours? |

Tanya Powers
Science and Trade Institute Caldari State
971
|
Posted - 2012.04.02 06:52:00 -
[48] - Quote
Nalha Saldana wrote:Change mining Change belts Change ores
We really need a industrial overhaul and mining is the place to start.
This can be changed but as long as ships related to this activity are the joke they are there is no interest on doing this activity because ganking is more profitable than mining and meta game wouldn't make null or low sec more interesting for this.
As long as mining is interesting as it is and KM's farming goes, my Hulk and my Mack are there only to fill my hangar of useless ships collection.
|

Tobiaz
Spacerats
109
|
Posted - 2012.04.02 07:18:00 -
[49] - Quote
- The distribution of all blueprints should go through NPC-corp specific LP stores with all an unique assortment of wares (still possible to resell on market though). - Titans should be mobile stations with full docking, logging off and various other (inefficient) station services. - The empire Factions should be split up by low-sec borders and made more diverse in terms of resources and NPC-corps (less blobbing in a single hub and more opportunities to make money.)
- NPC Pirates are their own faction and you can't use their NPC stations unless you and your corp have good standings so no farming sanctums while squatting in their stations!) http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |

Danfen Fenix
Vita Aequitas Veritas The Paganism Alliance
48
|
Posted - 2012.04.02 07:42:00 -
[50] - Quote
1) Something that makes fights take place in more places in a system than the usual gate or station 
How about makign it so warp bubbles drop out anyone in warp if they hit it/hit near it, no matter where the bubble is on the spacelane (i.e., so it can be put in the middle of nowhere between two gates).
2) Someway of decloaking or detecting cloaked ships, apart from flying within 2km of them.
Seriosuly. If local were to be removed, then cloakies would be completely OP just due to the fact that there is currently never any way of knowing they're there until you're most likely going to die! |

Kiandoshia
Gnampf Inc.
28
|
Posted - 2012.04.02 08:20:00 -
[51] - Quote
1. Remove the forums. 2. Make everyone forget the forum existed. 3. Why am I even here =/ |

voetius
Starwinders The Unwilling.
2
|
Posted - 2012.04.02 08:36:00 -
[52] - Quote
KrakizBad wrote:1. Remove the ability of NPC corp alts to post.
+1
|

Soldarius
United Highsec Front The 99 Percent
195
|
Posted - 2012.04.02 09:09:00 -
[53] - Quote
Serena Wilde wrote:Most certainly not. I just want fights to not be determined blindly.
My point was that if you are using a scout of some kind, whether by multi-boxing or with friends, the fight is not blind. A fast scout can easily escape gate-camps in losec. Your scout can be anything from a noob ship to a covert T3. I recommend such things as covert frigates, bombers, Dramiels, or other fast frigates, so long as it has a microwarp drive
Quote:I can see that, which is why I said to have them warp in at a spot X AU from the nearest object (sun/planet/moon/station etc.) or simply at the outer edge of the system. There are many ways to work around that idea. The point is now hunters will actually have to "hunt" rather than just wait for someone to pop their head in.
If the spot were random, it would be impossible to catch anyone ever. A person jumping in would be in warp long before any pirate could scan them down, arrive on grid, lock, and tackle. Once in warp, the ship is of course unstoppable. It would arrive at gate, and repeat the process. Gate to gate travel in losec would be 100% safe for all but the slowest aligning ships. Additionally, this would break fleet warping as every ship would arrive at a different location
If the spot is not random, but simply a spot in space that is predetermined, the campers can simply jump one of their own through and camp the arrival location just the same as the current gate location
Quote:So your solution is to use only one type of ship when flying through low sec? ECM could work, if you could change your modules out in space later so you aren't tied to stations to do any other activities.
Of course not. Certain ships are better suited to solo travel. I noted those above. You can also travel in a decent-sized fleet. In that case you can fly whatever you want and have a reasonable chance of getting to your destination
ECM, like every other module in game, has its pros and cons. I cringe every time I see an ECM module fit to a nonbonuse hull. The odds of jamming someone with a single ECM mod on an unbonused hull are not good. Even if you do, unless you bounce around the system while waiting for your aggression counter to expire, you will not be able to jump out of system when you arrive at the out gate "How do you kill that which has no life?" |

Xen Solarus
Inner 5phere
99
|
Posted - 2012.04.02 09:59:00 -
[54] - Quote
1) Fix the bounty system.
2)Create more security options to POS structures, such as personal tabs idea suggested at fanfest.
3) Even More Ships! |

TheBlueMonkey
Natural Progression
115
|
Posted - 2012.04.02 10:21:00 -
[55] - Quote
Serena Wilde wrote: 1) No more "Inbound" gates to systems 2) No more "role specific" ships 3) No more local as an "Intel source"
1 - Use an alt\have friends\you're missing the point of eve
2 - you're realy missing the point of eve.
3 - only smart thing you've said. |

JitaPriceChecker2
State War Academy Caldari State
82
|
Posted - 2012.04.02 10:43:00 -
[56] - Quote
Mors Sanctitatis wrote:Serena Wilde wrote:KrakizBad wrote:1. Remove the ability of NPC corp alts to post. Well, that's one idea. It's a good start I guess. Any others? And any reasons why? It would be great if all NPC corp characters had one single forum section all to their selves. Then they could talk among themselves and not bother anyone else.
So people that choose to play in NPC like noobs would have no say.
Also your idea is so ******** anyway. Create alt , create 1 man corp and now you can post.
|

Savage Creampuff
Ion Corp. Citex Alliance
5
|
Posted - 2012.04.02 10:59:00 -
[57] - Quote
3 things that will never happen but i wouldn't object to if they did
1 - replace all chance based mechanics with mechanics that aren't chance based
2 - allow npc corp characters to pilot any ship in the game except for supercaps, caps, and tech 2 and 3 ships. it would be easy to rp why they wouldn't be allowed in cap ships and restricting tech 2 and 3 ship access removes no functionality or gameplay from the character.
3 - allow npc corp characters to post in the trial citizens forum and new citizens forums only |

Adunh Slavy
Ammatar Trade Syndicate
473
|
Posted - 2012.04.02 11:19:00 -
[58] - Quote
1) Get rid of gates - plenty of ways to do it and still have non-consensual PVP with out the cheap mechanics of choke points.
2) Scaning and probing more like submarines and sonar - goes with number 1
3) Sec status mechanics |

Adunh Slavy
Ammatar Trade Syndicate
473
|
Posted - 2012.04.02 11:22:00 -
[59] - Quote
Serena Wilde wrote:Ghoest wrote:Remove gates.
The entire concept of outer space being 95% about going through gates is horrible game design. The crux is how do you fix that? Especially with EVE's "everybody plays in the same world" mentality?
There are many ideas out there, below is one of them,
http://dl.eve-files.com/media/corp/AdunhSlavy/RSIV611.htm |

Adunh Slavy
Ammatar Trade Syndicate
473
|
Posted - 2012.04.02 11:24:00 -
[60] - Quote
Simi Kusoni wrote:Basically, bottle necks are a necessity for combat to occur frequently :)
No, the ability to find one another is what is needed. |

impli
Royal Guardians G00DFELLAS
7
|
Posted - 2012.04.02 11:25:00 -
[61] - Quote
All changes to the game mechanics posted by the OP are bubi, barbi, carebaer changes .. I strongly disagree to them.
And yes, If you can not afford to lose what you name your own stuff . then don't f*** go in f*** lowsec / null.null. Stay in HS and grind lvlIVs .. ffs..
End of transmission. |

Spy 21
Lonetrek Exploration and Salvage
16
|
Posted - 2012.04.02 11:25:00 -
[62] - Quote
Tanya Powers wrote:1- make high sec really high sec: you couldn't even target another player \
3- after leaving high sec once you can't return any more. Your assets are all automatically transferred to the closest NPC station in low sec
I don't want to be a forum meanie...
but,
How about the next time you log out, you can never log back in and all your stuff gets transferred to me.
Seriously though...
This thread is either the biggest collective troll I have ever witnessed or there are people in this game that really hate it altogether....
:)
On second thought, extend that to everyone who ever logs out.
Eventually I have everyone's stuff and can go anywhere I want. The proper use of dual monitors with the eve client. http://img848.imageshack.us/img848/2821/img0275jr.jpg |

Adunh Slavy
Ammatar Trade Syndicate
473
|
Posted - 2012.04.02 11:27:00 -
[63] - Quote
Soldarius wrote: OP wants risk-free low sec. I don't get it.
From a lore view-point, why would you have random jump-in spots? That is an unreliable gate mechanic that no one would use on a regular basis. No one would want to take the chance of rematerializing inside the sun or a planet, or whatever, unless sorely pressed. Makes no sense.
May as well just have the jump in beacon on an already existing structure.
Also, your view of gatecamps is rather narrow. tbh, the last time I died in losec on a gate was because I was followed through the gate, not because of a camp on the other unseen side. If you are flying around alone in losec and get killed by jumping into a gate camp, you did it wrong.
Solution: use (cloaky or fast) scouts.
I'm shocked that ECM hasn't been brought up yet. Guess its not so broken after all.
it's not risk free, it depends on how things are implemented. Blind session changes are just plain poor design. Might as well join an fps and camp a spawn point, that is until FPS makers figured out "this is stupid" |

