I trust the integrity of Black_Pedro. He would not tell distorted or untrue (paraphrased) statements from you. (I am not sarcastic here.)
Yep, one of the most solid and fair posters in the forum.
But I still never said it.
So we are back to you just bullshitting as usual.
It’s not bogus, it’s right in the link I posted.
The cost of a gank is inversely proportional to the number of ships used. You can gank a freighter quite cheaply in rookie ships if you have several hundred people in your fleet. It’s still a change of balance if you change the game so criminals are forced to upship to more expensive ships even if the same number of players are needed for a gank.
Increasing the cost and effort either by forcing larger fleets, or more expensive gank ships, is nothing but a clear buff for freighters regardless of the current cost/effort. Your quibbling over current costs is a bizarre waste of time as we have no objective number that describes how difficult ganking is suppose to be.
Personally, I think it completely crazy that it takes a significantly larger fleet to contest a freighter in highsec than an Upwell structure. No doubt you will argue it should be that way for some vague “balance” reason, but if you were designing this game from first principles, such a meta that exists around freighters would be considered undesirable. There should be a much clearer a method to allow freighters to be attacked and defended and generate content than bumping and a 20-to-1 defender advantage being the primary balancing points.
But the meta evolved the way it did and what we have works well enough. Freighters are at risk, especially those overloaded ones, yet most of them ply the trade lanes unmolested. Setting the bar so high to attack them does mean when a fight does happen, the sides are so imbalanced there isn’t much nuance in the fight. There could be more interesting game play around it as @Nevyn_Auscent mused above with a significant reimagining of how we fight over capital ships in highsec, but that is not going to happen by giving them a magic teleportation button that removes them from harm.
There lies the problem with your numbers:
See that? You do not need big fleets and even CODE knows that. I am not quibbling about fictional numbers. I am talking about proven numbers that even CODE use for ganks. The numbers that you mention which are supposedly required for a gank, are complete bogus. CODE used fewer pilots to gank a similarly tanked ship in high security status systems than in a lower security status system. In both cases, however, the same number of high value gank ships which would not pay out any insurance if insurance were still a thing. The numbers on the killbard are bogus. Time limited bumping has nothing to do with how many people you need to have ready.
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What do you mean?
Astrahus | C.F. Central Command | Killmail | zKillboard (You can even use NPC to destroy US “solo” just like you can use NPC to destroy freighters.)
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They don’t get that. At least not if gankers are ready. And since they demand readiness from their targets it is only fair that they should be ready as well. That is how ganking worked in the past and nothing in that regard has changed to the negative in the last 10 years. In contrast, with the citadel spam on gate grids is has even become easier again as you do not need to worry about FacPo any longer when you align to the gate.
That would indeed require a significant rework. But in the end it would not change a lot as Bowheads are being suicide tackled and bumped as well, just to name one example.
Not sure gank fleet comp is super relevant? I think we can all agree bumping is a legit tactic and so is ganking.
- Is an “unlimited time frame for the gank fleet to form up and show” balanced for both freighter and bumper?
- Is it fair that the only ship in the game that absolutely requires 2 accounts to “undock” operate reasonable? Discounting null sec, those ships either have mechanics, weapons or were specifically intended as fleet combat ships.
- A suggestion was made if a module did exists, there should be a timer indicating when “insta-warp” or MJD would be available, so the bumper could tell the fleet exactly how much time they had left, I see no problems with that since it doesn’t change the 1 v 1 dynamic or the sense of urgency.
Ultimately I feel the best point made so far, Gankers for years have told the Freighter Pilots to be Prepared… this module simply says - that’s fair - so should you.
Only if they give battleships extra large prop mods
You want to carry 30b around, assume the risk or change profession…
Simple as that lmao
And again, if you web, you’ll be in warp before they can bump you. You’re quite literally ignoring the solution I’ve presented, and instead going straight to “but they’re bumping me”.
Webs. Stop. Bumpers. It’s really that simple.
Years ago (2014 maybe?) I lost a freighter with a web simply because the bumper got the RNG decloak, it happens and actually I’m ok that it happened, RNG is part of the game. Still doesn’t change…
Freighter vs Bumper is a 1 v 1 engagement. Unlimited time is the problem. Sell me on why this is a fair mechanic and adding a 2nd account isn’t fair - it’s Pay2Win don’t you agree?
RNG decloak?
What are you saying happened here?
It’s not a fair mechanic. It’s just a mechanic and like all mechanics in the game, players use them to their best advantage.
