Ok, so, it would seem that more than a small gang would be needed to go after a Trig gate camp (well, assuming said gang was comprised of average players).
Even if this is some form of new content that the players are supposed to figure out, will people even bother?
With player gate camps there is a limited amount of chance you will escape, but it’s a chance. You can fit your average ship to try and get away or back to the gate and out. Triglavians on the other hand, as fa as I understand it, are pretty much insta-wreck.
Player gate camps can be “countered” if you have the ability to get a group together to counter them, and there is a decent chance they will be there 10 minutes later when you and your group return. The Trigs don’t seem to have that level of patience.
Sure, you can use d-scan, etc. to figure out where they are, and chasing them would be a lot like hunting down players (perhaps easier as they probably aren’t programmed to warp as anything but a fleet), but beyond proving that it can be done, I highly doubt that killing them is going to net potentially shiny modules or loot that makes it worth the time to hunt them down.
Spend 30 minutes getting a gang of 5 people together to warp around in a system and pop 15 Trig ships for some scrap metal.
I’d like to think that there is some aspect to this that we’re missing, but it is CCP’s design.
Can the wormholes be easily collapsed?
Do they only show up in certain systems (I am trying to scan things down to see if there is any validity to this. It seems logical to have limitations on where they show up, otherwise having a Trig gate camp right outside a rookie system might not be the best optics for the game. Then again, we’re talking about CCP)
Do they have a duration that is different from normal wormholes?
If there isn’t something that people are missing, it’s basically just a new New-Eden wide gate camp system that requires $30/month to avoid (well, unless you can find an Alpha to play cannon fodder). No different that what null/low players deal with currently, but now in high-sec with the added bonus that they are more effective than any player run gate camp, and there’s next to no “reward” for taking the time to hunt them down.
Now, if there’s some random chance that the gate Trigs will drop officer modules or similar high value items, then people will find a way to farm them until the module prices go down, and maybe it will lessen the problem.
I’m not all that thrilled with gate camps, ganking, etc, but in spite of disagreements there, it is still sandbox player-made content. NPC gate camps that equate to nothing more than an RNG method of ensuring everyone has a chance to blow up unless they are dual boxing or part of a corp… that stinks of greed.
@Nana_Skalski it’s interesting that they are larger in size now.
Maybe if people don’t start keeping them in check, they take over more systems?