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ardik
Caldari GoonFleet GoonSwarm
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Posted - 2008.12.09 03:18:00 -
[1]
static complexes, solves every single problem
****, ccp should be ****ing paying me for this solid ****ing gold post
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ardik
Caldari GoonFleet GoonSwarm
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Posted - 2008.12.10 13:40:00 -
[2]
hey guys, instead of these ******ed 'LETS MINE FOR SOV :DOWNS:' ideas, how about thinking up something people would want to do AND would be worth fighting over. Because if it isn't worth your time and not even fun, then chances of people putting their ships on the line in fights that aren't horribly imbalanced is negative a fukcing billion
lets call this idea: STATIC COMPLEXES :O
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ardik
Caldari GoonFleet GoonSwarm
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Posted - 2008.12.10 15:03:00 -
[3]
Originally by: Varrakk
Originally by: Malachon Draco Static objectives could work, it would be a bit like the idea with Moonmining POS without stront timers (that change alone would change the 0.0 game considerably I bet)
Isnt this how faction warfare works?
except the rewards are shtit so its more of a free war dec than someone fighting over resources
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ardik
Caldari GoonFleet GoonSwarm
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Posted - 2008.12.10 17:35:00 -
[4]
Originally by: Sister Beth Solution 101
1. Create a new 0.0 Region with gates that limits ship type entry 2. Create a natural phenomenon preventing cynos and bridging in this area 3. POS mechanics alter to match smaller ship combat (no insta poping crusiers) 4. Insert new highest value moons at the furthest reasches of the area (creating access issues) 5. Create the area along a new high sec corridor (pushing it away from existing powerbase hubs) 6. Limit NPC stations to prevent clone placement
What this would create is:
- a high value area of space only defendable by smaller ships. - Fuel and high value produce transports travelling through hostile 0.0 space - more targets for smaller gangs and a requirement for scouting/planning counters - commitment to defend assets from the holding corp (no bridges or clone jumps)
Realise:
a) biggest blobs still win b) defending this region pulls resource from other fronts (as travel is restricted) c) more fun for smaller gangs and small ship pilots d) creates a dilema for mega alliances, sit tight on existing assets or commit to aquiring these new moons
Super Caps, Caps and BS blobs can keep doing their thing, and anyone who wants to have fun can come join the party.
The area would be called Claustrum.
so an area with more pos, more high value moon bull****, except now you can only kill the pos with frigs and cruisers!
why should pos with its 50 million regenerating hp be an incentive to have smaller gangs?
maybe if there were static plexes with gates that limited ship entry by ship class then yeah, you'll have ship-class based combat where smaller gangs means not having to split loot as much so it encourages small gangs over big ones. hmm, thats a good idea that ccp should, perhaps, pursue...
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ardik
Caldari GoonFleet GoonSwarm
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Posted - 2008.12.10 17:37:00 -
[5]
Originally by: Zhula Guixgrixks Introduce "space weather" affecting cyno/JP activity. Level of "space storm" can affect cyno/JP routes:
- 4/4, cyno/JPs are jammed (natural cyno jammer) - 3/4, ships using cyno/JPs will be redirected to neighbour systems - 2/4, ships using cyno/JPs land off grid. - 1/4, ships using cyno/JPs land on grid + offset in km. - 0/0, everything works fine
All probability based. "Space storms" are sweeping randomly through galaxy.
Guerilla/enemy forces can influence space weather by dispersing strontium (more strontium = bad weather).
Oh i love probability based gameplay, that **** is tight!
that said i dont know what the **** the problem would be with landing cap ships off grid from the cyno in most cases and it doesnt solve anything.
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ardik
Caldari GoonFleet GoonSwarm
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Posted - 2008.12.10 19:37:00 -
[6]
Originally by: Lord WarATron The concept of Soverignity is what is flawed. I doubt there is a single 0.0 alliance that actually thinks the Sov mechanics are any good.
The Current system encorages people to spam towers to maintain sov. Towers reserved for Mining are used for claiming territory. This means that the market for non-rare moonmins are in oversupply (If a sov tower is going to sit there, it may as well mine any old crap to pay towards fuel etc)
Then the nature of these towers, and the addon modules, give a big incentive for mass attacks. I would thus conclude that Sov Mechanics are the issue here.
hm interesting.
ok how about this, lets assume the only thing worth anything at all in eve online is maybe 30 static plexes in 0.0. all you need to run them is like 5 homeboys in battleships, which incidentally is the largest ship class allowed to enter.
you still think eve would revolve around a **** waving competition over who had the most useless stations and the largest cap fleet, or maybe it would be about controlling plexes through small scale fights. iuno!
i mean, whats the point of stations in 0.0 anyway, strictly speaking you can rat/mine out of a pos with no real disadvantages. maybe the problem are the stations themselves :O
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