Players to join Concord

I did a little EDIT in my main post!

Please, dont try to justify what is wrong with your idea with that. Just deal with it.

And less AI/NPC is NOT good. Less or no Concord is bad, really bad. Back in the day when Concord can be permatanked, High-Sec was ruled almost like Null-sec. Did you think that is good for the game?

If you want to shoot others, go Low, Null or WH Space. High-Sec is not for you and do not try to make it for you.

Even if High-sec may need more risks, what you propose is a shift of balance making HS like Low or Null.

Edit: Still, what is the porpuse of joining Concord?

Without concord high sec becomes low sec. Itā€™s not going to happen. And your idea is conceptually a non-starter. Thereā€™s no amount of tweaking or balancing that is going to make it work.

I could, however, get behind concord response times being slower. This opens ganking to smaller gangs and gives players more time to respond in their own way.

For concord response times to be slower industrial ships need to get a significant buff in PG/CPU and slots so that they can actually defend themselves, the need to defend themselves is shown by how hated freighter escorts in Null were prior to the advent of Jump freighters. Itā€™s days of tedium with 30 seconds of excitement once in a while. And thatā€™s simply not good gameplay.

However rather than doing it like the three mining barges with baked in stats before fitting it should be far more about which modules you fit onto your industrials. Also to allow for armour tanks Cargo expanders would need stacking penalties, which also stops the battleships from becoming alternate freighters if you up their base cargo a bit since there would no longer be as much scaling.

Longer concord response times are actually a really good idea though, they just canā€™t happen in isolation without breaking the hauling side of the game & possibly the mining side also.

Cargo expanders should have stacking penalties yeah. Because of that we have caldari haulers with huge base capacity.

Originally skeptical of haulers with defences. But skiffs havenā€™t ruined lifeā€¦

The vision I have in my head is kinda like a WW2 bomber. A single fighter(frigate etc) attacking one should have an easy time, but then you can convoy as haulers, even if itā€™s just because you are all going the same way than being in a formal fleet. And 5 of you can take said frigate. Now obviously 5 frigates then cause you all trouble.
Give them enough fitting & cap to run active tank as well, and you get a situation where an actually afk hauler dies fast because itā€™s active tank isnā€™t turned on nor are any of itā€™s weapons or mids, but an at keyboard hauler is a tough kill.

Then with longer concord timer it becomes more like a normal fight than a blink and you missed it gank event. And everyone gets to enjoy the pew more since itā€™s not decided before it even starts in 99% of cases.

Obviously thatā€™s just the general vision in my head.

They are called Deep space transports. They are the safest right now to move high-value and small volume stuff cause they align fast, if well fitted, more than 100K EHP and small-ish.

This is the ship you are looking for. And not only buffer but an active tank and very good.

No they arenā€™t.
Deep space transports are still a joke when it comes to defending themselves.
Sure they have decent EHP for being difficult to gank, but they still donā€™t fit the idea of both sides actually being actively involved in the fight.
And no, Escorts are not practical.
Nor should you have to get an expensive T2 ship to get that sort of potential. The T2 should just be better at it. Compare sayā€¦ an Omen and a Zealot. Thatā€™s where T1 to T2 haulers should be.

The current gameplay comes down to ā€˜Donā€™t be there when the gankers want to gank youā€™. And if they happen to be, you die, because itā€™s simply a maths equation and not that hard a one. Yes gankers do have to deal with some stuff like neg sec status, but when your gameplay is designed around ganking itā€™s not actually that big a deal. Sure it matters to any other game play but not the ganker.

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Well, Freighters and Transport ships are designed to be escorted.

Oh, I didnā€™t mention it, Transports have Gun Slots. Also, you have Blockade runners, which have Cover Cloaks.

But I need to agree with the T1 Haulers, they are too weak in comparison.

Yes, they currently are and itā€™s a badly flawed design.
CCP recognised this with both the addition of jump freighters because Null Sec hated freighter escorts and with mining vessels by changing the proc/skiff/orca/porpoise/rorq to be far more capable of self defence.
The Haulers should all have a meaningful number of weapons, Iā€™d expect them to be designed around medium weapons personally, that actually can threaten a ship. Even the DSTā€™s weapons are a joke, if you max DPS fit one you ā€˜mightā€™ get 150 DPS out of a DST. They need more than that for it to matter.

Note that Iā€™m talking about this along side the concord timer becoming several minutes in highsec, not with the current timer. So itā€™s not meant as a nerf to ganking, just as a sideways shift away from ā€˜instantā€™ ganks to longer ā€˜have a fightā€™ ganks.

Drone bays like the nereus? I think its the nereusā€¦in groups thatā€™d work but the frigate can un-fang the hauler. Question is, whos gonna haul in groups? Itā€™s not really common.

The dstā€™s have awesome damage resistance, but canā€™t do much more than that. Great for cyno bait and not being ganked. Not so much for shooting back,

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I more imagined say 4 guns with fittings designed for medium weapons. I guess the Gal hauler could operate with drones, as even if you take time to defang the haulers DPS thatā€™s time you havenā€™t spent killing the hauler.
As for who hauls in groups, look at any of the main trade routes. You tend to see 3-4 haulers on a gate in a minute, remember this is meant to go alongside a longer concord timer. So even if not a formal fleet, others could still stop and engage the target if they were prepared to take the risk to help out, which given next time it might be themā€¦

But like I said, itā€™s not meant to nerf ganking, itā€™s meant to make the victims feel like they are fighting back and that in some cases they can succeed. The benefit to gankers would be more opportunity to take multiple victims with a single ship because of the longer timer, especially AFK victims who would be easy kills with a longer timer.

So what this boils down to is you want to do some risk free pvp (basically ganking people that stand no chance of defending themselves against you) by using ships that are not your own, indestructable (concord, by design, is unkillable) and even get paid for it?

Ehhh, hello, hypocritical much?

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so basically whore on kills, with free op ships while risking nothing?

lul

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The antigankers arenā€™t trying to create gameplay. They are only leeching off the gameplay of the elite PvPā€™ers. Their goal is to make highsec a safe zone for bots and bot-aspirants. Itā€™s also a bad idea to discriminate in favor of carebearism (+5 sec status) because EVE is a PvP game and sometimes operating outside of crimewatch safety mechanics is the best choice.

If there are any changes needed, it would be to nerf CONCORD and remove faction police so that non-elite pilots have a chance to interact with elite PvPā€™ers without the game mechanics getting in the way. I canā€™t tell you how many fights Iā€™ve had to decline because of facpo.

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