Solstice does make a good point on the social side of chat, and knowing who is in the system with you.
If you can’t see who is in system you are very unlikely to open up on chat. A lot of friendships in this game start with ‘I’ve seen you in this system a bit and…’.
However - a delayed local in low sec/NPC null still allows this, and the mindless bots grinding for the corporation in player Null are unable of coversation with a non-corp member anyway.
Yea the idea was to remove people from instantly appearing in local not removing local chat completely most chats start off with a random HI in local anyways so meh wont really change anything on the social side.
High sec: instant.
Low sec: Starts from decloak. (giving scouts time to d-scan around before revealing themselves.)
Null sec (including Npc Null): As default no local intel, a player can add a structure upgrade(any structure) (rig) that let’s them see local intel for the structure owning corp/alliance, but that Intel (system wide) only starts from the moment someone decloaks on gate instead of when they enter system giving them time to gather info through d-scan.
An enemy can fly to the station select the (Intelligence array or what ever its called) and use a hacking module on it (not entosys) which brings up a hacking minigame, the minigame goes on until a single fail at that point depending on how far the hacker got determines how long local is on lockdown.
1-10 levels completed = 15 min lockdown
11-20 levels completed = 45 min lockdown
21-30 levels completed = 60 min lockdown
31-40 levels completed = 120 min lockdown
41-49 levels completed = 180 min lockdown
50 levels completed = 240min lockdown
Once local is locked down it cannot be locked down again for the same time afterwards as it was locked down for, so if enemies locked it down for 2 hour’s then once that 2 hours is finished the intelligence array cannot be hacked for 2 hours afterwards.
Maybe firewall upgrades could be bought for structures that make it harder to hack as well by increasing firewall hp nodes inside the hacking games.
The idea would be to force people to undock and take care of the situation if they stay docked up then it only gets worse for them. This will promote alliance’s/corps to always be prepared to engage an enemy at a moments notice.
If a corp/alliance is not active during this period then having their local shut down during that time will not effect them anyways.
P.S. the reason hacking module is suggested instead of an entosys is that hacking has a chance of failing where as entosys does not.
People who like to chat with those out of corp/alliance.
Scammers.
Guys who like to taunt people they just blew up in a public manner.
Code agents who want to announce their presence.
People who like to know who their neighbors are.
People looking to see if an enemy is present to hunt.
people bragging about killmails.
You know… those using the chat feature… as a chat feature. For social interaction rather than intel.
The problem with this is it stops people from burning back to gate to split enemies into smaller bite size chunk’s which is a good strategic element of pvp and imo should not be removed with gate blocks. Maybe there is an alternative thou what do you want to achieve with gate blocks btw?
ok example , a wannabe -pvp dude or a small gang coming to null , and about 5 mins later they are running back home , while 2 dudes chasing them … (running is a bad word , its more likely they trying to achieve world record in warping gate to gate) … then there is a ceptor , oh noes burn back to the gate and hugg it… you probably know rest of the story