Adunh Slavy
Ammatar Trade Syndicate
473
|
Posted - 2012.04.02 11:30:00 -
[64] - Quote
Steel Wraith wrote:Serena Wilde wrote:
Except that now a person can jump into a lowsec system with his ship in the hopes of performing some activity (either mining, exploration, ratting, etc.) without the thought of immediately dieing. However it doesn't stop him from being scanned down while doing said activity. Now you are allowing more ships into the system. More targets = more fun. Hunting said target = fun. Or do you just want "easy" targets?
I think that gate camps in low-sec are fairly ineffectual against players who have prepared for the possibility. It is still possible to scan/probe down ships mining or exploring, sure, but that is an entirely different topic than that of just entering the system to which gate camps apply. The ability to gate camp does not by any means shut down everyone's ability to enter the system. The idea that you are powerless to save yourself if there is a camp is wrong. You always have a choice, and the more choices we have to make, the more fun it is, imho. And no, I don't just want "easy" targets. The thought if sitting on a gate for hours waiting for targets seems really damn boring to me but it should be a viable play-choice if someone wants to do it. Random-location entry would completely remove that play-choice.
LOL, BS. Removing a game play mechanic that requires sitting there for an hour to maybe get one bit of action is not an evil thing. If you want that play choice, camp a station. |

Dark EvE1
renditions of madness B A C K B 0 N E
3
|
Posted - 2012.04.02 11:30:00 -
[65] - Quote
Serena Wilde wrote:
2) No more "role specific" ships - I posted this in the "Ideas for ships" thread, but I will repost it here:
"I would like to see less ships that are for specific roles, and more that can be used for many roles.
What I mean is, right now, if you scan down mining ship, you know that it is defenceless, more or less. But what if you didn't know that? I scan down a Hurricane and it could be a salvage boat, or an explorer or a gas miner or a PvE fitted ship or a PvP one. I think the now knowing would make EVE more exciting.
I wish they would remove all dedicated mining ships in my mind. If you had to mine using one of the existing "war" ships, wouldn't that make things more interesting?
Hell, I would like to be able to change out modules on the fly, so that I can use one ship for multiple things without having to refit at a station. That way I can go out exploring and if I find a great mining area, I can switch to mining lasers and grab some, and if I get jumped by a pirate that happens by, I can switch back to my guns and have a chance at fighting back. Base it on your "Jury Rigging" skill or some such.
This would also be condusive to more modules getting destroyed as ships get blowed up, and I think it would just add to the feel of EVE more."
So by this i could make a doomsday fitting frig or a titan black ops ship? AWESOME
Gaming site for the lastest reviews and news-áhttp://www.gamers-relic.co.uk/
Gaming magazine:-áhttp://www.magcloud.com/browse/issue/364936 |

Qen Tye
The Varangian Guard.
10
|
Posted - 2012.04.02 11:53:00 -
[66] - Quote
Serena Wilde wrote:1) No more "Inbound" gates to systems - I don't find it right that jumping into the next system could lead to your death with no real way to circumvent it. You can't "see" what's on the other side until you go across, and often that means you are dead if there is a gate camp there. Instead, what if you arrived at a random location in the system? Or a random location X AU from the nearest object? Or a random spot on the "outer sphere" of the system itself? I think this would make lower secs "seem" safer, in that you are less likely to die as soon as you cross the gate. It would mean that low sec would be more of a "track your enemy down" kind of state which would be neat. As well, it would make protecting your interests in 0.0 much more difficult, as someone could come in anywhere. /signed
Serena Wilde wrote:What I mean is, right now, if you scan down mining ship, you know that it is defenceless, more or less. But what if you didn't know that? I scan down a Hurricane and it could be a salvage boat, or an explorer or a gas miner or a PvE fitted ship or a PvP one. I think the now knowing would make EVE more exciting.
Hell, I would like to be able to change out modules on the fly, so that I can use one ship for multiple things without having to refit at a station. That way I can go out exploring and if I find a great mining area, I can switch to mining lasers and grab some, and if I get jumped by a pirate that happens by, I can switch back to my guns and have a chance at fighting back. Base it on your "Jury Rigging" skill or some such. So you want single hand be able to carry heavy turrets that is the size of an SUV or larger and reattach not just one but 5-9 of them? just like that right on the spot? And go from cargo space to shield tanking? or armor tanking? I know that one of the trailers tells us we are immortals and we can have the boldest of dreams - this must be one of them. There is a reason you need a station to make those changes.
No offense but if you want 1clickies - go wow please!
I understand your argument that it would make it more interesting, but there is a reason we have tankers, warships, yachts, speedboats, submarines and the works in real life. Each ship serves a purpose.
Serena Wilde wrote:3) No more local as an "Intel source"[/b] - I would like to see local changed to be more like wormholes. It would mean less instant intel about who is in your system at any given time, which for 0.0 would make things more interesting, as well as inviting more fighting. It would mean that intel providers (scout ships and such) would be much more valuable, as well as scanners in general. You would probably have to change the basic "spam scanner" to make it less "user controlled" and more automated, or maybe you would need a module to make it more active? Or introduce modules that could let you link ships for "radio" purposes? Or introduce POS modules that could give limited warning of somesort. In essence you are making space more "dangerous unknown" which would be a great thing in my opinion. Total /signed |

Enuen Ravenseye
Seniors Clan Get Off My Lawn
22
|
Posted - 2012.04.02 12:01:00 -
[67] - Quote
1. Move all asteroids to anoms - they have to be scanned out to be mined. (They already have mining anoms - they would just have to greatly increase the number that spawn to compensate for the asteroids they remove from the normal belts.) And move all cruiser and BS rats to those scan-required belts too. They can leave the normal belts in as flavor (just no minable roids), with frig-sized rats for the noobs to practice on. Oh, poor little bots - what will you do now?
2. Remove all gates - you can now warp to any celestial within a system. (We have the technology to warp across the vast boundries of space, but it has to be through a particular point? Really?) They can keep the pathways that currently exist, due to distance or some such, but now you can, for example, jump from p3m4 to a new system p1m2. FAR more strategy and coordination involved, but also much more fun.
3. Remove local from null and lowsec. In fact, remove lowsec while you're at it and just make it conquerable null too. Greatly increase the amount of space that people actually care about.
Bonus: make moon goo degenerate/regenerate on a, for example, biweekly basis. Take how resources were handled in SWG and just apply to Eve . Much more work for those who chase moon goo, but it removes the ability to run moon goo ATM machines.
E |

Dragon Outlaw
Blue Republic RvB - BLUE Republic
65
|
Posted - 2012.04.02 13:17:00 -
[68] - Quote
I like new ideas.
If local chat and the g8s are to one day disappear from the game, CCP will need to come up with new ways to catch ships. Maybe it would be fun to be able to instantly know if a ship that you get on d-scan is friend or foe and also be able to warp to him instantly, and when I say warp to him, your ship actually follows the other ship in the same warp. And why not, if you have a special module fitted on your ship, you can take him out of warp when you get inside a certain distance. Or you just land at the same place as the targetted ship. Ceptors could be champions in this
Anyways, there are a lot of things in this game that could be changed to make the game more mysterious without removing the fun of capturing ships and blow them up.
Keep posting ideas...it is what improves the game. People that want to keep the game as it is are just morons that cannot adapt to change. |

Opertone
Deep Core Mining Inc. Caldari State
118
|
Posted - 2012.04.02 13:25:00 -
[69] - Quote
No more local intel source - as said before
No more warp drive - game of thousand doors, no more warp away in combat.
No more warping as I said... Burn it or lose it
|

Serena Wilde
State War Academy Caldari State
8
|
Posted - 2012.04.02 13:36:00 -
[70] - Quote
Qen Tye wrote:Serena Wilde wrote:What I mean is, right now, if you scan down mining ship, you know that it is defenceless, more or less. But what if you didn't know that? I scan down a Hurricane and it could be a salvage boat, or an explorer or a gas miner or a PvE fitted ship or a PvP one. I think the now knowing would make EVE more exciting.
Hell, I would like to be able to change out modules on the fly, so that I can use one ship for multiple things without having to refit at a station. That way I can go out exploring and if I find a great mining area, I can switch to mining lasers and grab some, and if I get jumped by a pirate that happens by, I can switch back to my guns and have a chance at fighting back. Base it on your "Jury Rigging" skill or some such. So you want single hand be able to carry heavy turrets that is the size of an SUV or larger and reattach not just one but 5-9 of them? just like that right on the spot? And go from cargo space to shield tanking? or armor tanking? I know that one of the trailers tells us we are immortals and we can have the boldest of dreams - this must be one of them. There is a reason you need a station to make those changes. No offense but if you want 1clickies - go wow please! I understand your argument that it would make it more interesting, but there is a reason we have tankers, warships, yachts, speedboats, submarines and the works in real life. Each ship serves a purpose.
A single hand? Pardon? Sometimes "real life" should take a back seat to playability and fun...you know, why we play this game of internet spaceships in the first place...
But as far as individual modules, well, why not? If it makes the game more interesting to play I say do it! |

