[PvP] ESS Deadspace Grid: No Meaningful Counterplay for Defenders

tl:dr

Remove/change/adapt the deadspace grid outside of the ESS to something with a real COUNTERPLAY.

Why?
It get abused as safe space by kiting into one direction to have a “break”
Has zero counterplay ( Booshing is NOT A COUNTERPLAY)
Chasing a Kitegroup is not a COUNTERPLAY

Current ESS Facts:

  • No combat probes
    → If you make save bookmarks in space you force PVP atleast to warp around until the timer expiered to filament.
    → You need to escape through an GATE or Wormhole if you dislike the reponse.

  • No warping to Fleet Members

  • No Warping on deadspace grid
    It gives the Kite group a safe space which has 0 counterpart in eve.
    There is no RISK vs. Reward in this concept with is base mechanics of EVE

  • A Bubble at the ACL Gate tracks you into the middle
    This not true for any other bubble mechanic
    Yes, you should be unable to use the ACL if bubbled → make the gate 15km or x KM for activiation

Is there an Advantage for the Defender?

No, not really. Sniper setup can only cover 300km into one direction and dislike to be on 0
The ESS Outside GRID already has a sphere of 200km

20/80 Pareto-Prinzip

Sorry but the usal Kite-Groups are not 20% of the Playerbase.
But all kite groups abuse the ESS deadspace grid.

What is the content outside of the ESS?

NONE, you need to enter the ESS to access the Banks.
You could try to stop defender to enter but therefore you need to bubble the Access gate and hold it. Which limits you in the option to kite.

What is the content inside of the ESS?

The Banks, for one of those you need a Key.
At least one ship needs to stay linked.
You limited to AB. You are in a bubble so if you loose your ship here you loose your POD.

But Kane why you don´t bubble the ESS?

When i do, they don´t come cause the insta lock Gnosis is big enough to hold them for the rest.
This ■■■■■■■ boring playstyle for broken mechanic

For a game which has a counterplay for most of the content.
Its really shaming which ~25% of Space (Nullsec) doesn´t have this considered.

History

When we didn´t had an ESS we complaint about BOTs warping off instantly when we entered System.
→ They banning bots left and right and it gets better

When they added the deployable ESS…
→ They complaint which the ESS got trapped into really nasty PVE sites which killed the attacker

They added the Static ESS…
and now its get abused from the Attackers in a way which the ESS is not desinged.

Remastered Text

The following text is based on above but 100% optimized by a Computer
I got told i am bad in writing. I am german not english.. and english is awful by desgin. :stuck_out_tongue:
Deutsch die Sprache der Dichter und Denker
German – the language of poets and thinkers

I tried to remove all wrong information, like making warpable bookmarks on the outside of the ESS and many more mistakes which the computer added up.. :stuck_out_tongue:

ESS Deadspace Grid: Remove the Safe-Space Mechanic and Introduce Real Counterplay

TL;DR

Remove, change, or fundamentally redesign the deadspace grid surrounding the ESS.

The current mechanic creates a space where an attacking group can kite indefinitely in one direction, disengage whenever it becomes unfavorable, and effectively reset the engagement.

That is not meaningful counterplay.

Booshing is not a counterplay.
Chasing a kite group is not a counterplay.
Having a sniper setup that can only cover one direction is not a counterplay.

The ESS should create a conflict over resources, not provide one side with a mechanically enforced safe space.

Why the Current Mechanic Is a Problem

The fundamental issue is not kiting itself.

Kiting is a legitimate EVE playstyle. The problem is that the current ESS deadspace grid allows a kite group to move outside meaningful engagement range while remaining effectively untouchable.

Once the attacking fleet reaches the edge of the grid and continues moving in one direction, the defender has very limited options:

  • They cannot warp directly to the attackers.
  • Combat probes cannot be used.
  • The deadspace grid prevents normal warp mechanics.
  • The attackers can create distance without committing to an actual disengagement.
  • The defender cannot force the engagement back into a meaningful range.

This creates a situation where one side controls whether an engagement can actually happen.

That is fundamentally different from normal EVE combat.

Current ESS Mechanics That Matter

1. No Combat Probes

The lack of combat probes already creates an important dynamic.

