Much conflict and fun has been had due to the offset placement of tech. If it gets nerfed then what will 0.0 alliances fight over? Just take all the tech and put it in NPC space and watch people fight over it. Instant Thunderdome's FTW!
Slapping back onto topic. Reactions are a band aid to the tech problem, and kill the fun of being the king of technetium.
My solution, add new ship the jump harvester, sits next to a pos and steals moon goo mined by the pos. Ship has +2 warp strength and cannot be jammed without heavy use of raspberries, and ofcourse it can use a cov ops cloaking device.
I literally can't take this thread anymore. Whitehound makes most -A- posters look like goddamn geniuses.
Spaceship friends don't let other spaceship friends madpost.
So here's the jist of it, for those of you just joining us now:
1. Whitehound arrives literally two days ago with a story about how he sexually harassed CCP Sunset on EVE-O and got banned for it. His first post is asking if it's okay to do that here. Of course we say yes. We're Kugutsumen: A Forum For Maybe Fuck Yourself.
2. Whitehound then proceeds into this thread, where he first fags it up by asserting that Jita prices are somehow misleading whereas the Estimated price (what you get from mousing over an item) are more legit. He gets hounded a bit, called a tard once or twice, nothing too serious.
3. Whitehound continues, when the subject changes to Tech (like it was in the first place), to make a total hot tranny mess of himself by proclaiming that Goons are okay and nerfing Tech isn't going to solve any problems. We instead have to encourage third parties to grow and get stronger so as to contest OTEC. This is his first reasonable argument thus far.
4. But he then atomic suplexes whatever miniscule rep he might've garnered from that suggestion by concluding that the way to accomplish this is to 1) remove e-war immunity from caps (by which he means supers, I think) and 2) instead give them +2 warp strength, and while we're at it, do the same for jump freighters.
5. Thread denizens collectively 'wat' and ponder why he thinks this is going to fix anything. He doesn't seem to understand that JFs are incredibly safe if you have no wardecs. He claims that any reduction in JF death will aid the economies elsewhere in nullsec, even if said reduction is so miniscule it's not worth discussing.
6. Somebody uncovers this: http://eve.battleclinic.com/killboar...hp?id=11727588
7. Thread literally shits itself. Whitehound tries (unsuccessfully) to dunk and gets a first-class no-return ticket to The Ownzone courtesy of Manfred.
8. Thread is somehow still alive.
What's worse, confusing the icon of an Obelisk for Anshar or losing an Obelisk to a solo Vaga in highsec?
The world holds its breath.
I once lost an Obelisk in Uranus.
The facts have a strong anti-A- bias.
Idk if its been put in print but August 8th has been listed as 1.2 release day.
The sweet part about that is that we'll get all the baller new UI changes with it.
Not bad considering they have been saying mid august during the tourney. Hope it is actually tested properly and ready for then.
Well I just sort of dealt with it and memorized things like optimal and falloff, and if I got TD'd well then I was proper fucked.
And not having to use eft or a calculator to figure out missile range will be a very nice change.
I always just use the tactical overlay for when I forget.
I just kinda guessed and tested shit and then memorized it![]()
Spaceship friends don't let other spaceship friends madpost.
That's going to be interesting. As in "interesting times" interesting. Personally I think the proposed barge changes are great, but those 90% of the players who normally never look at the eve-o website (and I bet that it's more than 90% for miners) are going to be noisy.
Oh and a lot of gankers tooopcorn:
Holy shit you're dumb dude.
Static resources don't create a static EVE. Ever play king of the hill as a kid? That's the premise of EVE, however you need hills to climb.
If CCP moves the hills, people will get frustrated and say 'fuck it'. The game will be less fun and not enjoyable. The captured resources are kind of trophies and symbols of triumph. Removing that and you'll remove one of the reasons to wage war. When you drop a tower on a valuable moon, you've put your banner on it.
Anyone suggesting resources should 'move around' need to be shot because they've never had to scan systems for moon resources.
That's fine, but not when the highest hill is 13 times higher than the next highest. No one is arguing that there shouldn't be a "best", only that the best shouldn't be 13x better.
EDIT: " OTEC - a force for change! "
You are apparently trying to say that tech is fine because you get the same number of units per hour as other moon minerals or I don't even know. It's too early in the day for me to deal with that level of derp.
I'm not getting into this because CCP are reworking it anyway, so it's pointless.
Whats those UI changes youre talking about? Couldnt find them in the last few devblogs.