Stitcher
Re-Awakened Technologies Inc
113
|
Posted - 2012.04.02 13:48:00 -
[71] - Quote
Incursions seriously need a tweak, so...
1: Either Vanguard sites need to pay less, or the other two need to pay more. VGs should be for pick-up fleets, not for shiny mach fleets that blitz around the place finishing 20 sites per hour. There should be a place for the shiny fleets, and it should be running the bigger, tougher sites where that kind of gear and teamwork is actually necessary to succeed, rather than merely a way of getting an edge over all the other people who are running VGs.
2: once the mothership has been found, all sites in the incursion should pay out only 1%. People should break the incursion, blow up the mothership the instant it becomes available, and move on.
3: With the above in mind, the bar should turn blue MUCH less quickly. I've seen Incursions go from new and 100% red to 100% blue in the space of one afternoon. Maybe have the rate at which the bar is filled stay as is up until 50%, then half speed up to 75%, then half again up to 87.5%, then half again until 100%
oh, and because I'm greedy:
4: Sites should pay out to every ship in the site that has either shot an enemy vessel or assisted one that did and which is also in its gang (by providing remote rep or gang bonuses), not to the fleet that did the most damage. this payout should be subject to the usual graph for site population, so if you gatecrash somebody else's site in a fleet of equal size but with better DPS, both fleets get paid, but not very much. each ship can only count as being in one site at a time - no razzing around, firing a single shot at an NPC then zipping off to the next site so that you count as being in all of them at once - you get precisely ONE. An in-character blog and a video: http://verinsjournal.blogspot.com http://www.youtube.com/watch?v=tu1mbsgo738
|

Tobiaz
Spacerats
113
|
Posted - 2012.04.02 19:53:00 -
[72] - Quote
uhum...
CCP SOUNDWAVE, ARE YOU READING THIS THREAD ?! YOU DAMN WELL SHOULD!!!
Thank you. http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |

Herping yourDerp
Federal Navy Academy Gallente Federation
450
|
Posted - 2012.04.02 19:57:00 -
[73] - Quote
Combat- i would make it twitch based, but i understand its impossible to do with the code and the lag it would make. im ok with point and click eve, but 1000 man fleet fights in the chaos of having to do more then target and press a button would be fun and hectic
smuggling- not sure how but being a smuggler would be a fun and easy way to make money
bounty hunters- not sure how but would have the jobs to prevent smugglers from smuggling and be able to kill them once identified for a excellent reward
of course none of these could happen but its a dream. |

Hauling Hal
The Black Ops
52
|
Posted - 2012.04.02 20:04:00 -
[74] - Quote
KrakizBad wrote:1. Remove the ability of NPC corp alts to post.
CAOD is ---> that way. |

Qen Tye
The Varangian Guard.
10
|
Posted - 2012.04.03 03:23:00 -
[75] - Quote
Serena Wilde wrote:That's why I say to remove "mining" ships in general, and enable swapping of modules. The point is to give an existence to playing beyond "mob mentality" If you had a chance to survive fights alone or to win fights alone, you wouldn't have this incessant need to fight in a pack. Of course the mob fighting would still happen, but I think you would find more people willing to take risks and go it alone if they weren't tied to a specific ship for every different thing they wanted todo 1clicky - WOW is that way ->> |

Serena Wilde
State War Academy Caldari State
8
|
Posted - 2012.04.03 03:31:00 -
[76] - Quote
Qen Tye wrote:Serena Wilde wrote:That's why I say to remove "mining" ships in general, and enable swapping of modules. The point is to give an existence to playing beyond "mob mentality" If you had a chance to survive fights alone or to win fights alone, you wouldn't have this incessant need to fight in a pack. Of course the mob fighting would still happen, but I think you would find more people willing to take risks and go it alone if they weren't tied to a specific ship for every different thing they wanted todo 1clicky - WOW is that way ->>
And you are free to go there if you want. Myself, I would rather play EVE, and make EVE a better game. Thanks for your input. :) |

Serena Wilde
State War Academy Caldari State
8
|
Posted - 2012.04.03 03:33:00 -
[77] - Quote
Steel Wraith wrote:Serena Wilde wrote:
1) No more "Inbound" gates to systems
Removing the ability to camp a gate would make for safer travel, sure, which might open up some parts of the game to those afraid of losing a ship, but it cuts down on the complexity in the game. When you know you might land in a camped system there are a couple ways to deal with it: A) Assume there is a camp. This is the safest option. Either avoid low-sec altogether (boring) and avoid this risk or only take ships/fits that have a reasonable risk/cost for what you are trying to do. This forces you to consider what you are flying, how it's fit, what your trying to accomplish, whether it's worth the risk, and what to do in case there is a camp. B) Cross your fingers and hope there isn't a camp. Do whatever cuz you don't give a ****. If ships jumped into random location, all these options would be reduced to: Jump into the system with whatever you want because there's no risk of immediate pvp on the other side. - This reduces all the scenarios to a single boring one. How droll. Edit: The one mechanic I'd remove: ability to run multiple accounts. I think the game would be better if everyone had a single character to play. Instead of using your 2-15 accounts to "solo" whatever you'd have to rely on other players. But that is unrealistic, I know.
I like your EDIT. I'm pretty sure that there would be no chance of that ever happening, but it would be nice. Although how do you prevent multiboxing/multiple accounts to bypass said restriction? |

Ai Shun
569
|
Posted - 2012.04.03 03:39:00 -
[78] - Quote
Serena Wilde wrote:1) No more "Inbound" gates to systems - I don't find it right that jumping into the next system could lead to your death with no real way to circumvent it.
Having died to several gate-camps (Here is looking at you Aunenen) I don't like this idea. There are mechanisms to circumvent gate-camps. You could scout using an alt or one of the intelligence channels. If it is a frequently travelled route for you, keep a shuttle or similar close by for a quick scout before you fly something expensive through. Or, better yet, fly something that can cloak if it meets your goals. Then, you also have the statistics available on the star-map which should be your first stop before deciding if you are going to drop into a low-sec system.
Blockading a choke-point is a perfectly acceptable mechanism for a pirate to try and make a living. From my perspective, you basically die in a low-sec gate-camp only if you are on auto-pilot or too stupid / lazy to scout / check the intel. And in that case, congratulations, you've just been EVE'd.
Serena Wilde wrote:2) No more "role specific" ships - "I would like to see less ships that are for specific roles, and more that can be used for many roles.
I both like and dislike this idea.
Like it because the idea of taking any hull and using it for a purpose would make fitting more of an art-form as you would not rely on the inherent bonuses anymore (They wouldn't exist, right?) It would be difficult to balance the ships that are built for a specific purpose though; not sure how you intend to solve that as you've not linked your full formed idea. At the same time, this can act as an enabler for having a bounty hunter hiding in a Mackinaw or a miner hiding in a Hurricane or similar.
I dislike it because there is a certain New Eden flavour to having different types of ships built by different corporations. I know what I'm getting when I pick up a design from Lai Dai or from Ishukone or others. There is a certain level of immersion in that.
Have you considered the idea of cloaking a bit further and having some form of sensory fooling / jamming module instead that would make another pilot see something the ship is not really? E.g. an Iteron can project the sensor / visual output of a Hurricane or similar? Then you could still ... rambling. Sorry.
Serena Wilde wrote:3) No more local as an "Intel source" - I would like to see local changed to be more like wormholes. It would mean less instant intel about who is in your system at any given time, which for 0.0 would make things more interesting, as well as inviting more fighting.
I would like this too. Passive / Active sensors and the support skills for those arrays would be a great addition and open up a whole profession in-game. It would be a learning curve though.
As to my idea:
I want to see CONCORD replaced with realistic ships (E.g. available to players as well), open up null, low and high-sec so they are all the same with players able to hold their territory anywhere in New Eden. Empires and Corporations would have massive resources to fit a battle fleet and to protect their sovereign space, but enterprising players should be able to take over Jita, for example. Or New Caldari. Or any of the others if they can bring sufficient resources to overwhelm the Empire or Corporation that owns it. But that would need such a significant investment in resources that it will be nigh on impossible for the core areas, including the new player hubs.
But, in general, I am all for removing NPCs from the core services in the game and leaving them in the hands of players. |

Zircon Dasher
117
|
Posted - 2012.04.03 03:40:00 -
[79] - Quote
1) Remove the ability to engage in all passive/semi-passive ISK,material, or product generation. 2) Remove character bazaar.
 |

Ai Shun
569
|
Posted - 2012.04.03 03:42:00 -
[80] - Quote
Serena Wilde wrote:I like your EDIT. I'm pretty sure that there would be no chance of that ever happening, but it would be nice. Although how do you prevent multiboxing/multiple accounts to bypass said restriction?
You pretty much cannot. With the move to virtualisation it is nigh on impossible to block this. Perhaps when the whole word is running IPv6 you may have a snowballs' hope in hell. But until then?
That aside - why? I have an Industrial pilot that I sometimes escort with my combat pilot. Meantime I have a trade alt on a different account that sits in Jita and runs my business empire. That is 3 accounts (Well, was 3 accounts until recent events) that provide CCP with revenue.
I liked giving them money  |