This means that the attackers have to make meaningful choices:

  • Continue fighting.
  • Move around the grid.
  • Eventually leave through a gate or wormhole.
  • Risk being caught while repositioning.

That is good.

The problem begins when the deadspace grid itself provides an additional layer of protection.

2. No Warping to Fleet Members

This is another intentional restriction around the ESS.

Normally, EVE provides numerous ways to reposition:

  • Warp to fleet members.
  • Warp to probes.
  • Warp to bookmarks.
  • Use bubbles.
  • Use tackle.
  • Use interdiction.
  • Use positioning.

Inside the ESS environment, many of these options are removed.

That is acceptable as long as the remaining mechanics provide meaningful counterplay.

Currently, they do not.

The Deadspace Grid Creates a Unique Safe Space

The ESS deadspace grid effectively creates a situation that has very few equivalents elsewhere in EVE:

A fleet can remain inside the engagement area while simultaneously moving outside practical combat range and preventing the opposing fleet from reliably following it.

This is especially powerful for kite groups.

Once they establish distance, the defender is essentially forced to chase them through space rather than fight them.

And chasing a fleet that has deliberately optimized for speed and range is not counterplay.

It is simply accepting the engagement on the attacker’s terms.

Is There an Advantage for the Defender?

Not enough to compensate for the mechanic.

A defender can prepare a sniper setup, but that comes with significant limitations.

The ESS already provides a large external sphere of approximately 200 km.

A sniper fleet can cover a portion of that space, but it cannot realistically cover every possible direction a kite group can use.

The result is predictable:

The attacker chooses the direction.
The attacker chooses the range.
The attacker chooses when to disengage.

The defender is left reacting.

That is not a healthy Risk vs. Reward relationship.

What Is the Actual Content Outside the ESS?

Very little.

The reason everyone is fighting around the ESS is ultimately the banks.

The banks are inside the ESS.

Therefore, the attacker eventually has to enter the ESS to actually obtain the reward.

The defender can attempt to stop this by controlling the access gate.

However, this creates another problem.

If the defender completely controls the gate with bubbles and tackle, they effectively deny the attacker access.

If they do not, the attacker can exploit the external deadspace grid to kite and reset the engagement.

This creates an awkward binary:

Either the defender completely controls the gate, or the attacker can exploit the external grid.

There is very little interesting space between those two extremes.

What Is the Content Inside the ESS?

The actual objective is inside the ESS:

  • The Reserve Bank.
  • The Main Bank.
  • The required key mechanics.
  • The need for at least one ship to remain connected.
  • The acceleration gate restrictions.
  • The inability to freely warp.
  • The bubble environment.

Inside the ESS, there is genuine risk.

If you lose your ship, you can lose your pod.

If you commit to the objective, you are committing to a dangerous environment.

That is good game design.

The problem is that the attacker can spend a disproportionate amount of time outside that risk while still controlling the engagement.

“Why Don’t You Just Bubble the ESS?”

Because that does not solve the underlying problem.

If the defender bubbles the ESS, a kite group can simply refuse to commit.

A properly positioned, fast-locking ship can often hold the engagement at the desired distance for an extended period of time.

The result is not exciting PvP.

It becomes a waiting game where the attacker can simply remain outside the meaningful engagement area until the defender makes a mistake or becomes bored.

That is not counterplay.

It is a stalemate created by the mechanic.

Example:

ESS engagement example

The fact that the optimal response to the mechanic can become “don’t engage and wait” should be a major red flag.

Booshing Is Not a Counterplay

Booshing is a tool.

It can be useful against certain fleet compositions, but calling it the counterplay to the ESS deadspace grid is misleading.

A counterplay mechanic should provide a reasonable and repeatable method of responding to the strategy.

If the response to:

“The enemy is abusing the deadspace grid to maintain infinite range.”

is:

“Bring a very specific ship, get the positioning perfect, and hope you can successfully boosh them.”

then the mechanic does not have broad counterplay.

It has a niche counter.

Those are not the same thing.

Chasing Is Not Counterplay

This is the biggest distinction.

A kite fleet wants you to chase it.

