Spawn Killing Yes, it’s fun but, ambushing players where they spawn is really unfair.
Here’s what -10 pirates are doing in high sec now:
- They create courier contracts as bait. They target you specifically so there’s no intel; nothing in the star map or on websites to warn you that there’s an ambush waiting for you.
- They have spotters on all the gates in your destination system and one jump out.
- They don’t need to warp scram your industrial ship, just bumping it will prevent you from warping until they bring in a sacrificial ship to attack you.
- No arrangement of mods will give your industrial ship any chance to survive. You’ll just delay the inevitable and lose more.
What if, instead, ships jumping into systems are made to spawn at random locations in dead space? In faction space, pirates would still be able to camp gates and attack other ships passing through but only as they are warping in from other locations, not as they spawn. Other ships would at least be able to defend themselves by warping in at a distance first before fighting or fleeing. That sounds way more fair to me. And please increase the “Warp to within” option to 1,000 KM.
Pirates will likely resort to camping stations then so, undocking needs to change too. Instead of spawning right in front of a station exit in plane sight, make players spawn similar to the way we currently do around jump gates- at random locations between 100 and 500km around a station in a temporary cloaked state.
In null sec, the change to jump gates would make it more difficult for player corps and alliances to defend their systems and the change to undocking might put players outside of their base shields so perhaps these change should only apply to structures in faction space.
To be clear, these suggestions are specifically aimed at eliminating spawn killing, to level the playing field for new and solo players living in faction space. There’s plenty of opportunities for players to engage each other elsewhere, like asteroid belts and wormholes.