EVE Online - Bob's dead baby...

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Re: EVE Online - Bob's dead baby...

Post by White Haven »

That's a quite good question, and something I'd have to put some major thought into. In 0.0 as it stands with stable stargates, it'd be quite difficult short of artificial restrictions, and that just doesn't work too terribly well even if you CAN make it function. The first viable option that comes to mind would be a lack of reliable, stable jumpgates. If 0.0 constellations were semirandom in relation to each other, maintaining a large territory wouldn't be a real option. Long-term chokepoints locking down territory wouldn't exist due to the terrain beyond a limitted area being variable, and a broad alliance is less likely to be of help when you could randomly be plunked down adjacent to an enemy and with no friends anywhere nearby.

Just brainstorming, of course, but it'd certainly be an interesting universe.
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Re: EVE Online - Bob's dead baby...

Post by GuppyShark »

You do want there to be some inertia to the combat. Otherwise people would log in and find that they'd lost their territories overnight.

That is presumably what POS warfare is about, since you can time your station fuel to run out during your primetime so that the enemy will actually have to engage your forces.

However Cynojammers do seem very over the top. The most powerful ships available should be useful offensively. It seems strange that a faction can deploy multiple Titans to oppose attacking battleship fleets with relative impunity, while the attacker's Titans are used to move stuff around in the offensive force's rear area.

This is obviously not a revelation for anyone following EVE warfare at all. Alliances do gain and lose ground but it's relatively glacial with jammers in play.

Defenders already get substantial advantages - they get to camp gates, have shorter 'respawn' distances, etc.

I'd suggest allowing cyno jumps to established jump gates (insert bullshit about weakened jaming fields or node strength or tachyon inversion flow synchronicity).

That would allow cynojammers to be useful to avoid people just warping to safe spots and rampaging around your home territories, but still let people bring their capital ships out to play!
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Re: EVE Online - Bob's dead baby...

Post by Commander 598 »

White Haven wrote:That's a quite good question, and something I'd have to put some major thought into. In 0.0 as it stands with stable stargates, it'd be quite difficult short of artificial restrictions, and that just doesn't work too terribly well even if you CAN make it function. The first viable option that comes to mind would be a lack of reliable, stable jumpgates. If 0.0 constellations were semirandom in relation to each other, maintaining a large territory wouldn't be a real option. Long-term chokepoints locking down territory wouldn't exist due to the terrain beyond a limitted area being variable, and a broad alliance is less likely to be of help when you could randomly be plunked down adjacent to an enemy and with no friends anywhere nearby.

Just brainstorming, of course, but it'd certainly be an interesting universe.

Too much territory is already a significant strain. If you don't have the manpower to protect it (Fuel towers, actually call enough people up for local defenses, etc) you won't be keeping it, and not always because someone else took it, your own membership may slowly quit because taking care of too much territory becomes literally impossible and basically all logistics pilots burn out. An example just simply traveling from one end of old Goonspace to the other (77-s to Drone Regions/7-k) almost made me want to kill myself, and I was using jump bridges which can cut off up to five to ten jumps per bridge.

Yeah, there you go. If you want to force smaller territories: remove jump bridges.
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Re: EVE Online - Bob's dead baby...

Post by Commander 598 »

Never underestimate the pretend political force of a threadnaught:
http://www.eveonline.com/ingameboard.as ... ID=1033628
GM Grimmi wrote:We appreciate the feedback from everyone. After reviewing all of these very valid concerns, we were compelled to go back over the information we’d collected in this case and carefully weighed it again against the precedents set in the past. Ultimately, we felt we had no other recourse than to reverse the name change, the key factor being that during this re-investigation we learned that the KenZoku alliance was created several months before the BoB alliance leadership switched hands. That being the case, the name change request was not submitted within a timely manner, as it had been in the legacy cases we were holding up as examples.

We will be contacting the CSM for input regarding our naming policies.
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Re: EVE Online - Bob's dead baby...

Post by GuppyShark »

I love those GM responses. It is almost as if they are pretending to haveno idea what they ate talking about.

Bob's leadership did not change hands...

Maybe the GMs do not play or follow ingame events? I would actually be impressedif they hired disintersted parties for that job.

