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.
The problem we face with proposition adjustments is the adapting process. Some suggestions maybe right but their are players that are too proud or stubborn to accept it.. That’s why we have the decision makers on game developments-The CCP Alliance.
One player ideas may consider favorably by CCP if his pouring millions of dollars in this game.
I’ve spent a lot of time outside Jita. Most of the regular lurkers, myself included, don’t shoot at each other…there’s a sort of unwritten ’ you don’t shoot me and I wont shoot you’, as the other lurkers are not the real target. Thus I have sat outside Jita entirely in range of gankers and not been ganked…and in return I don’t target the gankers. So the idea that all the lurkers, many of whom are gankers themselves, are suddenly going to turn on any ganker who goes suspect…knowing full well that they will get the same fate if they scan anyone too…would maintain the same equilibrium.
You’re right, there also are legitimate reasons someone may want to jetcan while suspect, maybe that second part of my suggestion needs rethinking.
Your suggestion won’t be popular.
But I honestly believe it is a healthy change for the game. Even though it would ■■■■ me over when I want to safely travel null.
The change of CCP to let players always warp to 0 at gates made sub-warp speed irrelevant for travel and deleted a large part of interaction possibilities everywhere in the game. Travel interaction for a ship warping between stations and gates now is reduced to the little time it takes for a ship to align.
‘Flying faster’ is meaningless when it comes to travel now, which feels weird to me.
This game is a spaceship fantasy, why is there rarely ever a reason for me to just fly my ship when I’m travelling? It’s just warp, jump, warp, jump. Repeat until you arrive at your destination. Where is spaceship flying?
Speed-increases from overdrives, nanofibers, propulsion modules are all irrelevant when it comes to travel, these are combat modules only now.
I wonder if it was CCPs intention to delete this part of the game when they added ‘warp to 0’.
I doubt this will ever be reverted though, people are too much used to warping to 0 and would riot over such a nerf, which it would be.
But I nevertheless think it would be healthier for the game.
Killmail whores. I camp Jita. Every day, there are at least 10 of them having me pre-targetted and waiting for me to turn suspect or criminal to press button. They uses Tornados, Hurricanes, Vargurs, Marshals, Svipuls or anything else. Besides them there are antigankers who will activate my kilright if I have any and try to oneshot me before I dock to prevent me camping. Depending on the kilright cost, there are about 20 regulars who does that.
Your idea that the gankers will be able to sit at Jita with suspect flag unattended is unreal.
Peoples don’t shoot at suspect baiters because they know the suspect baiters cannot be oneshot and if they shoot them they either dock anyway so it is waste of ammo or they undock with something that capable to kill them while being suspect because it will also be too tanky for others to shoot at it.
Only gankers do not shoot suspects/criminals, because if they do their remote boosting alts will not be able to boost them anymore or because they have limited amount of expensive ammo (usually for one shot). But they are in fact minority on Jita undock. There are FW players camping enemy FW, wardec players camping enemies for easy kills and regular killmail whores shooting anything that goes suspect or criminal except known suspect baiters.
Please give it a go, use glasscannon Tornado, camp Jita and turn suspect and record it. I want to see how long will you be able to sit there unattended.
Well I see where you are coming from. If fleet hangar is disabled, they just sacrifice t1 hauler to take loot and drop it and then the loot is white and the second looter can take it without risk. It is not as powerful strategy and it has a counterplay as the sacrificed ship won’t be that tanky I suposse, but very close to fleet hangar looting. So limiting jetcanning of suspects make sense.
Secretly scanning ship fits with modules that are designed to let you do so secretly shouldn’t incur a suspect timer, as it no longer would be secret.
Also there’s nothing hostile yet about a closer inspection of another ship: you don’t affect their ship negatively in any way. Yet.
I do realize it’s part of gathering intelligence for a possible later hostile action, but using a ship scanner itself is as hostile as running a locator agent or searching their past fits in zkillboard. None of those actions are suspect.
Next, suspect flagged players should be able to dock. Stealing is allowed and the only repercussion is that other players can freely fight back at thieves through this suspect timer.
By locking out suspect timers from docking you severely limit their gameplay options for the entire 15 minute duration of the timer. And for what?
If the goal is to let players shoot suspect ships before they dock up their loot so that they cannot steal at the undock and immeditately dock up a much shorter ‘no dock’ time would be sufficient after looting.
I don’t really like exceptions to game rules like these. It makes the game more confusing, especially for the new players who are flying those rookie ships.
"Why can I not throw away these items?" “Just jettison it!” “That does not work” “What do you mean, does not work”, asks the confused helpful veteran
I would try to keep the rules consistent where possible.
Isn’t that already the case? Honest question, I’m not that experienced with how looting a ganked ship works.
Sure, at least this won’t notify the target. I don’t see the point of this change though, might as well not add it.
Why? Surely it’s nice to have a bigger time window to get back at a thief so you can finish what you were doing, grab another ship and surprise attack them?
This and it also is a more severe punishment for the suspect in general (if the timer is longer) if there are other people in system greater chance to get attacked by them.
Also it makes suspect baiting easier if you can better time your expiry as if your bait target shoots you there will be less time left for anyone else to join in, thus reducing the risk for suspect baiters and suspects in general.
Why? Honest question. Why? Do you honestly feel it’s better to delay Concord from blowing up a lowly T1 Catalyst just so you can blow up a lowly T1 Catalyst?
“Let’s give gankers more time to get through my 700,000 EHP freighter tank so that I can then come back with a combat ship and blow up their Catalyst.”
When the reality is that, with the current timer, I’d survive their attack, they get blown up anyway, and I go on my way with my ship intact.
How does that make sense? Their Cats are already going to be blown up by Concord even if I don’t grab a combat ship. There’s no point in the victim doing it. None.
“Let’s increase the timer so that the victim can blow up the worthless T1 destroyer that’s already going to get blown up.”
The solution is easy: Make every PvE like it is in WH space. No bounties on the NPCs, just some fixed loot (Data Sheets, Dogtags whatever) that are bought up by NPC buy orders. This means, instead of getting “Bounty Ticks” in HS, all that money is in the wrecks. You have to secure it. You have to loot and potentially fight over it. If you fail, you only get the mission reward / bonus and the LP.
Voilá, you have your player interaction possibility.
And no, increasing the rewards in HS isn’t a good idea in any shape or form. HS already pays too well.
What are you even rambling about? Perhaps read the post more carefully before rushing to post some nonsense. That specific discussion is about suspects. You know, in opposition with criminals who gent CONCORDED, suspects are NOT attacked by CONCORD.
Then PvP ganking should be reduced to coincide with the NPC mission payouts. Blue and purple mods should no longer drop as loot. Neither should faction or story. The occasional T2 mod with a couple pieces of scrap metal should be all that drop from PvP wrecks.