Expanding Criminal Activities in High-Sec

Scanning SHOULD make a person go suspect!

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One could include that…and also…maybe the act of locking on more than a certain number of ships in a certain period of time invokes a suspect status.

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I agree. To me, scanning my ship for modules or cargo is by definition an act of aggression. I’d have 10 times more suspects to hunt if scanning invoked suspect status.

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Agreed.

The Bastion module is a defensive mod, yet it starts a 60 second aggression timer.

Why is that?

I wasn’t aware of that…though as I’ll have a Paladin soon maybe I should be. CCP really need to increase the range of activities that lead to suspect status. One could even throw in random things like accidentally bumping a Concord ship.

You don’t go suspect, but you can’t dock or jump for 60 seconds after it shuts down.

I’ve always found it anomalous that CCP have no problem throwing random Drifters, Triglavians, etc, at capsuleers yet they balk at the idea of having random ‘crimes’ people could go suspect over. I love the idea of EVE being a truly Kafka-esque distopian system where there’s a small chance that anyone could be suspect at any time.

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So you cannot cheat your way out of bastion by taking a gate or docking up. Bastion is meant let you commit to stay in that spot in space for 60 seconds in order to unlock it’s potential.

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The addition of notoriety in a system. The more suicide attacks in a system the faster Concords response, like with policing in RL the more crime in areas the faster the response time. Id also work in some way of bribing Concord in some way in order to “turn a blind eye” and slow the rate. Would have to be an active battle between both sides with modifiers of true sec and system “value”. Value would include number of belts, agents, etc within the system.

This battle would give both gankers and antigankers alike something to fight over that arent just random pleb freighters, haulers and loot pinatas.

I would also advocate for periodic and random security sweeps by Concord in certain systems. Reinforcing security immensely for short periods of time. You could even do an RP news by Concord officials to show they are “cracking down” on crime and known capsuleer criminals.

Duh!

So, you’re in a mission with Bastion running…you’re stuck.

A group of wood ticks enter your system. You disengage Bastion, and depending where you were in the cycle, you’re stuck for 1-59 seconds.

You manage to warp to the station or structure before the wood ticks land on you.

You have to wait ANOTHER 60 SECONDS before you can dock or tether.

*Is that easier fOR you to understand, or do you want me to run it through ChatGPT?

CCP reduced salvage specifically because you could do 4-5 missions and loot and salvage, melt said salvage and build ships with it. I know I did and didnt have to mine at all, then removed “gun mining” in the drone lands when drone p*o was a thing as well to increase the need for pure miners.

What would need clarification from CCP though is whether loot is created when the wreck spawns or when someone opens the wreck. Because if it is only created when opened then the code could be changed that theft of loot DOES, or at least MAY, increase or otherwise change loot rates. Add this along with suspect level activities would create ninja looting as a profession.

I would add that a creation of a new class of probes and probing specifically for wrecks along with the advent of a hacking game with the creation of a new module to initiate the hack. The initiation of the hack would create the hacking interface and mini game along with either a warpable beacon to the mission pocket itself coupled with a suspect timer for the hacker, or some other way of identifying that a theft is occuring in system so as too allow interdiction of ninja thievery. This suspect status would only last until the hacking mini game is over or a short time afterwards, possibly 5-15 mins, and would also create a countdown timer on the wrecks on grid. This countdown timer would have to be short.

Sort of a ‘hungry hungry hippos’ thing where you have to work fast to grab as much loot as you can in that time frame and then the wrecks go poof forever regardless of the normal 3 hour extinction timer. Another idea would be to randomize grid can deletion. So given a 5 min timer there would be variance for each can around that timer so that a can you were going for could implode in front of you randomly while others remain for longer.

I was toying with the idea in my head of a warp bubble like mechanic, such as the ESS, around the initial hacked can so that running away would be harder for the offending thief allowing more counterplay mechanics.

These additions would create a ninja looting profession, rid space of all the horrendous amount of wrecks, allow for engagement, creation of new modules, probes, gameplay and counterplay. One of the added side effects would be that you could kill wrecks in an active site by engaging in this.

Thoughts?

Try warping to a safe first!

Maybe introduce a chance or minigame based ship module for the theft of parts of cargo out of a ship in space? Without Concord intervention?

Would enforce active pilots instead of autopiloting and miners mining more active.

Yes to the first suggestion. It is really too advantageous strategy that has no counter. And I say that as someone who is abusing this.

No jetcanning is not so good suggestion though. Often I am stealing some cargo and I accidentally take some crap items and I want to drop them and cherrypick something else from the cargo. To me that is too restrictive and makes no sense as it applies even if there are no witnesses - like “stealing” at abadoned combat site, or getting away with the loot and be on a safespot, or just getting suspect thanks to shooting ppls in lowsec. There are legit reasons to jetcan, perhaps trading ammo/batteries or just throwing away junk to have some space left.