Every kilometer you move toward it can be used against you.

Every mistake in positioning increases the advantage of the kite fleet.

The attacker has already selected a strategy specifically designed around controlling range.

Therefore:

“Just chase them” is not a counterplay mechanic.

It is playing directly into the strategy.

The 20/80 Pareto Argument

The argument that this mechanic only matters to a small percentage of players also misses the point.

Kite groups may represent a relatively small portion of the overall player population.

But the question should not be:

“How many players use this strategy?”

The question should be:

“Does the mechanic create a healthy interaction when the strategy is used?”

If a mechanic can be systematically exploited by a particular playstyle to remove meaningful interaction, the mechanic should be evaluated regardless of how popular that playstyle is.

The fact that essentially every competent kite group can exploit the same ESS deadspace behavior makes this a systemic mechanic issue, not an isolated player issue.

This Is About Risk vs. Reward

EVE’s core PvP design is built around meaningful decisions.

You commit to something.

You expose yourself to risk.

Your opponent gets tools to punish your mistakes.

You get tools to punish theirs.

The ESS should reinforce that philosophy.

Instead, the current deadspace grid can produce:

Reward:
Access to valuable ESS income.

Risk:
Potentially very low, because the attacker can remain outside meaningful engagement range.

Counterplay:
Extremely limited.

That is the part that needs to change.

What Should Change?

The goal should not be to make kite fleets impossible.

The goal should be to ensure that kite fleets have to make meaningful decisions.

A few possible solutions:

Option 1 — Remove the External Deadspace Grid

Return the area outside the ESS to normal space mechanics.

This would immediately restore:

  • Combat probing.
  • Normal warp mechanics.
  • Warp-to-fleet-member mechanics where applicable.
  • More meaningful positioning.
  • More opportunities to force engagements.

Option 2 — Redesign the Deadspace Grid

Keep the ESS deadspace mechanics but remove the ability to use the outer boundary as an effectively safe kite zone.

For example:

  • Reduce the external deadspace area.
  • Prevent indefinite one-direction kiting.
  • Introduce additional warpable points.
  • Create meaningful interaction points around the ESS.
  • Add mechanics that force the attacker to periodically reposition or commit.

Option 3 — Introduce Real Counterplay

If CCP wants the deadspace grid to remain, then it needs an actual counter mechanic.

Not:

“Bring a Boosher.”

Not:

“Chase them.”

But a mechanic that gives both sides meaningful tools and decisions.

The attacker should be able to kite.

The defender should have a reasonable method of challenging that kite.

Both sides should have to take risks.

The ACL Gate Is Another Problem

The bubble behavior around the ACL gate is also unusual.

The bubble effectively tracks ships toward the center.

This is not how most other bubble mechanics behave.

If the intended design is that ships should not be able to bypass the ACL restriction while bubbled, then the restriction should be explicit and predictable.

For example:

Require ships to be within a defined distance of the gate to activate it.

Something like 15 km, or another clearly defined activation range, would be much easier to understand and would avoid the unusual tracking behavior.

What the ESS Should Be

The ESS should create a conflict over valuable resources.

It should force attackers to make a decision:

“Do we commit to taking the money?”

And force defenders to make one:

“How much are we willing to risk to protect it?”

That is compelling PvP.

What it should not create is:

“Can we sit 200+ km away, kite indefinitely, and wait until the defender gets bored?”

That is not an interesting strategic decision.

The Core Problem

The current mechanic creates a situation where:

The attacker controls range.
The attacker controls direction.
The attacker controls whether the engagement happens.
The defender has very limited tools to change any of those conditions.

That is the fundamental design flaw.

Again:

Kiting itself is not the problem.

The problem is giving kiting a mechanically protected environment in which normal EVE counterplay is heavily restricted.

Conclusion

The ESS is one of the few pieces of nullsec infrastructure specifically designed to generate PvP around an economic objective.

That makes the quality of its combat mechanics extremely important.

The current external deadspace grid undermines that purpose.

It allows a fleet to remain connected to the objective while exploiting a space where many of EVE’s normal counterplay mechanics simply do not function.

That needs to change.

I am not asking for kite fleets to be nerfed.

