Emergent gameplay is when the player does something that was otherwise unintended in the design.
In this case, gate guns are designed to… lightly discourage you from attacking. But only in lightly tanked stuff, otherwise they’d do percentage based damage or just do a lot of damage since they already no-means-yes a frigate’s butthole.
So said frigate engages in emergent gameplay, namely warping off to clear the aggro tables, and warping back. They’re of course going to have to be keenly aware in case the guns switch back, but never the less, they can warp off again.
That doesn’t hurt lowsec, it merely makes it possible to use frigates for gate camps. As they’ve got natively high scan res (something I’ve always found stupid, it should be the other way around culminating in NSAs on carriers) they’re clearly a good choice for initial tackle.
they never swap back while under the same timer. that’s why you can kill some one on a gate warp off warp back and just sit there waiting for the next guy(unless this was changed I haven’t done a gate camp at all in a while let alone ls
also your clarification doesn’t change my point. you said that mechanic hurt emergence. but have only shown how it created the emergence
Not so. I said that it harmed solo/micro frigate pilots. Said emergence only works in gangs where you’ve got something big enough to take the guns but small enough to get a secondary while the tackle’s puckering up in anticipation of some incoming fire.
And it does, in spite of this emergence, because a solo/micro gang of small ships cannot engage a target on the gate because nobody in their gang (or if they’re solo) can handle the guns. That’s a straight-up removal of content.
Ships are disadvantaged all the time based on location. Frigates have a hard time tackling on low sec gates, interdictors can’t bubble, bombers can’t drop bombs.
Why would anyone fit an interdiction nullified in high sec?