Serena Wilde
State War Academy Caldari State
8
|
Posted - 2012.04.03 04:00:00 -
[81] - Quote
Ai Shun wrote:Serena Wilde wrote:1) No more "Inbound" gates to systems - I don't find it right that jumping into the next system could lead to your death with no real way to circumvent it. Having died to several gate-camps (Here is looking at you Aunenen) I don't like this idea. There are mechanisms to circumvent gate-camps. You could scout using an alt or one of the intelligence channels. If it is a frequently travelled route for you, keep a shuttle or similar close by for a quick scout before you fly something expensive through. Or, better yet, fly something that can cloak if it meets your goals. Then, you also have the statistics available on the star-map which should be your first stop before deciding if you are going to drop into a low-sec system. Blockading a choke-point is a perfectly acceptable mechanism for a pirate to try and make a living. From my perspective, you basically die in a low-sec gate-camp only if you are on auto-pilot or too stupid / lazy to scout / check the intel. And in that case, congratulations, you've just been EVE'd.
I would much rather see better mechanisms for hunting players rather than holding a chokepoint and hoping for a fight against something that is generally not made for it. As well, opening the chokepoints would encourage people to visit the lower sec systems, and when they stop to do any other activities (like mining, ratting or exploring) they can be caught and killed. That would make for far more interesting fights than the current setup. Yes you can avoid the fights if you fly something made to avoid fights or if you rely on other characters' information. You have no way to know if a gate is camped on the other side without poking your nose across. Which means that if you aren't flying something that can avoid said fight, you are dead.
You want to encourage more people to visit low sec so that there are more targets. This is the ultimate goal. By chasing them off before they get there...that's silly.
Quote:2) No more "role specific" ships - I posted this in the "Ideas for ships" thread, but I will repost it here:
I both like and dislike this idea.
Like it because the idea of taking any hull and using it for a purpose would make fitting more of an art-form as you would not rely on the inherent bonuses anymore (They wouldn't exist, right?) It would be difficult to balance the ships that are built for a specific purpose though; not sure how you intend to solve that as you've not linked your full formed idea. At the same time, this can act as an enabler for having a bounty hunter hiding in a Mackinaw or a miner hiding in a Hurricane or similar.
I dislike it because there is a certain New Eden flavour to having different types of ships built by different corporations. I know what I'm getting when I pick up a design from Lai Dai or from Ishukone or others. There is a certain level of immersion in that.
Have you considered the idea of cloaking a bit further and having some form of sensory fooling / jamming module instead that would make another pilot see something the ship is not really? E.g. an Iteron can project the sensor / visual output of a Hurricane or similar? Then you could still ... rambling. Sorry.
I like where your rambling was taking you. It would enable a way to fool scanners, which should be allowed in some way. I think I would still allow ship bonuses for various things, but I would want to get rid of the very specific non-combat ships, like mining/industrial ships and fold them into existing hulls. Right now, if you fly a non-combat ship, you are an easy target. If you didn't know if your target could fight back effectively that would make for more interesting fights I think.
Quote:3) No more local as an "Intel source" - I would like to see local changed to be more like wormholes. It would mean less instant intel about who is in your system at any given time, which for 0.0 would make things more interesting, as well as inviting more fighting.
I would like this too. Passive / Active sensors and the support skills for those arrays would be a great addition and open up a whole profession in-game. It would be a learning curve though.
As to my idea:
I want to see CONCORD replaced with realistic ships (E.g. available to players as well), open up null, low and high-sec so they are all the same with players able to hold their territory anywhere in New Eden. Empires and Corporations would have massive resources to fit a battle fleet and to protect their sovereign space, but enterprising players should be able to take over Jita, for example. Or New Caldari. Or any of the others if they can bring sufficient resources to overwhelm the Empire or Corporation that owns it. But that would need such a significant investment in resources that it will be nigh on impossible for the core areas, including the new player hubs.
But, in general, I am all for removing NPCs from the core services in the game and leaving them in the hands of players.
That could definitely be interesting, but as we've seen with "nigh impossible" titans, people find a way to do way more than CCP intends, and allowing the noob zones to be overrun with gankers would be suicide for EVE as a game. |

Serena Wilde
State War Academy Caldari State
8
|
Posted - 2012.04.03 04:02:00 -
[82] - Quote
Ai Shun wrote:Serena Wilde wrote:I like your EDIT. I'm pretty sure that there would be no chance of that ever happening, but it would be nice. Although how do you prevent multiboxing/multiple accounts to bypass said restriction? You pretty much cannot. With the move to virtualisation it is nigh on impossible to block this. Perhaps when the whole word is running IPv6 you may have a snowballs' hope in hell. But until then? That aside - why? I have an Industrial pilot that I sometimes escort with my combat pilot. Meantime I have a trade alt on a different account that sits in Jita and runs my business empire. That is 3 accounts (Well, was 3 accounts until recent events) that provide CCP with revenue. I liked giving them money 
Heh, as do I. What I get at with my why is that if you prevent them from having multiple characters that can be "alts" you have to prevent them from having multiple accounts for the same reasons. Otherwise, there is no point to restricting them. People will still find a way to "bypass the system". |

Jaroslav Unwanted
Brutor Tribe Minmatar Republic
1376
|
Posted - 2012.04.03 04:07:00 -
[83] - Quote
dont know, i am not an expert on game mechanics.
But so far what i heard.
1.Sov. structure grinding
2.Moon Mining
3.And sniper fleets / aka on grid probing.
Not sure if anything of that has been mentioned or has been changed lately. |

Serena Wilde
State War Academy Caldari State
9
|
Posted - 2012.04.03 04:10:00 -
[84] - Quote
Jaroslav Unwanted wrote:dont know, i am not an expert on game mechanics.
But so far what i heard.
1.Sov. structure grinding
2.Moon Mining
3.And sniper fleets / aka on grid probing.
Not sure if anything of that has been mentioned or has been changed lately.
Why would you want them changed, and what alternatives do you offer? Constructive criticism is the best criticism. :) |

Ai Shun
569
|
Posted - 2012.04.03 04:21:00 -
[85] - Quote
Serena Wilde wrote:I would much rather see better mechanisms for hunting players rather than holding a chokepoint and hoping for a fight against something that is generally not made for it. As well, opening the chokepoints would encourage people to visit the lower sec systems, and when they stop to do any other activities (like mining, ratting or exploring) they can be caught and killed.
Alright, I can see the motivation. Can I suggest then that:
(a) Having an alternative path into a system is a better mechanism. Look at the path from Nonni to Aikantoh - I know this spot well because I was based in Aikantoh for a while and lost a few ships to the gate-camp that sits on Aunenen. My own stupidity, I loaded up and thought to myself: "Yeah, it's late. They won't be there". Famous last words ... In any event, there is one path from Nonni to Aikantoh unless you feel like turning 3 jumps into 23+ and even that won't avoid any low-sec areas where camps are possible. More options would help avoid the camp, while still giving the campers something to strive for.
(b) Creating a set of modules and skills, perhaps related to your local replacement idea, that allows you to launch a drone / probe through a Stargate may be useful. Because it contains active sensors, it would be a valid target for a camp if they could lock it. And because it has to jump back before you get your intel you may or may not know what is going on. Basically, build on the idea of Local intel, scouting, etc. and allow for the other players to corrupt / attack / counter a probe drone flying through.
In general I am against removing something that gives enjoyment to some players, even if that is to the detriment of other players. It would be better to focus on better tools so the war between the two groups can escalate and fluctuate and lead to more dynamic play. |

Serena Wilde
State War Academy Caldari State
10
|
Posted - 2012.04.03 04:29:00 -
[86] - Quote
Ai Shun wrote:Serena Wilde wrote:I would much rather see better mechanisms for hunting players rather than holding a chokepoint and hoping for a fight against something that is generally not made for it. As well, opening the chokepoints would encourage people to visit the lower sec systems, and when they stop to do any other activities (like mining, ratting or exploring) they can be caught and killed. Alright, I can see the motivation. Can I suggest then that: (a) Having an alternative path into a system is a better mechanism. Look at the path from Nonni to Aikantoh - I know this spot well because I was based in Aikantoh for a while and lost a few ships to the gate-camp that sits on Aunenen. My own stupidity, I loaded up and thought to myself: " Yeah, it's late. They won't be there". Famous last words ... In any event, there is one path from Nonni to Aikantoh unless you feel like turning 3 jumps into 23+ and even that won't avoid any low-sec areas where camps are possible. More options would help avoid the camp, while still giving the campers something to strive for. (b) Creating a set of modules and skills, perhaps related to your local replacement idea, that allows you to launch a drone / probe through a Stargate may be useful. Because it contains active sensors, it would be a valid target for a camp if they could lock it. And because it has to jump back before you get your intel you may or may not know what is going on. Basically, build on the idea of Local intel, scouting, etc. and allow for the other players to corrupt / attack / counter a probe drone flying through. In general I am against removing something that gives enjoyment to some players, even if that is to the detriment of other players. It would be better to focus on better tools so the war between the two groups can escalate and fluctuate and lead to more dynamic play.
Interesting ideas. I'm still not a fan of blind chokepoints that you don't have any control over. The probe thingy is more interesting, but how do you allow "false" info to come back (ie. If the probe is destroyed, then there is obviously a gate camp and that person won't jump across)?
As far as your "removal" comment, I would in general agree, but if that thing is detrimental to the game (ie. Concord insurance payouts for gankers), it should be removed. If the game becomes healthier (ie more subscriptions while keeping the theme of blowing **** up going) then shouldn't that thing be removed and/or altered?
|

