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Sun Clausewitz
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Posted - 2009.01.20 21:55:00 -
[1]
So me and some random guys in local were talkin about ways to improve low-sec some.
I'll shoot out a few that were mentioned and would love to hear some of your comments on them.
1) Make it so that sec status has an affect in low-sec too and not just high sec. 2) Put roaming faction navies in low sec around teh gates, stations, and belts that will engage hostiles.
That was the only two that were remotely reasonable.
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Apoctasy
Young Enterprise Free Trade Zone.
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Posted - 2009.01.20 22:38:00 -
[2]
Edited by: Apoctasy on 20/01/2009 22:39:16 This one time, I made like 10k isk mining velds in my ibis.
Life is good. |

Spurty
Caldari Technologic Dance
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Posted - 2009.01.20 22:49:00 -
[3]
ok, I'll bite.
Point 1 : Needs more details added. No clue what you mean here.
Point 2 : NPC ships are uncommon (i'd speculate its a cpu load issue on the server, but this is speculation only)
Low sec really has little going for it. If it wasn't part of many pipes out into 0.0, I bet most of eve would just skip it entirely.
From experience, CCP watch these threads, as sometimes a stroke of genius occurs. So far, your post has generated questions. Its still in the creative phase. BrRAAAAAaaaaaaaaaaaAAAAAAIIIIIIIIIiiiiiiNNNNNNZzzzzzzzzzzz |

Blastil
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Posted - 2009.01.20 22:53:00 -
[4]
Let me put out two that would ACTUALLY FIX lowsec-
1) Remove gate guns so small ships can fight on them 2) Pump up station guns to make BS station ganking very very hard to do.
As for the insanity of your two copy pasted ideas:
1) Already in place. Its called Flashy red. 2) Would simply make combat in lowsec MORE about pimped out smartbombing megathrons. Does not fix problems. Only aggravates them
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Sarkiss
Imperial Academy
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Posted - 2009.01.20 23:02:00 -
[5]
Make it into 0.0. With no sentry guns on gates or stations, but keep the restriction on Bubbles, and DDD's. Oh and remove friggin GCC, or atleast shorten it, hate being stuck in a system in something like an interceptor or an AF for 15 minutes.
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Cedric Diggory
Perfunctory Oleaginous Laocoon Mugwumps
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Posted - 2009.01.20 23:07:00 -
[6]
Quote: 1) Remove gate guns so small ships can fight on them
Sounds good so far. Horribly imbalanced in the favour of the pirate, but I like that.
Quote: 2) Pump up station guns to make BS station ganking very very hard to do.
Uh-huh... Cyno much?
How about: 1) Boost all sentry damage to 200% of it's current level, forcing gate tanking ships to exceed 700 dps tanked in 0.4 systems (about the level of most reasonable Heavy Interdictor fits, meaning they really need support to stay on the gates), falling by ~175 dps per security point to a low of 175 dps in 0.1 systems - a Vengeance can tank this whilst sitting still, so assuming this effect is worked by adding/removing guns as appropriate, this would allow limited small ship combat under sentry fire in 0.2 and below. 2) Boost all station sentry damage to the same.
This forces pirates to work together in 0.4 space (as many/most entry points to lowsec are 0.4) if they wish to camp the entrance to a pipe, whilst still allowing solo play in the lower security areas. because of this, lowsec in general becomes a far safer place, and with any luck some of the stigma surrounding it will disappear.
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Sarkiss
Imperial Academy
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Posted - 2009.01.20 23:09:00 -
[7]
No ***gots, stop trying to make it harder, we need it to be easier to engage in lowsec!! |

Zaknussem
Caldari Intrum Industria
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Posted - 2009.01.20 23:13:00 -
[8]
Originally by: Cedric Diggory How about: 1) Boost all sentry damage to 200% of it's current level, forcing gate tanking ships to exceed 700 dps tanked in 0.4 systems (about the level of most reasonable Heavy Interdictor fits, meaning they really need support to stay on the gates), falling by ~175 dps per security point to a low of 175 dps in 0.1 systems - a Vengeance can tank this whilst sitting still, so assuming this effect is worked by adding/removing guns as appropriate, this would allow limited small ship combat under sentry fire in 0.2 and below. 2) Boost all station sentry damage to the same.
This forces pirates to work together in 0.4 space (as many/most entry points to lowsec are 0.4) if they wish to camp the entrance to a pipe, whilst still allowing solo play in the lower security areas. because of this, lowsec in general becomes a far safer place, and with any luck some of the stigma surrounding it will disappear.
Not a bad idea. |

Sarkiss
Imperial Academy
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Posted - 2009.01.20 23:16:00 -
[9]
Originally by: Cedric Diggory lowsec in general becomes a far safer place
There's just sooooooooooooooo many things wrong there. |

Cedric Diggory
Perfunctory Oleaginous Laocoon Mugwumps
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Posted - 2009.01.20 23:26:00 -
[10]
Quote: No ***gots, stop trying to make it harder, we need it to be easier to engage in lowsec!!
Not exactly; in my opinion we need to make it easier in 0.1 but harder in 0.4 so that we can show that lowsec isn't as bad as it seems to the bulk of the eve population (who live in highsec and don't go anywhere near scary lowsec at present) and given time, they'll venture out further.
The other thing this does is condense those pilots looking for combat in lowsec into a smaller number of systems, meaning that overall we all see more combat. |