I am asking for the ESS to follow the same fundamental philosophy as the rest of EVE:

If you want the reward, you should have to accept meaningful risk.

Give both sides tools.

Give both sides counterplay.

Let kiting remain viable.

But remove the mechanically protected safe space that allows an engagement to be avoided indefinitely.

The ESS should create fights — not provide a playground where one side can decide that the fight only happens when it is favorable to them.

2 Likes

That’s a long post.

And I agree.

The ESS grid in it’s current form is abused as an on-demand safe space for roaming groups that is available everywhere within otherwise hostile space.

The ESS grid means a safe space, in every sov null system.

I think that’s problematic.

And to be clear, this is not about the ESS itself, or the grid inside the ESS. I think the ESS mechanics and stealing income from ratters is in a good spot. The problem is the Deadspace grid in front of the ESS gate.

As I see it, the design of deadspace has two problematic characteristics.

Problem 1: visibility and explanation of Deadspace

The current explanation of Deadspace is zero. You just have to know it exists, where it exists and what it does.

And what it does is inconsistent with everything else you expect from space in EVE online. You cannot warp to fleet members, you cannot warp to bookmarks, combat probing doesn’t exist, you cannot light cynos.

And you just have to know where you entered Deadspace, because you cannot see or smell it either.

My suggestion: We have these nice icons of effects above our capacitor. Add an icon for Deadspace too, which explains the effects and limits you can expect there.

It doesn’t solve the main problem, but is a big improvement.

Problem 2: Deadspace kills fleet mechanics

Deadspace is in this game mostly used for PvE content to limit access to places people could otherwise push ships in beyond certain ship limits, or limit access with keys. After all, if there was no Deadspace people could much more easily bypass limiting gates using their warp drives.

Looking at how Deadspace works and where it exists, I suspect the main reason Deadspace was added to the game is as a bandaid fix to place a wall around doors, so people wouldn’t just walk past the door in their face.

Without Deadspace those gates in space would be this:

So there is a clear need for something like Deadspace to keep rooms separated.

However Deadspace is problematic, as it is inconsistent with normal space behaviour and also gives many strategies a safe spot in otherwise dangerous space.

So it cannot be removed, but on the other hand it removes all the regular fleet strategies of warping, combat probing, getting to where other players are.

And this is then exploited by kiting groups to get a safe space in every null sec system, and by cloaky campers to sit in a safe space that cannot easily be reached once they get decloaked by mobile observatories.

It also was exploited by many other strategies, like Crab beacons and cyno placements, but FCCP has been putting those exploits on the exploit list one by one:

This exploit notification solved some problems, but not all. Clearly FCCP doesn’t intent deadspace grid to be used as a safe spot for activities which otherwise can be warped to.

Cynos can be warped to from the entire system. Crab beacons can be warped to from the entire system. Abyssal traces can be warped to with combat probes.

All those things are not allowed to be used in Deadspace as this is an exploit.

But that exploit list isn’t complete, because there are more things we can warp to with combat probes than just those. Cloaky campers decloaked by mobile observatories, for example, and kiters also can normally be warped to with combat probes.

Deadspace still gives those last strategies an unintended safe space.

A solution?

I have no clear solution to this yet, but I can come up with ideas.

On one hand, Deadspace is necessary.

On the other hand, Deadspace is unclear, inconsistent and easily exploited and abused.

My suggestion would be to look into options to change Deadspace to stop problematic strategies while keeping it’s core function of a fence around gates intact.

For example, take a look at the Zarzakh and Abyssal mechanics, which make space outside a certain area really kill you. Why not apply that to Deadspace? The main problem of Deadspace is that people fly away from the warp-in point to safety to hide their cynos, their cloaky ships, their kiting fleet all a safe distance away from the only place people can enter the grid.

But what if they simply couldn’t do that?

What if the function of Deadspace as a grid to enter a gate was kept much stricter just for that one purpose, and made much less usable for all other forms of abuse?

Place a boundary at 150km around the Deadspace grid center, let people all warp to 0, and slowly damage anyone who burns out of the boundary.

It would solve a lot of the problems Deadspace grid has at the moment.