Ai Shun
570
|
Posted - 2012.04.03 04:39:00 -
[87] - Quote
Serena Wilde wrote:Interesting ideas. I'm still not a fan of blind chokepoints that you don't have any control over. The probe thingy is more interesting, but how do you allow "false" info to come back (ie. If the probe is destroyed, then there is obviously a gate camp and that person won't jump across)?
Target and lock probe. Cycle module that corrupts the sensor feedback. Or use one of the sensor modules we discussed earlier to have the ships waiting on the other side appear as a collection of industrial ships. It would be up to the pilot on the other end to analyse the grid and decide if they felt it was safe or not. This is a bit more immediate than the starmap and still allows for a chance to determine what happens.
Serena Wilde wrote:As far as your "removal" comment, I would in general agree, but if that thing is detrimental to the game (ie. Concord insurance payouts for gankers), it should be removed. If the game becomes healthier (ie more subscriptions while keeping the theme of blowing **** up going) then shouldn't that thing be removed and/or altered?
For that specific case, yes, but it was altered as suicide ganking is still possible. I know, your idea of random appearing locations is only an alteration, but it seems a bit too odd to me. |

L'ouris
Have Naught Subsidiaries
53
|
Posted - 2012.04.03 04:47:00 -
[88] - Quote
Serena Wilde wrote: My only problem with gate camps is that they are essentially "save or die" mechanics. If you go through the gate and there is a camp there, you are dead. If there is not, you have a chance at living. Barring going through with a ship designed to run of course. It's just silly. Low sec has problems because no one comes to visit it. Why? Because people "could" die simply poking their noses across. However, if they could get across and have a reasonable chance of running around there, more people would visit, which means more targets, which means more fights.
Before passing too much judgement on gates and how 'easy' it is to hunt folk. I recommend trying to catch anyone who is more than a 2 week resident in low-sec / null sec who doesn't want to be caught.
What you propose would make almost all opportunities for PvP consensual or pre-scheduled (POS timers etc ).
Seriously, take a shuttle/frigate/nano-cruiser through low sec, make some safes and keep your dscan up. Let me know how many times it takes for you to not warp directly to the smart bomb battleships at the gates and go loss free up until you get bored with living. |

Qen Tye
The Varangian Guard.
10
|
Posted - 2012.04.03 09:10:00 -
[89] - Quote
 Qen Tye wrote:1clicky - WOW is that way ->>
Serena Wilde wrote:And you are free to go there if you want. Myself, I would rather play EVE, and make EVE a better game. Thanks for your input. :) No thanks! Been there and came here cause I dislike milk & cookies as I dislike 1clickies :)
Well now we are at it 1) transfer drones from cargo bay to drone bay mid space and even other ships *poof* - there you go. 2) transfer equipment from one ship to another - *poof* there you go - fully gear for you drake in one click. 3) Hell - lets make it so we do not even have to fly anymore, I mean - teleportation right? Lets just be able to teleport everybody and everything around as we see fit. Why even have ships?
Oh and I want macros and addons cause then I REALLY do not have to think anymore. I can just spam 1,2 and 3 on keyboard activating my macros.
Being to able fully switch between 3 different fitting mid space in one click is imho a bad idea and do not serve a purpose. It will take away the team play and cooperation which is essential in this game as will removing role specific ships. |

Tobiaz
Spacerats
116
|
Posted - 2012.04.03 09:30:00 -
[90] - Quote
- Flying Mining Barges and Exhumers in high-sec requiring something like the starbase charters in for a POS. Anything to make it only for players in a player corporation only to fly the eng-game mining ships. Players would have more reasons to for actual mining corporations and it mean the end of bot-mining in high-sec (mining corps evict them, bot corps get wardecced en in NPC corps they'll have to make-do with inferior equipement).
- Ships requiring fuel (racial isotopes) to warp. Not much, just enough so it can support a layer of industry and it will diversify the races and empire a bit more.
- Stop catering to the end-game players by 'bigger and better'. It's just WRONG. The power of SP should come from diversity and adaptability. Don't increase the height of the power-pyramid, but make it wider. Find roles for players to perform and give those specialized ships (and make them racial, not simply ORE, you lazy bums) http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |

Avila Cracko
287
|
Posted - 2012.04.03 09:40:00 -
[91] - Quote
About the gates... I would like too see freelancer idea of gate malfunction so that they don't get you to desired locations sometimes. truth, the whole truth and nothing but the truth. |

Cant tell Ifserious
State War Academy Caldari State
1
|
Posted - 2012.04.03 11:10:00 -
[92] - Quote
gate guns are the dumbest fkin thing in lowsec i have ever seen. |

Simi Kusoni
HelloKittyFanclub
441
|
Posted - 2012.04.03 11:13:00 -
[93] - Quote
Serena Wilde wrote:Interesting ideas. I'm still not a fan of blind chokepoints that you don't have any control over. The probe thingy is more interesting, but how do you allow "false" info to come back (ie. If the probe is destroyed, then there is obviously a gate camp and that person won't jump across)? I'm still not sure about your dislike for gate camps.
What proposals do you have as an alternate method of hunting targets? Currently it is literally impossible to catch an aware and experienced pilot, non-consensual PvP in this game is literally down to just picking off the idiots. Removing gate camping as a viable tactic would even further reduce the PvP element of Eve.
Gate camping has it's flaws, most notably that there are so many ways around it (jump freighters, carrier logistics, nullified T3s, covert ops haulers, the MWD+cloak trick, scouting), but it is one of the few reliable sources of non-consensual PvP.
--Will Support Your Terrible Forum Thread For ISK-- |

Ashley SchmidtVonGoldberg
1-800-FUBAR
125
|
Posted - 2012.04.03 12:19:00 -
[94] - Quote
Give PVP a reason to exist as it has none at the moment.
remove the constant information about every system that allows you to see how many people are there from the other side of the galaxy
Standing in for Karn Dulake who was banned for saying bad words |

Serena Wilde
State War Academy Caldari State
11
|
Posted - 2012.04.03 12:26:00 -
[95] - Quote
L'ouris wrote:Serena Wilde wrote: My only problem with gate camps is that they are essentially "save or die" mechanics. If you go through the gate and there is a camp there, you are dead. If there is not, you have a chance at living. Barring going through with a ship designed to run of course. It's just silly. Low sec has problems because no one comes to visit it. Why? Because people "could" die simply poking their noses across. However, if they could get across and have a reasonable chance of running around there, more people would visit, which means more targets, which means more fights. Before passing too much judgement on gates and how 'easy' it is to hunt folk. I recommend trying to catch anyone who is more than a 2 week resident in low-sec / null sec who doesn't want to be caught. What you propose would make almost all opportunities for PvP consensual or pre-scheduled (POS timers etc ). Seriously, take a shuttle/frigate/nano-cruiser through low sec, make some safes and keep your dscan up. Let me know how many times it takes for you to not warp directly to the smart bomb battleships at the gates and go loss free up until you get bored with living.
Not passing judgement at all. All I'm saying is that if you cross a gate with a ship that is not designed to "run", if there is a gate camp on the other side, you are essentially dead, with no chance of escape. If you jump across in a ship that is designed to run, the gate campers have no fight. Thus everyone either jumps in a ship that is designed to "run" or no one goes through at all. Neither of those situations encourage people to visit low sec for any activities beyond "getting through it to go somewhere else"
If you move the hunters away from the choke points, the prey will be more likely to poke their noses in. Since the hunters won't leave, because it is the only "easy" way to ensure fights (even as one-sided as they are), then you have to remove the choke points. Now you'll have to "hunt" them. Give tools to hunters to be able to catch those ships and voila, you still have your fights!
Change the Dscan to be less spammable (like an alterable sonar, with range and angle affecting speed), add modules that allow scanning (so that you have to sacrifice tank or gank for knowledge), add the ability for easy targets to defend themselves in some way (be able to mine AND do combat) and you will see people start to show up more, since they "feel" safer. Thus you gain more targets and more possibilities for good fights (not just fights that you managed to catch on a gate). |