Rilwar
22nd Black Rise Defensive Unit
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Posted - 2009.01.20 23:27:00 -
[11]
Originally by: Cedric Diggory
How about: 1) Boost all sentry damage to 200% of it's current level, forcing gate tanking ships to exceed 700 dps tanked in 0.4 systems (about the level of most reasonable Heavy Interdictor fits, meaning they really need support to stay on the gates), falling by ~175 dps per security point to a low of 175 dps in 0.1 systems - a Vengeance can tank this whilst sitting still, so assuming this effect is worked by adding/removing guns as appropriate, this would allow limited small ship combat under sentry fire in 0.2 and below. 2) Boost all station sentry damage to the same.
This forces pirates to work together in 0.4 space (as many/most entry points to lowsec are 0.4) if they wish to camp the entrance to a pipe, whilst still allowing solo play in the lower security areas. because of this, lowsec in general becomes a far safer place, and with any luck some of the stigma surrounding it will disappear.
/signed
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Enthral
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Posted - 2009.01.20 23:45:00 -
[12]
Make security status of the systems actually matter, and we can eliminate the concept of low-sec altogether.
If a system was put in place such that things became incrementally more dangerous as the security dropped, instead of "mostly safe" vs "completely unsafe", I think the population would spread out a bit more.
-Enthral
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Clair Bear
Perkone
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Posted - 2009.01.20 23:45:00 -
[13]
Lowsec is fine. The only missing factor is a reason to stay there.
FW is a reason for some. FW systems are populated. Everywhere else is a barren wasteland except for reacting POSes. |

VicturusTeSaluto
Metafarmers
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Posted - 2009.01.20 23:59:00 -
[14]
Getting rid of FW would help. FW players are a waste of space and only scare good targets out of low sec. Let them have their own area where they can fly all the t1 frigs/cruisers they want.
Getting rid of the farmbots would also help a lot, they cause a ton of lag. It's not fun fighting on a planet and having a massive desync where all the players in the fight are seemingly split into two completely different areas while actually being on the same grid. It's also bad losing a mission ship because of farmbots.
Low sec is slowly and steadily declining. Combat is ever less likely to occur- even more so recently since the agility buff- which is much worse than WTZ. |

Cibo Seidensha
Amarr Biotronics Inc. Alternative Realities
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Posted - 2009.01.21 00:15:00 -
[15]
Originally by: Clair Bear Lowsec is fine. The only missing factor is a reason to stay there.
FW is a reason for some. FW systems are populated. Everywhere else is a barren wasteland except for reacting POSes.
The problem is, that if you would decide to stay in low sec as a corp and do carebearish things [assuming they were made to pay off] it is impossible to defend your carebears. And I am not talking about shutting off a system completely 0.0 style. Just by fighting off reds and known pirates in your system you will become an outlaw within a week. The whole point of lowsec is, that it is close to highsec and you can move between the two for buying stuff and such. But staying in low sec for some time while not avoiding pvp will make this very hard to manage. Ratting is required as an "upkeep" to defend against aggressors and that is just wrong. |

Blastil
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Posted - 2009.01.21 00:48:00 -
[16]
Originally by: Cedric Diggory
Quote: 1) Remove gate guns so small ships can fight on them
Sounds good so far. Horribly imbalanced in the favour of the pirate, but I like that.
Quote: 2) Pump up station guns to make BS station ganking very very hard to do.
Uh-huh... Cyno much?
How about: 1) Boost all sentry damage to 200% of it's current level, forcing gate tanking ships to exceed 700 dps tanked in 0.4 systems (about the level of most reasonable Heavy Interdictor fits, meaning they really need support to stay on the gates), falling by ~175 dps per security point to a low of 175 dps in 0.1 systems - a Vengeance can tank this whilst sitting still, so assuming this effect is worked by adding/removing guns as appropriate, this would allow limited small ship combat under sentry fire in 0.2 and below. 2) Boost all station sentry damage to the same.
This forces pirates to work together in 0.4 space (as many/most entry points to lowsec are 0.4) if they wish to camp the entrance to a pipe, whilst still allowing solo play in the lower security areas. because of this, lowsec in general becomes a far safer place, and with any luck some of the stigma surrounding it will disappear.
Cynos would not be effected by increased turret fire. Infact, the quick cyno gank would be just as easily accomplished. As it stands one volley of station fire puts my interceptor into armor. That's not even a problem since its structure tanked.
I support boosting century damage only if gate guns are removed. There is no point in them anymore, except to encourage BS gatecamps with smartbombs. This isn't so much a buff to pirates as a buff to PVP in general, since it is a common misconception that PIRATES are the only people who inhabit lowsec. Removing gate guns would spurr a much more mobile kind of combat in lowsec, focusing a lot more on flexability than smartbombs and BS's. With the introduction of heavy interdictors you might as well have an interceptor on the gate anyway, since they lock so damn fast with a 20KM instapoint. You could also see better tactics to break gatecamps than 'wait for them to shoot first, then we bring in our gang which is 2X bigger.'
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