And please, please give us an icon showing that we entered Deadspace and what this means.

2 Likes

**Yes, i didn´t knew i wanted that ICON until now. **

Now on perspective of a new or inexperient player i want that.
Give this man a Medal and a Drink of his choice.

Honestly i would give this an extra thread if you don´t mind and refer back to you in every aspect

1 Like

I absolutely agree. Deadspace Grids should definitely be redesigned to be less abusable for endless kiting.

3 Likes

Just because you say booshing and chasing isnt a counter play doesnt magically mean that it isnt, they are

You also listed other counter plays like bubbles and instalockers defending the grid

This describes most of eve online, people who have control over a grid or location usually always have the upper hand

it does

you even admit its solved here, unless your argument is “anyone in my space should automatically die to my fleet”

like committing to fight in someone elses sov, usually vastly outnumbered

which both sides have in this scenario, the ones that you unilaterally decided don’t count because it devastates your arguments

If they are drawing you into the outside room of the deadspace grid, they arnt there for the ESS income, its also rarely valuable even if it was the case

the risk of kite comps is messing up or the enemy bringing proper counters, instead of kitchen sink stuff and smacking your head against a brickwall, then complaining that the brickwall wasnt made of styrofoam

like boosh, ewar, and a chasedown comp like an overpropped lachesis

this is literally already the case tf are you on about, there is even a visual boundry in space that tells you if you are in range or not

as usual this is another certified kane post that boils down to “I want all of the upside without putting any effort in”, the irony being that you identified many of the ways to deal with these issues but you flat out refuse to use them

funnily enough you complain that they wait until you get bored, and you refuse to leave because they might steal a few hundred mil of ESS bonds, when you can literally send one person through into the ESS and take the bonds, then just leave them to it if you really wanted to

@Drake_Iddon I see you responded to Kane’s post, but could you also share what you think about my response below it?

I may not totally agree with how Kane made his case but I do agree with the essence of his request, because I too think the deadspace in front of the ESS gate is problematic.

Clearly it is not the intended design of the deadspace grid that it makes otherwise warpable targets hard to reach, otherwise FC did not have to call a bunch of those strategies an exploit. Why not update the deadspace grid that none of those abusive strategies can be used on the grid?

As I see it the deadspace grid is a necessary evil to stop people from bypassing gates, but there should be ways to improve deadspace to minimize the negative effects I listed, while still filling it’s role.

2 Likes

the exploits you mention are extremely specific for a reason, there is no intention to draw from it outside that which is expressly written

Deadspace and deadspace-specific combat strategy has existed long before the current iteration of ESS was even a design document, it has existed without change since the literal start of the game i’m fairly sure

In terms of restricting deadspace grids by other means I’m not against it really, we’ve used concepts doing that in the pochven reworks, although they are very very specific scenarios where the monetary gain from the sites neccesitated heavily restricting deadspace mobility

the outside of ESS grids specifically do not have any monetary gain whatsoever, and are used almost entirely as a means for people to fight locals in a controlled manner (the control of which is entirely dependant on thier skill and the skill of the response fleet coming to kill them)

The main abuse case of outside ESS deadspace grids, running down the clock and instantly filamented out, has been somewhat addressed when we reworked filaments to not be an instant teleport and requiring a spool up timer

1 Like

While this is true, deadspace has never been so easily available on demand and present in every sov null sec system as now since the current implementation of the ESS.

This changed it from a niche problem into a very common problem in sov null.

And this isn’t about monetary gain of the ESS, just about the ability for players to abuse deadspace mechanics to become safe from regular (combat probing) strategies.

I’ve often been asking for that spool-up timer and I loved that it had been added!

I’m just a bit disappointed by it’s most recent change which cut the spool-up time (outside Pochven) a lot, as this made catching people before they flee a lot harder again. In my experience the few times we had combat probes ready the group had already filamented out of the system by the time we got to their grid. :face_exhaling:

More on topic, when it comes to deadspace I’d love to see two improvements:

  1. An icon as visible indication we entered deadspace, with explanation
  2. A (deadly) boundary which limits how far people can fly from the relevant deadspace grid center

Could you consider bringing that up to FC and others?