However, in a 1v1 situation, unlimited time makes no sense. As the freighter pilot you can simply log off and then log back in a few minutes later. Just as the bumper can disengage at any time, you can too.
Except it’s not unlimited. They’ll bump you until the gank fleet arrives, or they’ll bump you for giggles and then eventually either get bored or make a mistake. If it’s the first, it’s not 1v1. If it’s the second, “that’s Eve”. They’re not only allowed to grief you, but encouraged to by the way the game is presented by its devs.
Also interestingly, the cost and reward are the same for both pilots in a griefing 1v1. Zero. The can, if you let them, bump you till the end of time. They gain nothing by doing this, just like you. Maybe they have fun, but honestly, that’s Eve. Fun generally always comes at the expense of another player whether that means bumping them endlessly or popping them.
As @Scipio_Artelius said, it’s exceedingly easy for you to just log off and wait a few minutes. Last laugh is then yours and you’re back on your way. As you’re prepared to have a 3-5 minute spool-up time, logging off for a few minutes is certainly a valid option. They’re using bumping mechanics to their advantage. Use logoff mechanics to yours.
So to be clear… You are advocating a situation where rather than opposing gameplay the best solution for the freighter pilot is just to stop playing?
Seems legit.
Because it is 1v1 until the gank fleet arrives. You don’t get to claim it’s a 20 to 1 engagement when the 20 are off missioning or whatever.
You also don’t get to say it’s balanced when one side has seconds to get everything perfect with multiple accounts and webs upon jumping a gate, while the other side has potentially hours to form up and gank at their leisure. I mean its great for them that ganking is both extremely casual and highly profitable… but seriously, can we get some balance in the level of effort required on each side in these situations?
Then it isn’t 1v1 and never was, and the rest of the argument about adding a 2nd account being pay2win falls apart.
That’s a claim that freighter pilots should be entitled to fly solo, but those that would want to engage them shouldn’t.
So it’s either 1v1 and the freighter pilot, flying solo can just laugh at the bumping ship. Or it isn’t 1v1 (which should be the normal assumption) and the addition of a single other character (alt or assisting player) to web, gives the freighter a huge advantage.
No logoff needed. Just have a webbing alt/friend.
That won’t reduce the risk to 0, but it isn’t a game of 0 risk. So in a game where risk is never 0, it’s still the best way to help get it as close as possible.
We’re all entitled to fly solo if we wish. They just don’t want to accept that flying alone limits them in a massively multiplayer game.
I never said they should win Eve. I said they should use log off mechanics to their advantage. There are plenty of other examples of this in use.
- Logoff super traps
- capital move fleets through hostile space
- going to bed and not wanting to get popped in a system where you can’t dock
- Getting boxed in while roaming hostile space
JF’s have 0% risk to get ganked … exactly 0%
FTFY.
Yeah ok thats right
Well maybe not exactly 0%…
The only problem with bumping I have is the double standard. If you follow around a miner through different systems and bump him off roids for 5 hours - CCP considers that griefing and you can get in trouble. But if you bump a freighter for 5 hours, that’s ‘emergent content’. Nonetheless, players should be working together to move freighters through highsec, or have a freight company move it for you. Freighters can’t consistently move solo through highsec in today’s EvE. That’s a fact, rather than whine about it - adapt. That’s what EvE players do. It should come as no surprise that working together with other players is better than going solo…
thats a good example for an idiot JF Pilot if you fly a JF then you should know what it used for xD
Sorry, but no.
You don’t get to count people “on their way” as part of the engagement until they get there.
If all you have in space engaging the other ship is your bumper, then it’s 1 vs. whatever the bumper has in space that can react to you.
Later, be it 1, 10 or 120 minutes, when the gank fleet arrives you can call it gank fleet vs. gank target fleet.
But until and unless that gank fleet arrives, it’s just bumper and Bumpee.
Your supposed ‘counter’ to bumping is to have friends actually in space at the moment the freighter jumps through reacting to your bump before it lands, every time. It’s not too much to (severely) limit the time you can keep bumping before they are free to go and you lose the opportunity to gank.
I’m not even going to discuss the stupidity of ‘log off’ being a second counter. Especially as you can keep a ship in space by burning cheap newbie frigates to get an engagement timer. I suppose even that has a time limit attached to it though.
“Stop Playing” should not ever be your best, let alone only, counterplay.
How about as well as webbing in advance we create a Warp Tunnel Generator module that takes a couple of minutes to spool up and then allows the affected ship to enter warp without aligning. Still takes an extra person, but does not require a fleet or a duel to make it work.