However, what about a new 1 minute timer that prevents dropping cargo after taking loot from yellow wreck or cargo? That should work. It actually solves fleet hangar too.

That being said, if this fleet hangar abuse gets fixed, the other ones like swapping ships when being attacked (or at least scrammed) should too.

Your suggestion just removes cargo/ship scanning from game. If it invokes suspect flag, then nobody can scan anymore as he won’t be able to stay in space 15 minutes. It also completely removes tornado ganking at tradehubs. It is riddiculous suggestion.

If it gives limited engagement timer, then that is bit more acceptable, but it still does remove tornado ganking at tradehubs as it is super easy for antigankers to get themselves scanned and then dock and undock in combat ship and prevent the ganker to play for 5 minutes at minimum. It also reveals the act of scanning to the target, so nobody (who has enough stuff in cargo to be worth the gank) except those cheaters who uses travel bot will continue ahead with their loot. They either dock and continue later or they dock and unload cargo to bait gankers into pointless gank.

Scanning is already visible if you watch carefully even if the scanning ship uses passive targeting module. If you want to stop them, then go and gank them. That is the counterplay available.

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Translation: we are too sensitive to criticism and can’t bear to hear anything but “What a great idea.”

You are indeed entitled to play however you wish, but expecting people to pay ransoms is a pretty stupid idea.

You’re going to PvP anyway regardless so ransoms won’t accomplish a damn thing. Theft? Hijacking? You can try, but you’ll get my over tanked ships only after you succeed in destroying them and putting them back together.

Overhauling game mechanics? Yeah right. Im sure CCP will just bow before your demands right away.

As I tell Aiko and her monkeys when they come threatening us in high sec,

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I already suggested that before as a standalone suggestion. It was hated by everyone naturally., because while players often cry that the game is stale and boring and they want changes, they actually don’t want anything to be changed. They don’t want active gameplay, they actually like that the activities they do have very little apm.

Anywayn, it is related to this - to rebalance ganking - so I post it again.

Remove jumping / warping to stargate at 0. Docking can stay as is, hell it can even be made in a way that you always end up at 0 or give you tether like citadels because there are now options for us to gank these sub 2 or cloaky ships outside station.

So any attempt to warp to gate closer than 10km, no matter if player uses bookmark or not, will put player to 10km from the gate from the direction he was warping from.

This makes hauling something more than 1 button press in every system (or 2 if using BR or 3 if using DST with cloak trick or AB trick). To offset the increased time required to move between systems and vulnerability against gankers:

  • warp speed of all ships gets increased by 50% or 100%
  • haulers will benefit 100% more from nanofibers and overdrives, perhaps from AB/MWD too
  • haulers will use less capacitor for AB/MWD and active resist mods so they can run them for entire trip to the gate and not get drained to 0 on next gate or before reaching the gate
  • something needs to be done with freighters so they spend same time with this change traveling between system as they do now, maybe more than above is needed as putting overdrives into low slows is too limiting on freighter.
  • perhaps trait that allows haulers/freighters to ignore overdrive penalty, or replace the penalty universally with tank or signature radius if there has to be penalty in the first place

Additional changes to make this work:

  • autopilot warp to 20km
  • shuttles can still warp to 0
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Lol! Good thing none of these things will happen.

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The only thing I could think of to counter this play would be to add a counter surveillance module to ships, one which when activated would make the scanner go suspect. Id have to think about the rules though of how itd work.

Something along the lines of either target and counter scan with the module or just a passive effect after activated perhaps but Im trying to think of how that could be botted as well. With the target back option in the escape menu itd be too easy to code for something like that. But itd need to be activated somehow, perhaps with a long cooldown manually, in a way to prove active gameplay rather than botted activity to prevent ganks but still allowing for nefarious antiganker counterplay to actively engage and destroy gankers who are either afk/botting themselves or just inattentive.

Perhaps activating before the gate and then a secondary activation before going into warp? Then any active scanners targeting and scanning said ship would instantly go suspect. The ship would have to emit a visual signal to the scanners that all graphic settings would show to allow for identification. But because it was activated before the gate itd be kind of a blind jump, and the module would burn out if not reactivated for that jump, or else if activated face a long cool down timer.

Fitting requirements or even having the entire rack burn out with false usage; ie you activate before the jump and do not engage it prewarp after the jump, would need to be a stiff usage penalty rather than just spamming them on every hauler.

This proves my earlier point. Carebear players who want things their way and cannot tolerate criticism.

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Naturally.

First of all, CCP doesn’t care about anything we post here. They don’t even listen or consult CMS so why should they care about what players suggests on forum.

Second, gankers hate my proposition because it they think it makes ganking harder.

Third, antigankers hates my proposition because they think it makes ganking easier.

Fourth, crybears hates my proposition because it changes hauling to something more than 2 clicks and possibly breaks their travel bots and scripts.

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