I'm saying that tech is fine because tech is not what is broken, the tech 2 manufacturing process is.
anywho... WALL OF TEXT WARNING...
My idea for fixing nullsec:
It would literally mean re-writing half the mechanics in the game, but if done properly, it would keep the sandbox and actually improve on it. I also feel that it wouldn't take too much 'coding' as many of the ideas below would just require a few server scripts to run that would reallocate a few resources. Some of these fixes could go through very quickly.
Throughout your thoughts on how you feel null sec should be fixed, you need to always remember that it shouldn't be CCP's job to create mechanics which favor one side or the other. It's simply their job to create the tools for us to play and build. You also need to keep in mind that in a sandbox, all forms of gameplay need to be considered.
So to start... We first need to break down nullsec into it's categories and why each is so horribly broken then provide constructive resolutions to solve the issues surrounding them.
The Lowest Common Denominator.
The lineman or grunt is probably the first and foremost important aspect of any null sec entity. They need to feel as though they are first part of something worth fighting for. In order for this to happen, the entity and banner they wave should have a sense of pride. To date, this has been accomplished many ways. Some enjoy pvp and having good k/d ratios. Others like controlling vast quantities of space and space riches. Others take pride in their ability to remain nomadic and control the high value resources that don't require sov. Then there are the small but still around bunch who enjoy the lore and wage war based on old racial grudges.
When developing space, the grunt needs to feel as though he can participate in helping build his empire. Right now, this aspect is severely lacking in many of the areas I've listed above simply because the current focus is on their personal gain. While this is still important, not enough emphasis is placed on how resources are held and maintained. If a member of an alliance had a mechanic which would allow them to contribute to the strength of an alliance without being forced into doing things they don't want to do, and at the same time reap rewards for it, I feel the system would be much more engaging and immerse the pilot.
SOV And Structure Grinding
First and foremost, sov grinding sucks big hairy... well, if you've ever done it you know where I'm going. It's horrible. People hate doing it because it's boring. The smaller griefing alliances do not enjoy it either. It's very challenging to have a way to take the proverbial rifter and hit a massive alliance such as ours. This was something that brought me to this game. I'd hear stories about the 3 day old dude who took out a ship worth thousands times more than his own. This is what needs to be achievable with sov mechanics if sov is vulnerable. But how to do it and still be fortified?
I propose we remove ihubs and instead push the upgrades into the POCO's on planets.
1. POCO's now house up to 2 upgrades in them at any time. If you have an innactive system and a griefing alliance hits the right poco, they could potentially knock out your jump bridge or cyno beacon. Only one of a specific type of upgrade can be installed in a system. i.e.: Only one cyno nav upgrade can be installed in the same system.
2. To control sov, you have to maintain 51% of the planets. Many old schoolers will hate this, however moons sucked, ihubs suck more, this is a happy medium.
3. Strategic Index is re-vamped completely. It's now based on the following factors which are additive:
-Military Index + Industrial Index + Marketing Index + Traffic Index + Time System Held
Military Index: This is everything from ships killed in a system to ratting.
Industrial Index: This is everything from minerals mined to moon goo to PI POCO activity all the way through to things manufactured (even at POS's) where time per hour on things in production is what holds this metric.
Marketing Index: Items bought/sold in a system. A new set of upgrades will also help reduce marketing taxes as well as lowering the contracting fees.
Traffic Index: How many ships enter/leave the system in a day.
Time Held: How long you hold a system. However, you will never obtain past sov 3.5 based on time alone. You'll need the above indices to gain other benefits.
Fortify Systems Based On Activity.
To start, this system now has a dynamic resistance level on the POCO's based on the strategic level. The line members now can contribute to fortifying systems.
Sov 1:
-Resistances = 0%
-Ratting bounty x1
-Mineral usage in production x1
Sov 2:
-Resistances = 20%
-Ratting Bounty: x1.1
-Mineral usage in production x0.09
Sov 3:
-Resistances = 40%
-Ratting Bounty: x1.2
-Mineral usage in production x0.08
Sov 4:
-Resistances = 50%
-Ratting Bounty: x1.3
-Mineral usage in production x0.07
Sov 5:
-Resistances = 70%
-Ratting Bounty: x.1.4
-Mineral usage in production x0.06
Moon Mining and the [s]Tech[/s] Manufacturing Problem
Contrary to popular belief, tech isn't broken. It's the process in which Tech 2 items in the game are manufactured which is that causes a bottleneck on a single resource. So, I propose we redistribute the moon resources in EVE, then redesign how Tech 2 manufacturing works so that depending on where you live in EVE determines what portion of the process you are focused on.
