Suicide ganking is way too low risk, change my mind

I call it PlebSec.

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I call it CrySec.

It rhymes with HighSec and I can sometimes slip it into conversation without anyone noticing.

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You probably don’t know that the term ā€œHigh Secā€ was coined by the players and not CCP. So you may call it however you want and if you get popular and find at one time the majority of the playerbase behind you, it will be called ā€œthe type of space that the likes of Adada Tuesday do not fully graspā€ or whatever.

CCP only defined the mechanics of what happens in 0.5-1.0 security space and what doesn’t happen. It is up to you to handle the mechanics in that type of space and adapt to them. Autopiloting in untanked ships with billions in cargo is not making proper use of those mechanics if your goal is to reach a destination unharmed.

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Let’s call it Kenoma Of The Archons. It’s a material realm where the evil Archons have a slave race of miners…while ascendent beings from the Pleroma Of The Aeons try to wake them up from their entrapment by ganking them.

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3-5 statues per system is the recommended number.

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ONE statue per system. And people would have to fight over it. :rofl:

I SAID THREE TO FIVE!

:enraged_face:

And no Concord is allowed within 200km of any of the statues :slight_smile:

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Suicide ganking is still way too low risk…

No matter how hard CCP nerfs ganking, the risk will never be high enough…

High Sec Ganking is not the same PvP. PvP is combat that takes place in Low and Null.

High Sec Ganking is really nothing more than an angry mob flying around destroying things.

PvP is when there is the actual chance of the attacker being destroyed by the ship they attacked and not by Concord arriving to take the gankers out.

Granted an armed freighter in High Sec does have the ability to destroy one or maybe two gankers, but there is no chance the defending ship will ever be able to defend itself from a gank.

A fleet of three to four Cenotaphs will destroy enough ganker Catalysts to stop the gank.

The number one reason why High Sec gankers hate the Cenotaph and Tholos is its ability to fit a Covert Ops cloak.

The Cenotaph fit shown here, has a range of 8,000 m for the Breacher Pod. As long as the Cenotaph stays cloaked and shadows the freighter at 10km and watches the Overview for incoming ships and decloaks when the Ganker Ball is 500km from landing, a fleet of Cenotaphs decloaking at different times as the Ganker Ball is landing, I really don’t see the gank being successful. Timing on the Enforcers part, no longer considered anti-ganking as the Enforcer role is aligned with chance opportunities for PvP, the gank should fail.

But there is still a chance of the gank being successful if the Enforcer does perform their role correctly.

The key to remember is the recalibration time. At Level V, the time for recalibration is 5 seconds to lock and with a high lock time, the ganker ships should be able to be locked in a few seconds. I’m not certain if there are implants or boosters to further reduce the recalibration time after decloaking.

How is that ā€˜different than PvP’?

Whenever I do PvP outside high sec I’m also often flying in an angry mob trying to destroy things.

Granted, I don’t do PvP in high sec much, but I don’t see how ganking is fundamentally different besides the obvious ā€˜guaranteed ship loss to CONCORD’ bit. You attempt to catch a target and kill it.

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PvP is player versus player.

But we gankers target mainly bots and AFK players, and those are NPCs. So Ganking is actually PvE.

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So now you are saying that AFK players are NPC’s. AFK players are not NPC’s.

The joke is that when the ships are not actively piloted by players one could consider them ā€˜non player’ characters.

You haven’t yet answered my earlier question by the way:

The fact is, unless the ship is an NPC ship by designation, it is a Capsuleer operated ship.