I am surprised that people talk about gankers being concorded as risk. It is 100% certain and factored into the cost of ganking and as such has no relationship to risk at all. But this is getting a bit off topic.
Why is all Ur suddenly turned upside down? Does the new owner even make demands on CCP? Anyway, it looks quite like it. Turnover at any price! Why do not we just open an ARENA, where 30 or 300 or 3000 people turn off each otherâs light? Then comes vibes in the market ⌠But one way or another is just a nonsense which is fabricated here ⌠small Corps with no chances for anything useful in the EVE circus anymore it is not more ⌠âŚ
You really want it easy, so if you get 2 to 5 minute timer on a character, what balancing factor should there be in return for such excellent intel? And an hour seems pretty good to me as you have to use the damn thing intelligently rather than mashing it.
Hisec only for obvious reasons.
A risk with a 100% chance of happening is still a risk, although at that point it is probably also can be called a cost. Regardless, it is just semantics.
There is definitely the risk you donât succeed in your attack before CONCORD destroys you in glorious fire though. Gankers sometimes fail and sometimes are made to fail.
I like the changes preventing meddling in limited engagements just like wars. Too much of highsec warfare involves people sniping from under the skirts of the NPCs or having their support ships hiding there.
The war HQ seems like a good idea, but I have a feeling that the result will end up seeing HQs dropped in systems that might as well not be in highsec (i.e. in HS islands that require a lot of jumps through low/null). Result - Aggressor corp is able to raise all sorts of hell with one structure located way on the other side of New Eden, and the defending corp wonât have any easy way to get to it, because low/null.
The possibility for a very low risk / high reward for wardec spamming is high here.
Have you thought of the negatives of doing that? There are some.
The war decker will have to go back and defend it, is likely going to be a long way from his main content so if you want to mess with him then keep shooting their structures in these hisec islands.
Yea I think the neutral assistance bit needs to be readdressed. While itâs a good hard stop, it feels like the kind of not thought out knee-jerk reactions Iâm used to seeing from shitty military leadership.
Honestly Iâd rather watch paint dry then get into a conversation with you.
Though, I will be watching to see how you will take advantage of the mechanics you always preached about.
That is one of my replies, nice one
Toxic came out with a suggestion that was balanced for both sides, I am however asking you what would you give up to have such an over the top advantage in game terms, what could we balance out on it. I remember when I suggested that locator agents with who I the defender had good standings with would give me the heads up about someone locating me and being told by a war decker, nope canât have that, I had even included online information in the return that they could get. It is always a one way street, a zero sum game, sometimes I wonderâŚ
Which one? Suggested not preached, donât get all religious on me. But if you mean taking out a war deckers HQ, it is going to be a challenge.
Weekly 100mill wtf. This is going back to the 50mill isk war dec fee almost.
I dont get this. The whole issue with war decs was the constant easy wardeccing of large alliances to get easy kills. Now you have made it super easy.
Alliances will now need to definitely need to have an alt blue corp that holds all structures and use ACL lists to avoid that⌠which they havenât really bothered to do.
Shouldnât be too hard to sort though.
Very strong against the removal of neutral assistance. Help from a passerby should always be a viable option, having CONCORD smite people interfering is just an unfair move. Especially as someone that will panic and offer to throw out money to anyone that comes to help me.
If itâs someone interfering with a duel, have CONCORD jam and/or warp and scram them. People who fly logistics in small groups or solo arenât going to bring something expensive, trapping them there for the duel or until one of the duelists decides to kill them would be a more intuitive suggestion. People donât care too much about losing a ship as long as they get to keep playing.
Unfair to WHO?
A neutral person interferes in a fight, that is very unfair to one side.
Ok so letâs take two hypothetical corps here:
Corp A (Letâs call them the War Pigs) - These guys are a group of seasoned veteran PVPers who have scrapped everywhere from Highsec to Nullsec to J-Space, and know how to wreck things quickly as a fleet. Corp size - 50, average fleet size - 20.
