Hey, if it keeps a bot fleet or group of risk adverse neckbeards from undocking all day, I call that a win…
Do it like in the Abyss. Place an area around all Stars, Planets and Moons that deals increased damage the deeper you enter it. Destroying your ship for sure long before you hit any “surface”. Simulating radiation, atmosphere etc… (yes I know that most Moons don’t have any significant atmosphere). For moons the additional diameter could be very small but very steep increasing damage curve, simulating an “impact”.
The mechanic exists, the center coordinates for all those celestial objects are known. How hard can it be to program such a damaging area as default property for all those objects, using object diameter +10% as AoE.
Wouldn’t make any difference. All celestial objects have a 10,000 km warp-in point. All I have to do is move 1,000 km towards the planet and even if I was probed down they still get dropped 1,000 km away from me. The surface of the sun and planets is over 100,000 km from the warp-in point.
They can easily change that in a way that you can warp to any point outside the damage zone, but drop out at the edge of the zone if you try to warp to a point within it. The mechanics for that also exist (bubbles).
Then you can “hide” slightly inside the damage zone if you fit a ridiculously high active tank and manually fly inside there, but can’t cloak there for example (because then you can’t run active tankmods any more).
Why would a barren moon be damaging my ship 100,000 km away from it? That’s adding nonsensical mechanics for the sake of masking the underlying issue…
Please argue honestly. I have already said that for Stars, Planets and Moons different damage-curves can be used.
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Stars can have a very slowly increasing damage area, that reaches very far. Simulating increasing radiadion (yes even heat is ‘radiation’) and particle streams. This zone can reach out even millions of km.
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Planets have a steeper increasing damage area, but that one reaches out only a few hundred km. This zone simulates the friction of an Atmosphere.
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Moons have an extremely fast increasing damage curve, simulating a crash on the surface. Which means less than 10km from no effect to 100% (aka ship destruction).
All of the zones should trigger an audio-visial “Proximity Alert” when coming too close, so the player knows he should pay attention or change course immediately. They could even add nice graphical effects to it. I am sure many players would love such an immersion gimmick. I would love it absolutely, It’s one of the things I miss in EVE right from the start.
Ok, but that would still allow me to travel hundreds or thousands of km towards the celestial, and you still can’t warp to me…
Then all CCP has to do is make the entire space outside the kill-sphere of celestials warpable.
If you want to die you can do that. I would land on the edge of the damaging zone and see you explode a few 100km away. If that is your goal, go for it.
Well, until they implement your pipe dream of planetary death zones and atmospheric effects 20 years from now, I’m going to continue enjoying the mechanics that have existed since day one…
Inb4 exploit notification
Nobody denying you that. Enjoy what you can, it’s a game. But claiming ‘It can’t be fixed’ isn’t all that correct. It’s a matter of how much priority such a change has for CCP, the mechanics needed already exist in the game. And I agree with you on that point: not a very high one, so unless people would push harder for such ideas, we probably will not see it in the next 20 years.
If that bothers people so much then make it warpable again.
Can y’all stop arguing pedantically at each other now, please?
Mr Epeen
I know, right?
It’s like someone made an emoji just for me.
Mr Epeen
The yellow face has AFK cloaked.
Cloaky campers don’t keep you from ratting.
They just keep you from ratting in complete safety, which is something you shouldn’t be able to do in null sec anyway. It’s not supposed to be safe. If you don’t want to worry every time a neutral is in system, go rat in high sec. If you want the more lucrative rewards of null sec, you must accept more risk in return. Local chat provides you with free, perfectly accurate, zero effort, completely unassailable, real-time intel on who is in system with you. Cloaky camping is simply the much needed counter to that.
If you want to make things interesting, let’s disable local chat in null sec systems, but with an option for alliances to anchor a structure that turns it back on. Then people wanting to hunt can attack the structure to “blind” the defenders, and the defenders will need to come and defend that structure or lose their local chat for a specified amount of time.
They were given not one, but two, counters to AFK cloaky camping, but that wasn’t good enough. Now they also want to put an end to ACTIVE cloaky camping. They won’t be happy until it is all but impossible to cloak in nullsec so they can farm Havens in perfect safety 24/7…
Correct.
Why should they stop cloaky campers ? Why should someones style of gameplay be stopped or changed > Does this mean that if we whine about all the nullbears that ae able to bot and rat we can stop their gameplay ?? Get rid of local in Null and you wont een know if someone is cloaky or not. Adept or Die i say.