Serena Wilde
State War Academy Caldari State
11
|
Posted - 2012.04.03 12:39:00 -
[96] - Quote
Qen Tye wrote: Qen Tye wrote:1clicky - WOW is that way ->> Serena Wilde wrote:And you are free to go there if you want. Myself, I would rather play EVE, and make EVE a better game. Thanks for your input. :) No thanks! Been there and came here cause I dislike milk & cookies as I dislike 1clickies :) Well now we are at it 1) transfer drones from cargo bay to drone bay mid space and even other ships *poof* - there you go. 2) transfer equipment from one ship to another - *poof* there you go - fully gear for you drake in one click. 3) Hell - lets make it so we do not even have to fly anymore, I mean - teleportation right? Lets just be able to teleport everybody and everything around as we see fit. Why even have ships? Oh and I want macros and addons cause then I REALLY do not have to think anymore. I can just spam 1,2 and 3 on keyboard activating my macros. Being to able fully switch between 3 different fitting mid space in one click is imho a bad idea and do not serve a purpose. It will take away the team play and cooperation which is essential in this game as will removing role specific ships.
Your derisive remarks add nothing to the conversation.
I have never said that I want instant switching anywhere, however I do understand your remarks about team play and corps. I too think they should be necessary for certain things, but there also needs to be a way to allow single players to survive and thrive in EVE. Keep in mind that during large battles, switching "roles" should be very inefficient, thus making predetermined group make-up more desirable (as it is currently). But this does make gameplay "smoother" for a single player, and keeps them playing the game.
I believe that I would still like to keep "bonuses" on ships and such, just give ships more different uses, and move mining away from the "mining only" ships that are really nothing but easy targets, or give mining ships a way to defend themselves so that they aren't easy. I would like to see more small battles and dog-fights rather than mob-rule and dog-piles which it is currently.
Do you have any actual ideas to contribute, rather than just being flippant and condescending towards others? |

Serena Wilde
State War Academy Caldari State
11
|
Posted - 2012.04.03 12:41:00 -
[97] - Quote
Ashley SchmidtVonGoldberg wrote:Give PVP a reason to exist as it has none at the moment.
remove the constant information about every system that allows you to see how many people are there from the other side of the galaxy
Yes! Making PVP have a point in the game would help to drive more people towards it. |

Raneru
Euphoria Released 0ccupational Hazzard
46
|
Posted - 2012.04.03 12:53:00 -
[98] - Quote
1. ECM. I hate ECM. If ECM isn't going away then give us the ability to manually aim our guns without the use of targeting.
2. 0.0 Local Chat. For reasons iterated a thousand times over on the forums.
3. Level 4 Missions. IMO anything above level 3 should require collaboration with other players at a basic level, like in Incursions. |

Eryn Velasquez
Republic Military School Minmatar Republic
3
|
Posted - 2012.04.03 13:54:00 -
[99] - Quote
1. Kill rights: Eye for an eye, ship for a ship, pod for a pod - It's not balanced in the moment, if someone kills your pod you should have the right to give this back without committing a crime.
2. Remove local
3. Highsec should be only in constellations, where the HQs of the factions reside. But there it should really be secure, and additionally: only lvl 2 missions, small roids and belts, just for beginners. Suicide gankers - Silly griefing kiddies, annoying like dog poop under my shoes |

eliorra
DOCTOR NIPPLES RETREAT
3
|
Posted - 2012.04.03 14:06:00 -
[100] - Quote
1-New roles for caps (constellation scaning,real carriers,better leadership mechanics ,crews (of players),basicaly caps at the center of the fleet)
2- everything else is in inferno  |

Karim alRashid
Aliastra Gallente Federation
172
|
Posted - 2012.04.03 14:10:00 -
[101] - Quote
1. Remove local 2. Remove Concord 3. Don't care
|

Steel Wraith
1
|
Posted - 2012.04.03 14:15:00 -
[102] - Quote
Ai Shun wrote:Serena Wilde wrote:I like your EDIT. I'm pretty sure that there would be no chance of that ever happening, but it would be nice. Although how do you prevent multiboxing/multiple accounts to bypass said restriction? You pretty much cannot. With the move to virtualisation it is nigh on impossible to block this. Perhaps when the whole word is running IPv6 you may have a snowballs' hope in hell. But until then? That aside - why? I have an Industrial pilot that I sometimes escort with my combat pilot. Meantime I have a trade alt on a different account that sits in Jita and runs my business empire. That is 3 accounts (Well, was 3 accounts until recent events) that provide CCP with revenue. I liked giving them money 
It's the Single Character Slot mentality. The idea is to improve player cooperation by preventing the ability to keep playing by yourself while still taking on aspects of the game designed for multiple players by running multiple accounts. Skill points also become more important as you can't train multiple characters in parallel for different tasks.
Obvious cons are: - Ruins/Injures the spy metagame. - Can't scam/corp theft/whatever with alts. - No monetary incentive for CCP; multiple accounts are multiple subs. - Players might quit out of boredom while training non-combat skills.
It's a moot point anyway as you mentioned, it can't technically be enforced. |

My Neutral Toon
Knights Who Til Recently Said Ni
88
|
Posted - 2012.04.03 14:21:00 -
[103] - Quote
1) Make it profitable to go into lowsec. As of now, there is no reason to go to lowsec aside from higher PI output and if you actually WANT to tank your sec status. I know CCP "claims" to have buffed the lowsec anomalies earlier this year/late last year...but I went to lowsec immediately after that to start scanning plexes....spent 2 days doing it and they were all horrible...
2) Be able to have either a- multiple Jump Bridges in the same system, or b- multiple destinations for a single jump bridge, making it possible to have larger logistic hubs in nullsec. Some people will call foul that this takes part of the risk out of doing nullsec logistics...when in reality...it doesnt... It would just make the JB's work much in the same way the cyno generators do...It wouldnt make the logi-routes any safer.. If anything, it would make certain systems even more valuable to an alliance and would cause greater harm to take down a JB-hub than just a normal one since you would be losing potentially several JB routes at once. This could also be accomplished by having a single-destination JB and then having a tech1 version that allowed for maybe up to 3 destinations...
3) Ship size/mass should = ship bumping ability ...Can't. Tell. If ...Troll? Or Serious....
Butt Hurt about Harrasment? Read first GM post: https://forums.eveonline.com/default.aspx?g=posts&t=88362&find=unread |

Adunh Slavy
Ammatar Trade Syndicate
489
|
Posted - 2012.04.03 14:37:00 -
[104] - Quote
Simi Kusoni wrote: What proposals do you have as an alternate method of hunting targets? Currently it is literally impossible to catch an aware and experienced pilot, non-consensual PvP in this game is literally down to just picking off the idiots. Removing gate camping as a viable tactic would even further reduce the PvP element of Eve.
Imagine for a moment that to leave a system, a player would have to wait for a time for a jump engine to charge up. They have to do it at any one of the planets or the local star. During that time they can't cloak, MWD or warp. Suppose it takes two minutes to do and they have to stay on that grid.
During this time the hunter will be scanning the planets, and checking them out. The person wanting to leave will have to keep aligned in case a hostile warps in. The defender would then need to warp off. A solo hunter and solo defender would give advantage to the defender, all he has to do is wait out the hunter till he gets bored. Not much different from today. But, gang v gang becomes a much more interesting situation. to lock down a system, a ship at each planet would be ideal, so that anyone trying to leave gets caught.
Once one of the two gangs gets a point on someone, they can all rush in from different directions and mix it up. Going to have to ask your selves, should we blob up, or spread out? What's the best choice for what we are facing and our goals? Right now the choice is always the same, blob.
Now add to this mix delayed local and instead of the directional scanner just telling you something is there, it also gives you a result to which you can warp. The closer you are and the more narrow you set your scan angle, the more likely you would be to land close to the target. Suppose the worst this scanner could do is give you is a 50% deviation of the current distance between you and the target. Each scan gets you closer at worst.
Also suppose that the more you mash the scan button, within some limited time, say 1 minute, your own signature radius doubles. You make your self an easier target as well if you're scan button happy. Likewise, some defender trying to evade a hunter better be careful how much he tries to find out how close the hunter is and trying to discover which planets are unoccupied at the moment. And the hunter needs to be sure no one else is around too. Is that T1 industrial bait? Should I mush the scan button one more time or not?
These are interesting tactical questions, there are no such questions with gates. Avoiding a gate camp right now means check map, and if you're a multi boxing hero, send alt in shuttle. Wee, so exciting, not. |

Holy One
sNiggwaffe EVE Corporation 123566322353
175
|
Posted - 2012.04.03 14:39:00 -
[105] - Quote
Karim alRashid wrote:1. Remove local 2. Remove Concord 3. Don't care
4. Give every race all damage types ammo
**** lists of 3. |

Kisumii
Garoun Investment Bank Gallente Federation
0
|
Posted - 2012.04.03 15:04:00 -
[106] - Quote
Alot of calls to remove local. I can totally agree with this it would open up alot more mystery about low/null sec space and make stealth / scouting much more as it should be. |

