1

(100 replies, posted in Balancing)

Somehow the last couples of posts miss the point. If there is a safe zone/timer or not: Its still gate camping.

The only option to prevent gate camping is to remove the gates. If that is not possible, increase the amount of target destinations. If each telepoter could land you on one of 50 possible locations (and there are 3 teleporter to each island) no one will do gate camping anymore.
Only THEN you can expect to have intresting PvP all over the islands.

GLiMPSE wrote:

3. Wait until enemy scout has left said teleporter
Optional: Log you and your boys out in a predetermined 'safe spot' on beta and log in the following evening for an assured stealthy entrance.

Point 3 will not happen.
And logging of in a predetermined 'safe spot' will not be possible. You will not reach the location on the island unnoticed and gets blown in 1000 pices once you leave the teleporter.

Perhapts there are times, when the teleporters are ungarded, but to have a chance to PvP I don´t like to get um 4 o'clock in the moring. Sofar my experiance is, that a reaction force of 10-20 bots will be at the teleporter within 30sec after alarmed by there scout.

I like the idear of a landing bot (navel or space or whatever) or a random teleporter.
We simply need so many entry points, that they can not be guarded all. 50 Teleporter destiantions would although be ok for me (and only the 3 of island teleporters). Might be the easiest way for implementation.

3

(100 replies, posted in Balancing)

Gobla wrote:

I think the safezones are there because currently the teleporters are major chokepoints. There's only 3 entries into a beta island so it's relatively easy to camp them all.

What could maybe work is to create a moving entry point.

I think the 3 chokepoints are the main issue. PvP would be much more interesting when it happens on the whole island and not only on 3 dedicated spots on each beta island.

My idea would not be to use a moving entry point, but give the options of several entry points. Using the teleporter (the guards on alpha-island will see you) should give you a choice of several target locations, e.g. the coordinates of all squares on a 1/3 length of the island coast. That would probably mean something like 50 target locations per teleporter which are in good view distance from each other.

- The defender wouldn’t have to sit on the teleporter, but patrol a larger perimeter.
- Small PvP-groups could sneak in between those patrols.
- Large forces might get some time to organise before being spotted.
- Reactive defence forces after a spotting have to hunt their enemy down, guarantee to have a battleground somewhere on the island terrain and not only at the teleporter.
- No syndicate protection. If you want to get out you have to fight your way back to the off-island teleporter.
- Mining and NPC-hunting on beat island will always have the risk of being attacked by a previously unnoticed group, which is not as boring as it is right now.

4

(26 replies, posted in General discussion)

Sure. big_smile
But be warned: We are learning fast. wink

5

(26 replies, posted in General discussion)

Well got an ewar bot on my own now. 500m locking range and high speed even with gimped skills is sexy smile
Hit points are the weak spot, so thats the way to bring it down. I am pretty sure I will lose that mech again... but hey, its a learing experiance. And some day I will have the necessary experiance and extensions.

@Golden One:
You had no chance to touch our Sequer. As our 3 (not 4) light mechs had no chance of touching you. Without the Ecope troups you called in you wouldn´t have done any damage at all. Your sign might read Sachs, but I guess you are Ecore after all.

6

(26 replies, posted in General discussion)

On a second though:
If I equip ECCM in the only head slot, I might not get jammed. But without a sensor amplifier the ewars will dance in and out of my locking range much easier.
If I equip armor plates, I may not get slowed. But I am slow from the beginning (with more armor at least).

Both options doesn´t look to promissing on a light mech...

7

(26 replies, posted in General discussion)

Thanks for your input.
Decoding department is currently on its task to break the M2S code.

I will try to outfit my mech accordingly. Running is no option. yarr

8

(26 replies, posted in General discussion)

Hi,

lost some light mechs to some Intakt of Ecorp today. I was wondering how you can fight e-war bots?
They mark you at 400m, have a speed of up to 90km/h and with lasers can fire up to 150-250m. Next to some gimicks like disturbing your lock, slowing you and so on...

If they do it right, an enemy never ever get a chance to fire at them. And if, so what? They can alway run. They will be even faster wenn demobilised.

So, how to fight them? Is having an e-war bot yourself the only option?

P.S.: Although learned that teleporting with PvP flag is not possible. tongue

New Question:
What happens if I produce in an player controlled outpost in the PvP zone and that outpost is being attacked and/or sacked?

Is the production lost to me? Or has it no influence on my production?

I have no problems with the night... but why is the weather always so bad and cloudy.
I guess I have only seen one day with good weather, and I liked it so much I forget to buy enough mining ammunition....

11

(1 replies, posted in Q & A)

Hi,
I am getting used more and more to mass production. Now I have some (for me) advanced questions:

- How can I manage to have more than 1/1 Production line running? Is there any extension for it, or is it only determined by Factory type and/or relationship?

- Can I have 1/1 Production line running in 3 different outposts at the same time?

- What exactly is the advantag of a Type II or Type III Refinery or Factory? Do I need a ralationship minimum or a extension minimum to use these?

12

(3 replies, posted in Q & A)

Same here. As a newbie I just started to produce ammonition. Its selling good, and I can keep some ammonition for my corp so they don´t have to buy for the high prices on the market.

Probably there are faster ways to make money.
But hey: This is a "Notum Pirates" Slug... It will tear your enemys faster appart than a regular slug. wink And its cheaper, too.

Thanks. Now its clear.
First Production already running. smile

Hi, new to the game I have some questions about manufacturing the guids couldn´t answer (or I didn´t understand them).

1.) Before you can manufactur something you need to know how to do it. Thats why you have to do reverse enginering OR have the knowledge in your knowledge database.
Is this an OR or and AND?

2.) Can I tranfer what i have in my knowledge database to an other char? If yes, how? If now, does that mean that the production person although have to be the research person?

Thanks for your help,
Raiser

15

(17 replies, posted in General discussion)

Thanks for the welcome.

Stumbled over PO and never played Eve either. I think I know how its working... and I think I need some years to figure out why I am wrong. roll