Basically, around Caldari space you'd have prom and tech. These two items would be the base for creating materials around Caldari Tech 2 products and weapon systems. See, you get to feed the lore nuts, and evenly distribute resources. You also are able to retain the sandbox of what is valuable is based on what we blow up. Drone regions would focus on module materials and drone components. The deeper you travel into null sec, the more prevalent these minerals on the moons become available.
Thu = Gallente/Rails
Dyspro = Amarr/Lasers
Neo = Mini/Projectile
Prom = Caldari/Missiles
This in essence, fixes tech. No longer are you after a single resource to produce all of your tech two. Instead, based on what we blow up in EVE determines the value of moon minerals. Space that has minerals based on doctrines which your alliance flies becomes valuable to you as if you are an industry heavy alliance, you can drive the costs down on your weapon systems and tech 2 ships.
In conclusion:
-This system encourages pilots to populate their space and use it.
-It allows for smaller alliances to grief larger ones who have strategically held space. If they don't use it, it's more vulnerable to attack.
-It encourages nullsec manufacturing.
Basically... It does it all.
Log into Sisi, undock, hover over a module like a warp disruptor and see awesome things like range etc. Missiles are pretty sweet right now with this.
They've also made changes to the market and how ships are assembled from the fitting window. When you fit a ship, it also puts the ammo in the cargo as well as having a new warning (check box to never see again) if you'd like to fit rigs. For the market, there's a new search feature above the main market tab. You no longer need to click on a new tab to access the search. After completing a search, the results are displayed based on their category. So, blueprints get their own tree, then modules then deadspace/faction modules etc.
They've also completely reworked how implants are organized on the market so that it's by what they effect. Instead of each tree being which slot they fit, it's now "Gunnery Implants" or "Shield Implants" and it's a lot more intuitive.
Some long needed and good improvements.
However, I think that the new tooltip on modules is still too big.
Yes, if you decrease mineral usage in production, you make the space you hold more valuable and give manufactures reason to not use empire for production. EDIT: Shit... I just realized, that'd be 60% reduction where I meant it to be 6% ... *edits post*.
And I agree, bots is a problem to automate the task of building indices, however that's not our problem to police or monitor. That's DJ's.
Yes, that line where I say that resources should move around has walked out on its own already! I cannot even remember where I put it. So dumb ...
However, you suggest to redistribute the resources:
This will only move the Goons around or whoever gets to own it.Originally Posted by Zagdul
Sounds to me you are doing
Attachment 3157
and think it is clever.
Your other suggestions are interesting, but I fear that it will lead to trench warfare and makes people turtle up in 0.0 where one can knock them down more easily.
Also your math is weird: mineral usage x1 for sov 1 and then it is x0.09 to x0.06. I am guessing you mean x0.99 to x0.96 and want to reduce the mineral usage the higher the sov is. If so then this will only accelerate the ship building of the large alliances over the small alliances. Large alliances will secure a high sov for themselves and stomp onto the sov of the smaller ones to not only have the advantage of having the larger player numbers, but in addition the cheaper production, too. Large alliances will continue to expand and claim sov as fake as ever before only so nobody else can easily take it and profit from the benefits. Probably even more aggressive than ever before.
Large alliances do not just sit in space and wait until someone attacks them, they secure their power by stomping everyone around them and by placing enemies into a weaker position. Your suggestion plays right into their hands.
I like Zagdul's idea, it makes everywhere worth something, and its in your hands how valuable your own produce is to you. If you can't get a slice of the current in-vogue goos, you can consider changing up your doctrines to accomodate for your less-favourable space. Sure, there would be an initial moving around, but once the smoke has settled it would give some real alternatives.
Live in Caldari space? Well, I doubt a Eagle doctrine is on the cards, but everyones still going to want T2 launchers and Falcons, so its likely pretty good money. Or do you forget it and head into Projectile/Muninn country, at the expense of your missile-based doctrines? Stuck living in Gallente space? Well, your likely fucked, but you wont be short on Lachesis, and it might be worth giving that Ishtar fleet concept another try.
This doesn't actually work, since the missile has to accelerate to its max velocity. It will give you a solid estimate, but it'll always be too high. Knowing the very edge of your range is incredibly useful though, and having to estimate it (even through tactical overlay you don't have a definite number) is bad form.
Bookmarks