Corp B (weâll call these guys the Carebears with Guns or CWG) - This is a group of highsec players who want to focus more on the relaxed indy side of the game. Theyâve dabbled in PvP, maybe have done a few NPSI roams, but overall their knowledge of fight mechanics and fleet comp might as well be zero. Corp size - 145, average fleet size - 10 on a good day.
So in this scenario, letâs say that for whatever reason the War Pigs decide that theyâre going to whoop on the CWG. They know that the CWG has been in a couple of fights before, and hell, even taken down a couple of structures with no losses, but theyâve all been in the big center mass of empire space. Little bit more scouting, bit of intel gathering, War Pigs figures that thereâs no way in hell CWG will go after a HQ located on an island. And theyâre right. CWG pilots, for the most part, avoid anything less than 0.5 sec like itâs the plague. So War Pigs parks their HQ structure in Avada over in the Aridia reigon since itâs 7 jumps through lowsec just to get into that highsec island, knowing that anyone trying to bring a fleet through will have to contend with plenty of locals looking for an easy kill.
At this point, CWG doesnât have much for options. They could try to spam the hell out of skill injectors to get some kind of fleet to cyno bridge the gap to the HQ system, but theyâd be leaving their structures mostly undefended as the bulk of their combat knowledge would be tied up in the assault. Meanwhile, the War Pigs are picking off the CWG pilots who donât stay docked up. As a result, CWG leadership makes the call to keep the combat core local to aid with defense. The war becomes purely one-sided, and CWG struggles to get allies into the fight because the competent ones are actually buddies with War Pigs. And just like that, weâre back at square one before the wardec changes were even made. CWG loses pilots because of the war, and War Pigs gets structures on their zScoreboard.
The ONLY benefit to the new HQ system is that now I donât have to guess where the aggressing corp has a structure that I can shoot at. So thanks for the easier intel in that regard.
Well, you use a 5mill ship and can fix your sec by buying tags (most stupid thing implemented other then skill injectors btw), or you can even do it without fixing sec, so yes sadly i would call it risk free.
Its one of the few things where i wish you guys really did some drastic changes.
By all means, keep ganking, but make it harder, stop letting criminals being able to fly ships in high sec at all, and stop letting those that do ganks fix their sec by using tags.
Make ganking so risky and hard that only the most expensive haulers/freighters/mission ships are worth it.
You gotta remember that its not hard finding wormholes to most places in eve, so it wouldnt require that much effort to get there without having to go through 0,0 and low sec.
Yea, but how many highsec corps are out there mapping wormhole connections? HS - HS connections are nice, but the odds of getting one to land right in the island you need during the target timeframe is like having lightning strike twice in the same spot.
Normally I would agree with you, but wars should require some effort from both sides, and it might be just my bad luck but I always seem to find connections to either Solitude or Aridia whenever I probe
Also, there are sites out there like eve-scout so you can use that to go through Thera to get to wherever you want.
Good examples and pretty normal for the disparity that you see in wars.
So what if Corp B had friends, people that they had developed relationships with in their area of space, and some of those friends had carriers and other stuff and the knowledge to easily get through low sec camps and said we will help you and in return you help us when we need some help.
So they join in on the war as an ally, get into this pocket and put it into its first timer. It is an Astrahus or, a Raitaru which is very easy to do. Suddenly Corp A now has a timer to go to, they have to move ships, get there and they cannot hunt the other twenty four corps they have war decs on because they are baby sitting a structure a long way away from their main activity.
You will get some war deckers who are risk averse and not very able who will do what you suggest but most people will want the defender to attack their structure to force a fight.
But more important than anything else is that in my opinion Corp A would likely not put it in hisec islands as they would like to use it to bait a fight.
The only change i have a real jssue with is the war hq system, structure mechanics are extremely un fun. And all this mechanic does is allow larger groups to end unwanted wars asap just by regurgitating a ton of people onto the grid. SO FUN
While that is true, larger alliances can as they have always been able to, blob the f*** out of their targets, we now have for the first time in what feels like an eternity, an actual use for merc corps/alliances.
I actually now expect a flurry of new merc corps to arise in eve, all hired to take down war structures, so this was in a way a great move by CCP, cause it finally brings back the use for that group.