Forums » Suggestions
Remove/Reduce the defense measures at Corvus stations
The latest station defense measures seem to work well. We got WTDs on first defnse waves now and Aerna Seekers with power seekers. That's all good and merry and surely helps prevent griefing in nation space.
But what about Corvus? At Corvus you could always have fun furballs and everyone would have fun that night. Corvus was no longer mad than 15 mins at you (or until you exploded). Now with all the new shiny defense forces, such furballs will be a lot less fun as every 5 seconds, some power seeker will buzz around your head or you are gat spammed by a WTD.
Therefore I propose the following:
Keep the new station defense measures everywhere BUT remove them from Corvus stations.. Corvus stations are pirate territory and shouldn't have much or any defense measures.
From a RP standpoint you could say: Corvus is happy aslong as the government keeps away and aslong enough traffic is there to fund their shady business. What other explanation could there be if they forgive that you shot two of their station guards down just after 15 minutes? ;)
Specific changes I suggest:
1) Get rid of the NFZ all together at Corvus... OR
2) If that's too much for you: Atleast reduce the number of Strike Forces significatly. Remove all Seekers (kamikaze/energy draining ones) and leave like one or two Strike Force Vultures in place.
But what about Corvus? At Corvus you could always have fun furballs and everyone would have fun that night. Corvus was no longer mad than 15 mins at you (or until you exploded). Now with all the new shiny defense forces, such furballs will be a lot less fun as every 5 seconds, some power seeker will buzz around your head or you are gat spammed by a WTD.
Therefore I propose the following:
Keep the new station defense measures everywhere BUT remove them from Corvus stations.. Corvus stations are pirate territory and shouldn't have much or any defense measures.
From a RP standpoint you could say: Corvus is happy aslong as the government keeps away and aslong enough traffic is there to fund their shady business. What other explanation could there be if they forgive that you shot two of their station guards down just after 15 minutes? ;)
Specific changes I suggest:
1) Get rid of the NFZ all together at Corvus... OR
2) If that's too much for you: Atleast reduce the number of Strike Forces significatly. Remove all Seekers (kamikaze/energy draining ones) and leave like one or two Strike Force Vultures in place.
+1 remove seekers
-1 Even though I also have found those battles fun, they don't really fit in with what any station owner would want happing around their station. Even a grey owned station would want to make sure the space around the station is safe and defended so supplies can arrive and waste and byproducts get picked up. Someday maybe the stations will even be conquerable. So, they should have a strong level of defense.
+1
I don't give a fuck what imaginary station masters might want for RP purposes.
-Game is 11
-Game is empty
-Do shit that's actually fun the RP side effects are irrelevant at this point as they have not done anything to save or improve the game to date
I don't give a fuck what imaginary station masters might want for RP purposes.
-Game is 11
-Game is empty
-Do shit that's actually fun the RP side effects are irrelevant at this point as they have not done anything to save or improve the game to date
SF forces should be limited. You should be able to kill enough SF forces that they stop sending out more.
+1
+1
+1 as long as SF aren't attacked, Corvus shouldn't give a shit about quarrels outside their station
-1. I'm not opposed to lessening Corvus's response, but I am opposed to removing the NFZ or Seekers entirely. If you don't like them, just fight inside the NFZ. It's not that big.
Recapping points made several times in the past:
- Corvus is not a pirate faction, never was, and never will be. They're something else. They are a morally flexible faction, but they don't want their own convoys to detonate outside their station any more than anyone else.
- I am not going to remove NFZs from Corvus. Just fly outside the NFZ?
- There are other options to support this kind of frequent-furball thing, like conquerable stations? If you want enhancements to conquerable stations to support the same kind of use-case, I'll be more open to suggestions related to that.
- I have a significant, long-standing problem with newer players leaving due to station camping experiences. You're asking me to legitimize station camping for general-access, public stations. No.
- Reasons like "Game is empty, Do shit that's actually fun the RP side effects are irrelevant at this point" is never going to be accepted as a reason to do anything. Also, seriously? Game is more full than ever. We hit like 7000 sessions per day on Android on Thurs.
- Corvus is not a pirate faction, never was, and never will be. They're something else. They are a morally flexible faction, but they don't want their own convoys to detonate outside their station any more than anyone else.
- I am not going to remove NFZs from Corvus. Just fly outside the NFZ?
- There are other options to support this kind of frequent-furball thing, like conquerable stations? If you want enhancements to conquerable stations to support the same kind of use-case, I'll be more open to suggestions related to that.
- I have a significant, long-standing problem with newer players leaving due to station camping experiences. You're asking me to legitimize station camping for general-access, public stations. No.
- Reasons like "Game is empty, Do shit that's actually fun the RP side effects are irrelevant at this point" is never going to be accepted as a reason to do anything. Also, seriously? Game is more full than ever. We hit like 7000 sessions per day on Android on Thurs.
"We hit like 7000 sessions per day on Android on Thurs."
Outstanding!
Outstanding!
- I have a significant, long-standing problem with newer players leaving due to station camping experiences. You're asking me to legitimize station camping for general-access, public stations. No.
The problem is that this doesn't actually address the problem of new player camping in Corvus stations, as you can simply wait until said newblet is outside of the NFZ and kill them there.
I'm sure the enhanced strike force will be good in other factions, but a better solution is to not allow new players to home at Corvus until they are over level 3.
+1 to Incarnate reconsidering his position and scaling back Corvus strike force response in favor of things that actually address the problem we're trying to solve.
The problem is that this doesn't actually address the problem of new player camping in Corvus stations, as you can simply wait until said newblet is outside of the NFZ and kill them there.