1 Like

An icon would be a cool thing to add yeah, so people can immediately understand that they are now in deadspace

In terms of a deadly boundry the question is how far out the boundry is, the 150km i think you said about earlier would simply mean the instant loss of this grid as a place to fight really (and it would make booshing extremely toxic)

Yea, that’s the intention: to let deadspace continue fulfill it’s intended role of enforcing gate restrictions, but not be abused as a combat grid where people can flee from probes.

People could still commit to a fight inside the ESS if they wanted, or elsewhere in system.

This is a good point, maybe 150km is too small when booshes exist. Maybe disable booshes too, deadspace is restrictive already anyway. Or make the diameter larger, but that again risks making the deadspace grid a viable place to flee from probes.

FW says hello. This is a shared mechanic across the game with accel gates.

Please do not bring up a boundary with CCP, thanks. I do not wish to see more emergent gameplay destroyed.

If it’s a problem for FW, then only apply the deadspace boundary to certain grids, like the ESS grids in sov null.

While I prefer consistency I do not have enough experience with FW to tell what’s problematic and what’s good about their part of space so I won’t attempt to make changes for their space.

@Brinton_Anzomi , can you tell how often fights happen far away from the gate on the gate deadspace grid in FW space that a boundary like this would impact it? And what do you like about such fights?

I have sometimes roamed with the Kinakka Pirates in their monday evening fleet where they hunt in FW space with small ships like Destroyers, Assaultfrigs and Ceptors. And yes, they usually have ~2 Booshers with them to catch people who thought “If I just go 200km away from the warpin, I am safe!”.

It sometimes works, but it simply is an “all or nothing” scenario. Either you have enough booshers to quickly close the distance, or you don’t. You can’t combatscan, you can’t overheat a Ceptor and get a warpin… If they are further away than you can boosh quickly, they always escape in time and there is no single way to prevent that.

2 Likes

Just like the ess, fights on the outside of plexes can stretch out 300km+. Having a boundary would cause AT style pincering which is just bad for the side against the linked, abyssaled recons. In the current state, I like to use deadspace grids because I fly in 2-5 man gangs against 2-5x that, frequently with the enemy having linked recons or T3Cs. Forcing the enemy to burn into me instead of being able to warp all the recons at 0 to the combat ceptor or ramjag suiciding in allows for the fights to happen at all. Otherwise, we would just leave after shooting one or two ceptors and call it a day. I’d say the majority of my fights in FW happen on the outside of plexes, for some context. Just like on an ess grid, I can grab a large/valuable target and then kill his friends when they show up to provoke a fight.

The neat thing is they are rarely have any kill pressure at that range and then you can follow them to wherever they warp and kill them there.

How about some max projection ships? Or carriers? Surely those can reach out and shoot the pesky nanogangers invading your local ess

Sounds like your probers are bad tbh. The minimum spool up for a group is 30s, which is plenty of time for 3-4 passes + slingshotting tackle over.

I have to agree a bit. The most funny thing when roaming Nullsec with an (ESS)gang is, how totally unprepared most of the inhabitants are.

They literally have to wait for combat probers, tacklers, recons, long-range DPS and all that coming from some staging with the main blob. Giving the invaders all time in the world to prepare whatever they want to prepare.
But all that should be already prepared and ready in a some corporation hangar to be instantly used by the next best guy who spots a roaming gang in your space. And “how to use” those things should simply be mandatory lessons before you get permission to rat or mine anything. :man_shrugging:

I do sympathize with the locals to an extent: they just want to force us out, we are ruining their ticks etc. But, you do gotta earn that security. There already are plenty of tools you can use: LR ewar, LR guns, booshers, combat ceptor spam (see the 50+ man crusader fleets), your own drag bubbles just to name a few. When I don’t fight on a deadspace grid, as I relearned my lesson a couple days ago, your enemy can just warp on top of you, essentially for free even if you have been stringing out the rest of the their group. Without the ess grid, a lot of these fights just wouldn’t happen at all. I wouldn’t try and take 2 cruisers and 2 frigates up against 30+ dudes on an open grid with combat probes out, but I would give it a try on an ess.