Simi Kusoni
HelloKittyFanclub
442
|
Posted - 2012.04.03 15:44:00 -
[107] - Quote
My Neutral Toon wrote:1) Make it profitable to go into lowsec. As of now, there is no reason to go to lowsec aside from higher PI output and if you actually WANT to tank your sec status. I know CCP "claims" to have buffed the lowsec anomalies earlier this year/late last year...but I went to lowsec immediately after that to start scanning plexes....spent 2 days doing it and they were all horrible... To be fair if you genuinely spent two days doing exploration and found nothing of value, you were probably doing it wrong. The risk free element of plexing in low sec, and the easy logistics, means that running them for a solo player is even more profitable than null sec and in some cases incursions.
Of course, if you genuinely meant you were doing anomalies, and not exploration, you really were doing it wrong :P Anoms are of terrible value wherever you go, the only reason people even run them still in null is because in SoV null they're easy, grind-able and relatively risk free for an attentive player. (They're still pointless in NPC null mind you)
My Neutral Toon wrote:2) Be able to have either a- multiple Jump Bridges in the same system, or b- multiple destinations for a single jump bridge, making it possible to have larger logistic hubs in nullsec. Some people will call foul that this takes part of the risk out of doing nullsec logistics...when in reality...it doesnt... It would just make the JB's work much in the same way the cyno generators do...It wouldnt make the logi-routes any safer.. If anything, it would make certain systems even more valuable to an alliance and would cause greater harm to take down a JB-hub than just a normal one since you would be losing potentially several JB routes at once. This could also be accomplished by having a single-destination JB and then having a tech1 version that allowed for maybe up to 3 destinations... Logistics in null is easy enough already. Allowing for multiple destinations would make it hard to scout if you are camping a JB, and they're already pretty difficult to camp. It would also let people create alternate routes if a JB is camped, further avoiding any danger.
If anything logistics in null needs to be made more difficult, as it stands any expensive ships or loot are moved via JF or carrier. And deploying to a new area for PvP can be done risk free in a matter of hours with enough carriers and a good cyno chain.
Also, what risk in null sec logistics? Camping and roams nowadays literally just pick off the idiots, the vast majority of competent players have never and will never lose anything of value under the current mechanics.
My Neutral Toon wrote:3) Ship size/mass should = ship bumping ability That's a start, but station games and aggression timers need a total rework IMHO.
--Will Support Your Terrible Forum Thread For ISK-- |

Ackemi
Phenome Tactical
0
|
Posted - 2012.04.03 16:29:00 -
[108] - Quote
1. Make system local chat delayed in K-space and make regional (or constellation) chat immediate. It's debatable at which larger level local chat becomes immediate. The knowing is still there, just not as the super intelligence tool it currently is. Keep W-space local the way it is!
2. Make 2 levels of NPC corps (noob and freelance) you can be in noob NPC for a certain amount of gametime and then you get automatically moved to freelance level never to go back into noob. You can of course join another corp immediately if you wish, but you can't go back.
2A. Noob NPC corp cannot be wardec'd and freelance NPC corp is just a flat 50M/week to wardec (generally speaking easily wardecc'd). Noob NPC corp people can only post to the Noob forum channel.
2B. Noob NPC corp is 10% tax and freelance is 0%.
You can argue about the particulars of time, taxes, any other balancing and names but the idea is there...
3. Move this thread to "Features and Ideas Discussion"? |

My Neutral Toon
Knights Who Til Recently Said Ni
92
|
Posted - 2012.04.04 17:03:00 -
[109] - Quote
Simi Kusoni wrote:My Neutral Toon wrote:1) Make it profitable to go into lowsec. As of now, there is no reason to go to lowsec aside from higher PI output and if you actually WANT to tank your sec status. I know CCP "claims" to have buffed the lowsec anomalies earlier this year/late last year...but I went to lowsec immediately after that to start scanning plexes....spent 2 days doing it and they were all horrible... To be fair if you genuinely spent two days doing exploration and found nothing of value, you were probably doing it wrong. The risk free element of plexing in low sec, and the easy logistics, means that running them for a solo player is even more profitable than null sec and in some cases incursions. Of course, if you genuinely meant you were doing anomalies, and not exploration, you really were doing it wrong :P Anoms are of terrible value wherever you go, the only reason people even run them still in null is because in SoV null they're easy, grind-able and relatively risk free for an attentive player. (They're still pointless in NPC null mind you) My Neutral Toon wrote:2) Be able to have either a- multiple Jump Bridges in the same system, or b- multiple destinations for a single jump bridge, making it possible to have larger logistic hubs in nullsec. Some people will call foul that this takes part of the risk out of doing nullsec logistics...when in reality...it doesnt... It would just make the JB's work much in the same way the cyno generators do...It wouldnt make the logi-routes any safer.. If anything, it would make certain systems even more valuable to an alliance and would cause greater harm to take down a JB-hub than just a normal one since you would be losing potentially several JB routes at once. This could also be accomplished by having a single-destination JB and then having a tech1 version that allowed for maybe up to 3 destinations... Logistics in null is easy enough already. Allowing for multiple destinations would make it hard to scout if you are camping a JB, and they're already pretty difficult to camp. It would also let people create alternate routes if a JB is camped, further avoiding any danger. If anything logistics in null needs to be made more difficult, as it stands any expensive ships or loot are moved via JF or carrier. And deploying to a new area for PvP can be done risk free in a matter of hours with enough carriers and a good cyno chain. Also, what risk in null sec logistics? Camping and roams nowadays literally just pick off the idiots, the vast majority of competent players have never and will never lose anything of value under the current mechanics. My Neutral Toon wrote:3) Ship size/mass should = ship bumping ability That's a start, but station games and aggression timers need a total rework IMHO.
I was scanning them, not running Anoms. I went out there b/c I was told that lowsec got a buff and people were making stupid isk... I'm notoriously the most unlucky person you'll ever meet when it comes to getting the signatures I'm looking for. If I want a grav site, i'll find everything else but a grav site. If im looking for a mag site, i'll find everything execpt for a mag site. Murphy's Law follows me everywhere I go.
The Hub idea is not made for Freighters, as a JF would use the cyno gen and not the JB. The JB Hub is more for moving fleets around. Why would it be bad to make it more difficult for an enemy to camping your JB? If anything it makes a single JB more profitable b/c you will get more activity. And IMO, I would like the idea of an enemy hitting a certain system b/c that is where a hug was and they knew it. It gives more of a reason to defend it....Unless you are IRC lol.... ...Can't. Tell. If ...Troll? Or Serious....
Butt Hurt about Harrasment? Read first GM post: https://forums.eveonline.com/default.aspx?g=posts&t=88362&find=unread |

Serena Wilde
State War Academy Caldari State
13
|
Posted - 2012.04.05 12:43:00 -
[110] - Quote
Some great ideas in here guys and gals. Keep 'em coming. :) |

Tobiaz
Spacerats
134
|
Posted - 2012.04.05 13:16:00 -
[111] - Quote
1. If you're corporation as a whole hasn't got enough standing, you're not allowed to KEEP a pos in high-sec. (So no longer a single person with excellent standing anchoring and then filling the rest of the corp with people with bad standings).
This would be a GREAT boost to FW because they are some of the few groups that can pull this off easily (together with groups of missionrunners that can then actually do something usefull with their bloated standings)
Wishlist;
2. Add a layer of components to be built from the current minerals, PI and moongoo (various degrees), between every final T1 (and T2) products. No longer easily building all T1 modules and ships with a single character simply from minerals. The more complex production is, the more people it involves, the harder it is for a small group of players to completely dominate the market.
3. Give more meaning and diversity between the NPC corporations. Yes the players are the content of this game, but the NPC are the flavour. More diversity means more spreading out of the players and more opportunities to make money and for conflict. Things like making most implants being sold only by the LP stores of Inherent Implants and such, POS charters only by the administration NPC corps like House of Records, reaction and moon-mining blueprints by mining corporations like the Minmatar Mining Corporatin, etc.
Don't achieve balance by making everything the same, but by giving everything something unique. Then balance will automatically come in the shape of an dynamic equilibrium of demand and supply. http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |

Roime
Shiva Furnace
410
|
Posted - 2012.04.05 13:17:00 -
[112] - Quote
1) Dynamic system security status, fueled by both NPC and player kills (and the killed players security status. Only affecting 0.4 and 0.5, which could swing both ways. Recently changed systems would retain their sec-status related resources for a limited time.
2) Cloak fuel. Cloaking device would consume Cloak Fuel capsules from your cargo bay. Manufactured from Jove crystal artifacts harvested from new ladar-type sites only found in lowsec.
3) Graduating or booting from NPC starter corps. New certificate system rewarding actual activity (not only mission grinding, but you would get certificates from player kills, completing your first DED rated plex, etc), completing certificates would give material rewards and would eventually lead to graduating. Graduates would have access to improved, ISD-lead factional corps, those who would not work towards graduation would be booted to wardeccable trashbin corps. Ideally this would make NPC corp alts less desirable, give recruiters more factual knowledge on the new player (what kind of certificates the applying player has been collecting) and also give incentives for players who like achievement-style of game-play.
BONUS IDEA:
Apply planetary interaction scanning mechanic to asteroid mining. You rotate the roid to find visually the best spot to place your miner beams, move it when the roid rotates slowly and the hotspot depletes.
|

X-Y -Z
Pator Tech School Minmatar Republic
0
|
Posted - 2012.04.05 13:24:00 -
[113] - Quote
Killrights suck : if you gank someone in low sec killrights should only be abe to be collected in low sec.
and the person collecting killrights should only have 1 attempt if they fail and get blown up again that should be the end of it.
or make killrights last only 15 days instead of 30.
If you go to low sec you know the risk.
That is all. |