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Re: EVE Online - Bob's dead baby...

Post by GuppyShark »

(Or not. That rule changed a while ago I imagine.)
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Re: EVE Online - Bob's dead baby...

Post by Resinence »

The first viable option that comes to mind would be a lack of reliable, stable jumpgates. If 0.0 constellations were semirandom in relation to each other, maintaining a large territory wouldn't be a real option. Long-term chokepoints locking down territory wouldn't exist due to the terrain beyond a limitted area being variable, and a broad alliance is less likely to be of help when you could randomly be plunked down adjacent to an enemy and with no friends anywhere nearby.
W-Space/Wormholes is pretty much this. Though it doesn't fix the current problem of 0.0 being ridiculously stable due to the defensive advantages mentioned, w-space is semi-random in that after so much mass moves through one it closes and the entry may open somewhere else. The biggest problem I have with 0.0 space being so defendable once people are dug in is that nullsec is supposed to be the most treacherous of regions, yet in some cloisters held by major alliances you are just as safe as you are under concord protection really, aside from skirmishers with cloaks but they get hunted down pretty fast. You may lose some ships but the disparity in income between what you make in 0.0 and what you can make in low/high is big enough that it is less of a worry. It just all adds up to make nullsec too safe and... boring, compared to what it should be. Of course they can't go the other way and have no real defense possible or it will end up like low and no one will go there ever except a few die hard pvp'ers and faction fleets in certain systems.

Also lol @ CCP getting rolled by a threadnaught, I don't bother to read the eve forums because it's full of whining retards so don't know what kind of pressure was on them, but am glad that they reversed it. They have always maintained a "no name changes except for good reason - fuck off" policy and that decision was really not in the spirit of the game.
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Re: EVE Online - Bob's dead baby...

Post by White Haven »

I'm quite aware that's how wormholes work, I tend to spend a good amount of time on the other side of them. If constellations stayed contiguous but cross-constellation gates shifted over time, that'd encourage tighter, smaller groups, since coordination over a multiconstellation empire would be a major headache. Of course the huge omnialliances forming now would probably STILL work then, because when you're allied with a third or more of 0.0, you can more or less count on something friendly being nearby. Then again, if you counted on that for defense, you'd be powerfucked when your constellation crosslinks to entirely hostile space...

And yeah, jammers need to go, or be limitted somehow. Perhaps a temporary thing, rather than a permanent one...jam for X hours every Y days, so you could use them to bounce a fleet you saw coming if you didn't have the defenses for it...once.
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Re: EVE Online - Bob's dead baby...

Post by White Haven »

Ghetto Edit: Plus it makes me giggle madly to imagine the sheer, utter chaos in the mapmaking community that variable-geometry space would generate.
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Re: EVE Online - Bob's dead baby...

Post by Uraniun235 »

What if there was a huge increase in the number of 0.0 systems? 598 already mentioned that alliances can only effectively hold on to so much territory... so what would be the effect of expanding the navigable universe to such a degree that even if every current player moved out to 0.0 and formed solid alliances, there would still be barely-controlled (or un-controlled) space which could relatively easily trade hands?

It seems to me (from my outsider's perspective) that perhaps the biggest problem expressed here is that 0.0 was meant to be a frontier, and yet isn't really a frontier at all. So why not create a frontier?
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Re: EVE Online - Bob's dead baby...

Post by Keevan_Colton »

Uraniun235 wrote:What if there was a huge increase in the number of 0.0 systems? 598 already mentioned that alliances can only effectively hold on to so much territory... so what would be the effect of expanding the navigable universe to such a degree that even if every current player moved out to 0.0 and formed solid alliances, there would still be barely-controlled (or un-controlled) space which could relatively easily trade hands?

It seems to me (from my outsider's perspective) that perhaps the biggest problem expressed here is that 0.0 was meant to be a frontier, and yet isn't really a frontier at all. So why not create a frontier?
They tried something like that when they added the drone regions, new 0.0 space, but established alliances just gobbled it all up within a few weeks, using choke points and the established logistical networks to leverage control.
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Re: EVE Online - Bob's dead baby...

