This thread made more sense when we talked about ag failing all the time every day without a break. At least that has some comedy value.
Your stupid idea is just boring Salvos. And it’s all it will do, make everything more boring. It’s the ultimate goal of you anti-content types, to remove every challenge and risk and make EVE the most boring truck and mining simulator there is. Admit it!
CCP investigated bump cap, but team was fired due to staff cuts.
Regardless, Miniluv issued a doc that supports 25mins hardcap, and many here have agreed to it as reasonable.
The evidence is all there Salvos. People can read.
As for the question about Miniluv’s report. I don’t know of any report issued by Miniluv. There is a ganking platform discussion linked above that I’ve read, that is an opinion by 1 player, not the whole group to my knowledge.
It argues that ganking is in a good place (pp 1-2) and no bumping change is required. It argues that the 3 minute proposal is bad (p.3-5), including that there isn’t even a problem to be fixed (p.4). It proposes no change (p.6), or as an alternative, a 15 minute timer (p.6).
So if there’s some other proposal then like all of them, they only count if CCP adopts one. Until then, we are right where we are, that there isn’t broad support for a 25 minute timer.
I’m sure. So far in this thread alone you’ve gone from 3 min, to 10 minutes is inordinately long, to 20 minutes is ridiculous, to 15 minutes, to 25 minutes.
You’ve flip-flopped more than a fish out of water.
However, that isn’t a bad thing. Willingness to change is good, where it makes sense.
But just flip-flopping from one timer to another.
I guess now it’ll be that there is wide support for a 15 minutes hard timer, because now that’s the figure you are going with, today at least.
It’ll probably be different tomorrow, or maybe even later today. Who knows.
“Suggestion 2: Make the warp out timer 15 minutes, in line with the aggression timer. There’s already a significant amount of counterplay available before this change; with this change, avenues open up, such as alphaing the scramming ship before it can apply its scram, jamming the scramming ship before it can apply its scram, range/scan res damping the scramming ship before it applies this
scram. This keeps that counterplay intact, along with the freighter’s native escape mechanism, in addition to all of the counterplay available to them while not making the job of bumping and ganking the freighters frustratingly difficult.”