Concord has finally patched the issue where ships can bypass high security space controls and turn their safeties off in an effort to thwart the increasing threat of ganking in high security space.
In response, the deathless has created a new module Deathless Safety Modifier, a high slot item that requires you to activate (go criminal) to turn your safety to red and blap a target!. Some balancing here:
Takes 5 seconds to hack your safety to Red by bypassing your targeting system
You got insta red so you can smartbomb
lore wise, it has to hack your targeting system (cannot start targeting for 5 seconds) like a cloak
will make you criminal upon activation, acts like bastion, cannot warp or move when activated
Effects sensor resolution, agility
With sensor resolution hit, would force you to trade off between tackle, tracking computers and SEBOs
Dedicated Remote SEBOs now for you gank
With agility hit, would force you to trade off sitting on grid, vs running some nanofibers/intertia stabilizers to trade off dps to warp onto a grid faster, staying aligned would ultimately force you off the safety of a fort and you have to “reset” to stay safe
Mid point between cruiser and destroyer sized fittings(aim is to gimp destroyer gank damage to require more ships or higher cost ships)
module cost ~5-15m isk
will always be destroyed on ship loss
Requires omega level skill book to use, maybe the skill book reduces the targeting delay?
Skill book should require some core reqs to V, electronic upgrades & sensor skills maybe?
Currently there’s a meta of creating new characters to gank with, get rid of that unless you want to spend some LSIs on it
Goals:
Require more ships to gank in high security space
Hopefully more people working together, and disincentivize multiboxers dedicated to ganking
Require more expensive ships to gank with less people in high security space
Should push you more towards high DPS cruisers or tier 3 BCs
Should be a more compelling risk/reward loop
get rid of - 200m in destroyers to gank freighter
Adds a built in response timer that rewards active counter gameplay (Web warping your freighter, cloaking MWD trick DSTs, applying reps to a freighter early, a response fleet that can start blowing up glass cannon ships before concord arrives)
Adds some skill requirements to prevent 1 day old characters from participating
Adds more dedicated industry to keep a gameplay loop working
Cannot warp or move while activated doesnt balance highsec PvP, it completely neuters it. Its also a very complicated system wgere sensors and tackle are concerned. I think that a module is already several leaps too far for the intended goal and this one specifically destroys highsec PvP whether thats killrigjts, wardecs or ganks.
99% of “getting away with doing pve” has “no real counter play outside of avoidance.” That’s the game you play, one of cat and mouse. A hulk can align in like 8 seconds, and you want me to sit on grid doing nothing for 5 of those seconds? In addition to the time spent warping in, landing, locking?
Youre right, but the proposed module is far, far from balanced itself. This is using a sledgehammer to swat a fly, youre putting too many holes in the drywall to make it a positive solution
Yes, then fly an alpha tornado to yeet those hulks. Point is to reduce the time to kill window to grow this out of ganking catalysts which have no business doing what they’re able to do in high sec to unsuspecting miners for the sake of “tHiS iS EvE”. There is no active countergamplay atm to ganking, only paths of avoidance.
A triple sensor boosted Tornado is going to take at least 2 seconds to lock even without factoring in whatever penalty to scan res you put on the module. By the time you land, activate the module, and lock the carebear, they’ll be long gone assuming they’re not AFK. 7 guns firing quake is also not anywhere near the amount of damage you need to alpha a hulk.
Just fit some tank on your Hulk and you’ll easily survive the volley of half a dozen Tornados.
Even if you’re not fitting mid slots and rigs at all your Hulk will survive the volley of two Tornados. Only untanked T1 haulers and frigates get one-shot by Tornados, which is easily avoided if people would just fit some tank modules.
Tornado Volley: just short of 10k
Hulk EHP untanked: 25k
Hulk EHP tanked: 70k+ with T2 fit