Post by Commander 598 »

To be fair, the Drone Regions aren't exactly big, at least in comparison to existing claimed space. Uranium's idea is probably for a total doubling of 0.0, perhaps an extra ring of unclaimed space around the already claimed 0.0 or something.
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Re: EVE Online - Bob's dead baby...

Post by PREDATOR490 »

Commander 598 wrote:To be fair, the Drone Regions aren't exactly big, at least in comparison to existing claimed space. Uranium's idea is probably for a total doubling of 0.0, perhaps an extra ring of unclaimed space around the already claimed 0.0 or something.
Wouldnt opening Jove space via wormholes accomplish this feat ?

I have almost no intrest in the RP backstory of online games even if it is EVE but from what I have seen there is no way to get to Jove Space. For added difficulty, putting this 'new AI' in Wormholes as general NPCs in Jove Space would be more interesting than the standard rats in known space.

If the only way to get to Jove space was by using the unpredictable bridges set up by wormholes. Hence, an Alliance that set up shop in Jove Space would have no solid way of going to and from 'known' space except by relying on Wormholes. I would imagine that would draw away alliances into a much more 'frontier' style battleground so that the smaller ones might have a chance to grow in regular 0.0 / Low Sec space.
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Re: EVE Online - Bob's dead baby...

Post by White Haven »

That would be downright INTERESTING. You'd have the new tentative settlers in 0.Jove space, and then you'd have the wormholes as a sort of omnipresent super-lowsec between the rest of EVE and 0.Jove. Pirate corps trawling W-space as it becomes a sort of diffuse highway between the old and new worlds.
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Re: EVE Online - Bob's dead baby...

Post by Coaan »

Can we say tier 4 stuff? Jovian tech...

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Re: EVE Online - Bob's dead baby...

Post by wautd »

Day of Darkness 2 fanvid

Annoying voice but damn sweet visuals
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Re: EVE Online - Bob's dead baby...

Post by White Haven »

Damn, beat me to it, Waut.
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Re: EVE Online - Bob's dead baby...

Post by Nephtys »

wautd wrote:Day of Darkness 2 fanvid

Annoying voice but damn sweet visuals
Ah, it's one of Dire's videos! He made such cool ones.
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Re: EVE Online - Bob's dead baby...

Post by Lazarus »

Random EVE question...

I've just started the 14 day trial but I couldn't convince any of my mates to start (they all either don't fancy it or tried and bailed already!), so I'm a tad lost...

Not sure if I want to start paying, but wautd tells me there's an SDN corp?
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Re: EVE Online - Bob's dead baby...

Post by wautd »

Lazarus wrote:Random EVE question...

I've just started the 14 day trial but I couldn't convince any of my mates to start (they all either don't fancy it or tried and bailed already!), so I'm a tad lost...

Not sure if I want to start paying, but wautd tells me there's an SDN corp?

FYI, the people to contact in game:
White Haven wrote:Poke Andrew Riviera, Angus McAWESOME, or...eh, one of us is usually on.
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Re: EVE Online - Bob's dead baby...

Post by White Haven »

Keevan's the one y'really want to talk to, but I can't for the life of me remember the proper assortment of vowels in the bugger's first name in-game. Sleepyyy....
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Re: EVE Online - Bob's dead baby...

Post by Coaan »

Lazy Git.

The one you want to be mailing/catching in game is Caoim Fearghul

Though I would give it a couple of days, we're setting up a new corp and looking to get a station set up around our home system before we bring in members.
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Re: EVE Online - Bob's dead baby...

Post by Lazarus »

Rightho sounds like a plan, I'm just training up learning skills and tootling round the first mission sets at the moment, the combat gets so much more fun when you can use rocket bins :)
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Re: EVE Online - Bob's dead baby...

Post by Koolaidkirby »

Rawr,

seeing this thread is making me get back into EVE (having completly forgotten my old acct. + password) I've started a new trail account, and I'm shocked to see how much has changed since I last played, they've added ALOT of new features (still no hotkey for opening cargo hold sadly :( )
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Re: EVE Online - Bob's dead baby...

Post by GuppyShark »

Just completed the level 1 Epic Mission Arc. Good fun. Soloed, but I got to enjoy the tears of people who couldn't handle the last few missions even in Caldari missile cruisers. :p
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