I'm sure the enhanced strike force will be good in other factions, but a better solution is to not allow new players to home at Corvus until they are over level 3.
+1 to Incarnate reconsidering his position and scaling back Corvus strike force response in favor of things that actually address the problem we're trying to solve.
The problem is that this doesn't actually address the problem of new player camping in Corvus stations, as you can simply wait until said newblet is outside of the NFZ and kill them there.
I'm not done re-working station defenses yet, I'm just doing one thing at a time. Besides, any improvement beyond being totally station-camped is a helpful thing.
+1 to Incarnate reconsidering his position and scaling back Corvus strike force response in favor of things that actually address the problem we're trying to solve.
I am not removing defenses from Corvus. Give up and move on. There are other threads / suggestions that have more relevance, like a roving pirate station.
I'm not done re-working station defenses yet, I'm just doing one thing at a time. Besides, any improvement beyond being totally station-camped is a helpful thing.
+1 to Incarnate reconsidering his position and scaling back Corvus strike force response in favor of things that actually address the problem we're trying to solve.
I am not removing defenses from Corvus. Give up and move on. There are other threads / suggestions that have more relevance, like a roving pirate station.
You should also activate the race track station that already exists which we have been requesting for years. But don't get caught up in trying to manage symptoms. The symptom is player camping. The cause is newbies homing at Corvus without being able to buy a ship to escape.
If you want to make a meaningful change to camping, make Corvus sell a warthog mk2 and fc to anyone that shows up regardless of standing or license. The only thing that will affect camping is to either prevent them from homing or giving them a way to escape.
If you want to make a meaningful change to camping, make Corvus sell a warthog mk2 and fc to anyone that shows up regardless of standing or license. The only thing that will affect camping is to either prevent them from homing or giving them a way to escape.
Or make homing a privilige of having respect standing. Also tie the amount of free storage space to standing.
I like Fluffy's idea better than mine regarding Corvus.
"The cause is newbies homing at Corvus without being able to buy a ship to escape"
Ah the classic bullshit emerges once again.
Ah the classic bullshit emerges once again.
Every. Single. Time. Someone complains on the forums, we find out they were homed in D-14.
As long as you have a wiki saying "go to Corvus for better stuff" newbs are going to go there. The problem is that they can home, then they die, and do not have the license/rep to get a fast enough ship to get out.
The problem isn't that the strike force was too weak. The problem isn't always one person camping them. Sometimes they die to several people. The problem is that they home there before they should and get stuck there during peak activity times.
This isn't BS, it's what anyone that has played the game for years has seen.
As long as you have a wiki saying "go to Corvus for better stuff" newbs are going to go there. The problem is that they can home, then they die, and do not have the license/rep to get a fast enough ship to get out.
The problem isn't that the strike force was too weak. The problem isn't always one person camping them. Sometimes they die to several people. The problem is that they home there before they should and get stuck there during peak activity times.
This isn't BS, it's what anyone that has played the game for years has seen.
What's BS is alleging that newbies get camped by their own doing, and not placing blame on the campers.
The correct way of stating the problem is that current game mechanics do nothing (or, little) to discourage the inevitable bad behavior that a portion of players in VO will always exhibit (station camping). To offset this unavoidable poor behavior we must provide more advantages to those who are inflicted the most/greatest (clueless newbs).
The solution would be one that either does more to discourage the bad behavior (i.e. give hog2/FC without restriction) or one that discourages newbies from getting themselves in the unfortunate circumstance to begin with (i.e restrict station access to the less experienced).
The correct way of stating the problem is that current game mechanics do nothing (or, little) to discourage the inevitable bad behavior that a portion of players in VO will always exhibit (station camping). To offset this unavoidable poor behavior we must provide more advantages to those who are inflicted the most/greatest (clueless newbs).
The solution would be one that either does more to discourage the bad behavior (i.e. give hog2/FC without restriction) or one that discourages newbies from getting themselves in the unfortunate circumstance to begin with (i.e restrict station access to the less experienced).
So in other words, greenwall is fine with your solutions as long as they carry the correct moral phrasing. No worries.
Wow guys, you're all way off topic. I was just saying that I'm not going to do what the OP requested, which then Savet re-requested, and I pointed to another related thread that was more promising.
I'm well aware of the variety of issues that relate to station-camping. I have zero expectation of strike forces or NFZs "solving" the problem. I'm just not going to remove strike forces and NFZs from publicly available, factional stations.
We have a lot of other things coming. If you go back and look at the original TempKOS thread, you'll see it was never fully implemented. I've also commented elsewhere on preventing newbies from leaving their Capitol until they hit level 1 combat, and leaving their nation until they hit level 3.
As usual, I'm actually moving forward on about 10 different fronts at once, but I'm probably only going to roll out a limited number of changes at any given time. This does not mean I'm "caught up in trying to manage symptoms".
If you guys really want to talk about this, then make a "Preventing Station Camping" thread.
I'm well aware of the variety of issues that relate to station-camping. I have zero expectation of strike forces or NFZs "solving" the problem. I'm just not going to remove strike forces and NFZs from publicly available, factional stations.
We have a lot of other things coming. If you go back and look at the original TempKOS thread, you'll see it was never fully implemented. I've also commented elsewhere on preventing newbies from leaving their Capitol until they hit level 1 combat, and leaving their nation until they hit level 3.
As usual, I'm actually moving forward on about 10 different fronts at once, but I'm probably only going to roll out a limited number of changes at any given time. This does not mean I'm "caught up in trying to manage symptoms".
If you guys really want to talk about this, then make a "Preventing Station Camping" thread.