Simi Kusoni
HelloKittyFanclub
470
|
Posted - 2012.04.05 13:38:00 -
[114] - Quote
My Neutral Toon wrote:I was scanning them, not running Anoms. I went out there b/c I was told that lowsec got a buff and people were making stupid isk... I'm notoriously the most unlucky person you'll ever meet when it comes to getting the signatures I'm looking for. If I want a grav site, i'll find everything else but a grav site. If im looking for a mag site, i'll find everything execpt for a mag site. Murphy's Law follows me everywhere I go. The trick to running sites in low sec is to only run angel and guristas rated sites ;) There's only one escalation site worth doing, I think it's called "angel pleasure gardens" or something. The thing never fails to escalate for some reason 
My Neutral Toon wrote:The Hub idea is not made for Freighters, as a JF would use the cyno gen and not the JB. The JB Hub is more for moving fleets around. Why would it be bad to make it more difficult for an enemy to camping your JB? If anything it makes a single JB more profitable b/c you will get more activity. And IMO, I would like the idea of an enemy hitting a certain system b/c that is where a hug was and they knew it. It gives more of a reason to defend it....Unless you are IRC lol.... Freighters use the JB network, jump freighters use cyno gens or their own personal cyno alts. But what does that have to do with my comment on how easy logistics is in null? They've already nerfed the JB network in the past, and with good reason, CCP aren't going to move them back in that direction.
And of course it would be bad to make it more difficult to camp a JB, because null sec is already ridiculously easy to operate in.
--Will Support Your Terrible Forum Thread For ISK-- |

Cearain
Imperial Outlaws
316
|
Posted - 2012.04.05 15:18:00 -
[115] - Quote
Make the mechanic were you warp your pod out (or not) after your ship explodes reliable. Make the mechanic were you warp your pod out (or not) after your ship explodes reliable. Make the mechanic were you warp your pod out (or not) after your ship explodes reliable. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Goatfather
HOMELE55 Double Tap.
0
|
Posted - 2012.04.05 16:13:00 -
[116] - Quote
1 ) Bring back warp to 15km or a variant even a warp to 2500 (put some sort of invisible bubble on celestials to prevent BM making)
2 ) Undock @ range not @ 0
3 ) increase station/gate/jump aggression timers
just reset the game pre-sov. |

My Neutral Toon
Knights Who Til Recently Said Ni
93
|
Posted - 2012.04.05 18:52:00 -
[117] - Quote
Simi Kusoni wrote:My Neutral Toon wrote:I was scanning them, not running Anoms. I went out there b/c I was told that lowsec got a buff and people were making stupid isk... I'm notoriously the most unlucky person you'll ever meet when it comes to getting the signatures I'm looking for. If I want a grav site, i'll find everything else but a grav site. If im looking for a mag site, i'll find everything execpt for a mag site. Murphy's Law follows me everywhere I go. The trick to running sites in low sec is to only run angel and guristas rated sites ;) There's only one escalation site worth doing, I think it's called "angel pleasure gardens" or something. The thing never fails to escalate for some reason  My Neutral Toon wrote:The Hub idea is not made for Freighters, as a JF would use the cyno gen and not the JB. The JB Hub is more for moving fleets around. Why would it be bad to make it more difficult for an enemy to camping your JB? If anything it makes a single JB more profitable b/c you will get more activity. And IMO, I would like the idea of an enemy hitting a certain system b/c that is where a hug was and they knew it. It gives more of a reason to defend it....Unless you are IRC lol.... Freighters use the JB network, jump freighters use cyno gens or their own personal cyno alts. But what does that have to do with my comment on how easy logistics is in null? They've already nerfed the JB network in the past, and with good reason, CCP aren't going to move them back in that direction. And of course it would be bad to make it more difficult to camp a JB, because null sec is already ridiculously easy to operate in.
Don't say this too loud. We don't want high sec carebears getting mad that highsec is more dangerous than nullsec  ...Can't. Tell. If ...Troll? Or Serious....
Butt Hurt about Harrasment? Read first GM post: https://forums.eveonline.com/default.aspx?g=posts&t=88362&find=unread |

Nick Bison
Bison Industrial Inc Thundering Herd
120
|
Posted - 2012.04.05 19:15:00 -
[118] - Quote
KrakizBad wrote:1. Remove the ability of NPC corp alts to post.
Remove the ability of goon-pets to post
Nothing clever at this time. |

Yvella
Ore Mongers BricK sQuAD.
21
|
Posted - 2012.04.05 20:09:00 -
[119] - Quote
1. E C M. Just end it pathetic idea
2. Delayed local in 0.0
3. No sec status gains from mission rats, or rats in 0.0. Low-sec ratting gains a purpose  |

Darth Gustav
Sons Of 0din Fatal Ascension
219
|
Posted - 2012.04.05 20:17:00 -
[120] - Quote
1. Tax on any type of refinement as an ISK sink.
2. Tax rate increase for sales tax as an ISK sink.
3. Once the big boat spawns in an incursion, for each subcap that drops before it does another cap shows up and aggresses a logistics ship first. This continues to be true for the additional spawns, making incursions exponentially unfarmable and properly curbing Incursion income. He who trolls trolls best when he who is trolled trolls the troller. -Darth Gustav's Axiom |

Lord Dravius
Imperial Academy Amarr Empire
3
|
Posted - 2012.04.21 10:43:00 -
[121] - Quote
Doh! Wrong thread. |

Mark Androcius
34
|
Posted - 2012.04.21 11:03:00 -
[122] - Quote
1 - A new recruitment system. How many actual players check out the current recruitment adds in game, or the ones on the forum really? Not that much i think.
2 - a hard cap to the maximum amount of characters, allowed in an alliance, while at the same time something to encourage those alliances to go head to head, in stead of just finding another way to work together.
3 - An automatic translator for local chat, i don't understand Russian all that well.
How? Well that's not my job. Yes i am dutch, no i don't do drugs. |

Mark Androcius
34
|
Posted - 2012.04.21 19:20:00 -
[123] - Quote
O and a 4th thing i want - a ship that can empty an entire asteroid belt in 1 minute, refine it with 100% efficiency and automatically produce preset modules and or ships and or other components like ammo or whatever.
Also, it must have a preset for what i want to sell right away and for what price, dumping it on the market automatically after docking, while putting the rest in the correct Corp hangar.
This way i can immediately move to the next belt and repeat. Yes i am dutch, no i don't do drugs. |

Alpheias
Euphoria Released Verge of Collapse
606
|
Posted - 2012.04.21 19:29:00 -
[124] - Quote
Remove Concord, remove local and make bombs deployable in empire. I'd kill kittens and puppies and bunnies I'd maim toddlers and teens and then more |

Paragon Renegade
Wyvern Operations
346
|
Posted - 2012.04.21 19:40:00 -
[125] - Quote
Remove Stargates
Make industry interesting, and not conductive to self-harm
Make resources of all types exhaustible but infinite (Make them disappear in one place, appear in another) The pie is a tautology |

betoli
Morior Invictus. KRYSIS.
22
|
Posted - 2012.04.21 21:03:00 -
[126] - Quote
Serena Wilde wrote:Ghoest wrote:Remove gates.
The entire concept of outer space being 95% about going through gates is horrible game design. The crux is how do you fix that? Especially with EVE's "everybody plays in the same world" mentality?
There's been discussion threads, its not that hard. |

Lord Dravius
Imperial Academy Amarr Empire
6
|
Posted - 2012.04.21 22:07:00 -
[127] - Quote
Removal of jump bridges and jump drives. Blobs are bad. The ability to freely bypass gate camps is bad. More PvP without them.
Bounties should apply to both ships and clones. The max payout of a bounty should be capped at the value of the ship or implants destroyed. No insurance for people who have a bounty. Say I have a 500m bounty. Someone destroys my 50m ship and the get paid 50m of the bounty money leaving me with a remaining bounty of 450m. This ensures bounties can't be exploited because if someone tries to have an alt kill them they'll lose the same amount they gained. Bounties have been broken since beta and they're way overdue for a fix.
Paragon Renegade wrote:Remove Stargates
Make industry interesting, and not conductive to self-harm
Make resources of all types exhaustible but infinite (Make them disappear in one place, appear in another) They were planning to do that ages ago, but somehow the plan suddenly disappeared. Kinda like how they let select corps test played owned stations in beta and then no progress for years and years. We'll probably start hearing about the resource thing again some time in 2015. |

Ank Parkor
WildSpace Otters
29
|
Posted - 2012.04.21 22:38:00 -
[128] - Quote
1) Advanced drone settings. I am tired of seing these idiots firing on a BS when I am scrambled by frigates.
2) Only one active account per IP. I am sick of multi boxing and bots. Just the same thing.
3) Bounty hunter career  Short time trader, short term missionner, long term ambitions. |

okst666
Not Solitude Again Solitude Empire
150
|
Posted - 2012.04.21 23:03:00 -
[129] - Quote
3 mechanix you say..
ok
1) f1 kills all ships except mine in pocket
2) f2 kills all ships except mine in mission
3) f3 kills all ships except mine in constellation.
[X] < Nail here for new monitor |

Leza Bo ManHater
Pyramid Celestial
25
|
Posted - 2012.04.21 23:05:00 -
[130] - Quote
stop trying to change things, move along |

AureoBroker
Natural Inventions Solyaris Chtonium
34
|
Posted - 2012.04.22 00:05:00 -
[131] - Quote
1) Line of sight for weapons - that means using workhorses for cover, etc 2) Ships getting characterized by a main weapon, which needs to be aligned to the target to fire 3) RammingAlwaysWorks. |
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